Sorcerer
Base Class: Sorcerer

Many Sorceror's gain their magic from blood of magical creatures, or even ties to natural magic giving them uncontrollable magical strength. The Spellweaver is an exception, their magic coming from Wizards so skilled in magic, it flooded into their children. This gave them the ability to control magic, far stronger, and even more fluidly than other sorcerers. From childhood, you are able to wield magic as you desire it, changing magics elemental properties. It's up to you to determine the limits of you magic, and with the tools at your arsenal, there are few limits to your potential.

Magical Ancestor

At 1st level, you gain access to sorcery points. The amount you possess is equal to your sorcery level. At 3rd level, the amount of sorcery points you possess is double, now equaling double your sorcery level. (This is treated as advanced Metamagic. As such, rules for Metamagic apply to Spellweave, with the exception that you have all Spellweave known at all time.)

SpellWeave
  • Fluid Spell
    • If you miss your target with a spell, you may expend sorcery points equal to the spells level. Redirect the spell target to the nearest enemy, and roll to hit again. This costs sorcery points equal to the spells level, and cannot be performed on spells 6th level or higher.
  • Elemental Control
    • Before you cast a spell, you can choose to change it's elemental damage. The element must relate to the original damage, either similar (IE Poison to Acid: Bludgeoning to Piercing) or opposites (Fire to Water: Earth to Air). This takes 1 sorcery point for each damage type.
  • Healing Destruction
    • When you hit a target with a spell, but before you roll damage, you can choose to deal half the damage you roll, to heal the other half to a target within the range of the spell. This costs 1 sorcery point, for each dice rolled in damage.

Additionally, you gain proficiency in Arcana. Additionally, you gain advantage to Arcana checks, and you can use your charisma modifier instead of your intelligence modifier, if your charisma modifier is higher.

Magical Attunement

Your innate magic flows through and powers you. Your wizard parents ability to restore their magic has been passed onto you, although not as efficient as your parents. When you take a short rest, you can recover sorcery points equal to half your sorcery level, rounded-up. This can only be used once per long rest.

Affinity for Manipulation

Starting at 6th level, when you cast a spell that you have used either Metamagic, or Spellweaver on, you can add your charisma modifier to the damage you deal. Additionally, you can now combine Metamagic with your spellweaver, allowing you to use 2 abilities on 1 spell, instead of just one, and you gain an additional Metamagic choice.

Wider Weave

At 14th level, your skills using your Spellweave expands, as such you gain access to 3 more Spellweaves.

  • Gateway
    • When you cast a spell that requires you to roll to hit the target, you can spend sorcery points equal to 3 times the spell slot level being used to cast the spell. If you do, you automatically succeed the hit, provided you can hit the target. Using this prevents you from rolling a critical hit.
  • Sacrificial Spell
    • When you use a Spellweave, or Metamagic on a spell, you can combine this with the spell. You spend no sorcery points on the spell, however you take damage equal to the damage you deal. If you score a critical hit, you also take damage equal to the critical hit.
  • Reckless Spell
    • When you cast a spell that forces your opponent to make a saving throw, you can spend 2 sorcery points for as many targets equal to your Charisma Modifier. Those targets immediately fail the saving throw, unless they have advantage against the saving throw. This cannot be paired with the Careful Spell metamagic.

Thread of Control

At 18th level, you have mastered your control over your magic, so much that simpler spells are cast much faster for you. If you use either Metamagic, or Spellweaver to cast a spell of 5th level or lower, you can use your bonus action to cast another spell of 5th level or lower. This spell MUST also use Metamagic or Spellweaver, however if you use Quickened Spell, it cost is reduced to 1 sorcery point.

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