Base Class: Sorcerer
On very rare occasions, a person is born with an ability to alter the weave of magic. Such people have an innate connection to the weave itself, and find themselves to directly control the weave with their bare hands, bending it to cast their spells and to alter the effects of spells around them. How this gift is created is a mystery to all, with mere speculation being behind most claims as to the origin. However, most agree on one thing: It occurs because of some distortion in the weave.....
Eyes of the Arcane
Starting at first level you learn the identify spell. This spell doesn’t count against the number of spells known. Once per long rest you may cast identify without using a spell slot. To do so again you can spend 1 sorcery point per cast. Free cast resets upon completing a long rest.
Folding the Weave
You have learned the ability to fold the weave in way that allows you to teleport short distances. Starting at level 3 on your turn as a bonus action, you can teleport up to a space you can see within 15 feet of you that isn't being occupied by another object or creature.
This costs no spell slots, but can be affected by the following metamagics at the cost of 1 Sorcery Point each.
Distant Spell - You can double the range of your bonus action teleport for this turn.
Twinned Spell - You can bring another person with you when you bonus action teleport, as long as they are within touching range and willing.
Strings of Fate
Starting at 6th level, when you complete a long rest you may choose one spell of first level or higher from your known spells to replace from your available spells of the same level. You may only choose one spell to swap this way per long rest.
Enchanting Tapestry
Your understanding of the nature and interconnections of magic gives you an advanced understanding in how the weave of magic works in the world.
Starting at level 6 you gain advantage on perception, investigation and insight when it specifically pertains to magic, the use of magic or magic items(DM discretion).
A Tear In The Fabric
Upon reaching 14th level, you learn to tear a hole in the weave of magic. When the fabric tears it explodes outward and leaves a vacuum of magic before the weave repairs and replenishes itself.
Each creature in a 20-foot-radius sphere centered on a point must make a Strength saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one.
Additionally, all creatures that failed the save are knocked prone or pulled up to 15 feet towards the spell’s point of origin (your choice).
Treat the area of effect as an antimagic field for a number of rounds (minimum of one) determined by your DM.
Once you use this feature, you can’t do so again until you complete a long rest. You gain an additional use of this feature at 18th level.
ReWeave
At 18th level, you gain the ability to cast counterspell at 7th level three times per long rest. This doesn't count against your number of spells known and doesn’t use a spell slot. All other rules for the spell apply.
When you use counterspell through this feature you regain a number of sorcery points equal to the level of the spell you countered. This feature does not give you more sorcery points than you would normally have. If you would take more points than you have used points, you instead take 1d10 force damage for each sorcery point unabsorbed. You regain all uses after a long rest.
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