Base Class: Sorcerer
The Void Weavers are chosen by some mysterious force that makes little sense, but always feels familiar to them. This mysterious power serves as the conduit of this sorcerer's capabilities and connection to the weave, but also changes the way that they are able to see the world around them. What the Void Weaver sees are various of streams of order and chaos that flow throughout multiple planes, but still manage to connect all of them together. This connecting energy represents both everything and nothing at the same time - a paradoxical energy called the void.
The Void Weaver starts with bewilderment, confusion, and curiosity of the world they see, realizing that this is something that only they and others like them are able to perceive it as. They grow to slowly start identifying and channeling these curiosities to alter the world directly around them that is tied to their influence with the void. While these sorcerer's can seem like fortune tellers and weavers of fate, what they experience translates to an understanding of the possibilities and properties of energy that everything possesses, across multiple realms of existence, and manipulating exactly how it can exist.
Reading Fate
At the 1st level, you see the events that happen in the world much differently than they presently unfold, and your influence with the Void helps you interpret events around you before they happen. This leaves fate to be determined by how quickly the Void Touched can react to it.
When you aren't wearing any armor you can add your Charisma modifier to your armor class.
Void Sense
At the 1st level, your life has been filled with seeing snippets of other realities, realms, energies, and more, but never consistently at all times, but from training yourself to read patterns of your surrounding, you've discovered how to focus this for a short period of time to gain the ability of limited truesight.
You gain truesight up to 60 feet for 1 minutes. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unbound Potential
At the 6th level, you have the ability to read surrounding elements, other planes, and secrets while concentrating on a spell on yourself and others. Peering into these, you're able to find hovering secrets that could exist in other planes and pull them into the physical realm to manifest on the concentrated target.
When you cast a spell on yourself on an ally requiring concentration, you can spend 2 sorcery points to grant a bonus feat or an ability score improvement of +2 that can exceed 20 for the duration of the concentrated spell (maximum 1 minute).
Altering the Course
At the 14th level, you begin to pay closer attention to the paradoxes of nothing and everything from the void that surround every action made. You discovered ways you are able to manipulate the threads of fate controlled by the void to change the outcomes in your favor.
As a reaction, you can spend 1 sorcery point to treat any attack roll, ability check, or saving throw with a result of 9 or lower as a 10 for yourself or spend 2 sorcery points for an ally within 30 feet.
Alternatively, you can use a reaction to spend 7 sorcery points and can treat any single attack roll, ability check, or saving throw as a result of a 20 for yourself or an ally within 30 feet.
Void Alteration
Studying the void has allowed you to understand the balance it creates in the world and knowing how to alter the balance in a way that doesn't dangerously affect the plane you exist in. As an action, you choose yourself or a friendly target, and a hostile target.
For 1 minute, you or a friendly target can use the highest ability score modifier bonus in place of all other ability score modifier bonuses they have (Attack bonuses, damage bonuses, Spell DC, Bonus Armor Class, Ability Checks, Saving Throws, etc).
The hostile target makes a Charisma saving throw, if they fail their lowest ability score modifier bonus is used in place of all other ability score modifier bonuses they have for 1 minute.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Previous Versions
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