Sorcerer
Base Class: Sorcerer

The sons and daughters of magic itself, Weaveborn sorcerers are the micricle children of magic, anomalies to the rest of the world, they are those who were born in and from the weave itself, manifesting themselves into the world. They are creatures of pure magic, that can manipulate its nature better than anyone else.

Weave Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Weave Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace any spell you learned or any spell you gained from this feature with another spell of the same level. The new spell must be a spell from the sorcerer, warlock, druid or wizard spell list.

Weave Spells
Sorcerer Level Spells
1st two 1st level spells
3rd  two 2nd level spells
5th  two 3rd level spells
7th  two 4th level spells
9th  two 5th level spells

Magical Wellspring

At 1st level, your magic overflows through you, as you can cast spells without using your energy. You can cast each spell you know without expending a spell slot once per long rest. Additionally, you gain 2 sorcery points each time you gain a level.

Arcane Sense

At 1st level, your magical origin let's you recognize the presence of magic around you, as you feel a connection to it. As an action, Until the end of your next turn, you can concentrate on any magical effects or presence around you, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. 

You can use this feature a number of times equal to twice your proficiency bonus, you regain all expended uses on a long rest.

Spell Weaver

At 6th level, Your connection to your innate magic grows, allowing you to manipulate your spells more freely in many new ways. You can choose 1extra metamagic option, and every time you reach the right level to choose a new one you may choose two, and you also gain 5 additional sorcery points. Additionally, you gain the following metamagic options:

Overcharged Spell. when you roll damage for a spell, you can expend 1 to 5 sorcery points to overcharge the spell, adding additional damage dice equal to the number of sorcery points spent. for every additional damage dice rolled after 2 you take an amount of damage equal to twice your proficiency modifier.

Focused Spell. when casting a spell that does damage to multiple creatures in an area of effect, you can spend 2 sorcery points to focus the spell, adding the damage that one or more of the creatures in the area of effect took to the damage that a creature of your choice took.

Expanded Spell. when casting a spell with an area of effect, you can spend 1 to 3 sorcery points to expand the area of effect for the spell, adding a 5 ft radius for every sorcery point spent

Fluid Spell. transmuted spell now covers more damage types, making the list of damage types Fire, Cold, Acid, Poison, Lightning, Thunder, Force, Radiant, Necrotic, Psychic.

Delayed Spell. when casting a spell that's potency is determined by dice rolls, such as damage or healing, you can spend 2 sorcery points to stop the spell in time, causing the spell to activate on your next turn and adding an additional dice to the effect.

Redirected Spell. when making a spell attack roll, and missing, you can use your reaction to spend 1 sorcery point, and direct the attack at another creature within range of the spell attack

Portalled Spell. when casting a spell, you can spend 1 sorcery point to make the effects of the spell come from any point you can see within 60 feet.

Metamagic Master

At 14th level, your abilities to change the nature of spells elevate beyond their limits, allowing you to change a spell in many ways at once. when casting a spell, you can use a metamagic option on that spell even if you had already used one, this ability stacks up to 3 metamagic options per spell, without counting metamagic options that already can be used on top of other metamagic options. additionally, you every time you use a metamagic option, you regain 3 hit points.

Soul Essence

At 18th level, you learn to show your true form, unleashing an extremely powerful aura as you turn into a being of pure magic. As an action, you can turn into your soul essence form for 1 minute, granting you the following benefits:

  • all spells cast under 5th level in this form do not expend a spell slot.
  • using metamagic in this form does not cost sorcery points.
  • you become immune to all spell effects and spell damage.
  • you can cast spells under 4th level as a bonus action.

Once you use this action, you can’t use it again until you finish a long or short rest or until you expend 18 sorcery points to use it again.

Author Note

This subclass was created as a part of a project made for a specific campaign and setting, which is the main reason of it's extreme... lack of balance.

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2022 7:58:42 PM
18
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Coming Soon

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