Base Class: Sorcerer
Innate magic can come from many sources; Planar relationship, intervention of powerful entities, long forgotten bloodlines, the tides of chaos. The Weave Childe is born from the whim of something even closer to the tethers of magic’s fundamental source: The Weave itself. The emergence of a Weave Childe is almost as if The Weave required some form of avatar or some sort of self understanding.
Arcane Savant
1st level Weave Childe feature
You have a deep intuitive understanding of arcane connections and magical processes expressed through manipulation and perception of the weave.
You have a deep intuitive understanding of arcane connections and magical processes expressed through manipulation and perception of the weave. To that end, you have expertise in Arcana. Additionally, a sorcery point can be expended at any time to get advantage on an arcana check prior to the roll being made.
However, this intimacy with The Weave comes with a price. A Weave Childe understands their entire world through their perception of The Weave. You have disadvantage on nature and religion checks.
Spontaneous Magic
1st level Weave Childe feature
Your access to and understanding of the Weave is innate and intimate. You are a conduit of the mysteries of the weave, and therefore simple feats of magic are akin to breathing for you.
You intuitively know Druidcraft, Prestidigitation, and Thaumaturgy. These do not count against the number of sorcerer cantrips you know, do not require verbal, semantic, or material components, and can be cast as a free action, though they still count as casting a cantrip per spell casting rules.
Exceptional Access
1st level Weave Childe feature
To most Sorcerous Origins, innate magic flows without any conscious consideration, but the Weave Childe’s intuition is matched with potent curiosity, and is rewarded by The Weave with arcane secrets.
You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but can come from any spell list and does not count against the number of sorcerer spells you know.
Sorcerer Level |
Spells |
1st |
Two Cantrips, one 1st level spell |
3rd |
One 2nd level spell |
5th |
One 3nd level spell |
7th |
One 4nd level spell |
9th |
One 5nd level spell |
Once per long rest you can attempt to replace one spell you gained from this feature with another spell of the same level. 1d10. If you roll a number equal to or lower than your proficiency modifier, you are able to replace one spell with one of the same level.
Weave Sight
6th level Weave Childe feature
You are able to see The Weave itself in a localized area for a short duration of time. The complex knotting of The Weave and it’s connections to creatures, places, and objects in your location become clear and obvious. This manifests as Weave Sight.
As a bonus action, when you expend a sorcery point, you are granted a combination of benefits True Seeing, Detect Magic, and Detect Evil and Good for one minute within a 10’ radius, centered on you. You can expand this range by adding 10’ per Sorcery Point expended, up to your current proficiency bonus, including the point used to activate Weave Sight (maximum 60’ radius). Per long rest you can only use up to your proficiency bonus in Sorcery Points to activate this ability. Weave Sight is a magical ability and not a spell, and can not be granted to others.
If you are currently affected by the blinded condition, you can not activate Weave Sight.
Metamagic Adept
14th level Weave Childe feature
Your intimacy with the nature of The Weave now extends to your use of Metamagic. You may now choose to either attempt to swap out a spell or a Metamagic option with your Exceptional Access feature.
Additionally, you are able to extend your use of metamagic to spells that others have cast either on you or cast within a range of 120 feet of you. As a reaction, expend the Sorcery Points necessary for the desired metamagic ability, then roll an arcana check, DC 7 + the spell’s level + the caster’s spell casting modifier, regardless of if the spell caster is friendly or a combatant. Upon a success, you are able to use the metamagic on the spell. Upon a failure, the Sorcery Points are still spent and you must make a constitution saving throw, DC 7 + the spell’s level, or suffer one point of exhaustion.
When you use Careful Spell in this way, you may only choose a number of creatures up to half your Charisma modifier, rounded down (minimum of one creature).
The Warp and the Weft
18th level Weave Childe feature
Your understanding of The Weave is so complete that you can treat a spell as a magical effect, and vice versa.
A spell altered in this manner:
- Does not require verbal, semantic, or material components, regardless of if material components are normally consumed with the spell
- must be declared as an effect prior to any damage rolls, saving throws, or counterspell attempts
- cannot be targeted with counterspell
- may have Metamagic options applied, but they must be included prior to declaring that the spell is now an effect.
A magical effect altered in this manner:
- Is considered at a spell level equal to ⅓ the creatures CR, rounded down, with a maximum of 9th level.
- Is susceptible to counterspell and other spell altering effects per it’s spell level described above
- Is placed into the closest approximate school of magic for purposes of abilities, features, or traits which may relate to spellcasting and the intended targets of the effect
- Is now subject to abilities, features, and traits which deal with spells cast on the intended targets of the effect
Previous Versions
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12/15/2022 9:21:19 PM
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6/27/2023 9:42:38 PM
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Fixed a couple of typos, simplified Spontaneous Magic.