Base Class: Sorcerer
Whether through a spell gone wrong or through some sort of horrible affliction from birth, you have suffered greatly at the hands of the arcane. The magic power stored within is oftentimes just as much a curse as it is a blessing. Pain often courses through your body, as your very flesh and blood is slowly consumed by the Weave.
Painful Reminder
You are never without an unfortunate reminder of your limited time on this plane. A part of your body has begun to lose itself to the ravenous arcane powers stored within, causing visible deformities and often sharp bursts of pain at inopportune times. As a result, many find your appearance or demeanor off putting, worried that harm might come to them if they stay around you for too long. You suffer a -1 to all Charisma checks.
However, despite its painful disfiguring, you find that channeling your spells is a simple feat if you allow the pain to guide you. You gain a +1 to your Spell Save DC.
Terrible Remedy
Starting at 1st level, you can use an action on your turn to give part of yourself over to the Weave, allowing you to restore one used spell slot for either yourself or an ally you can touch. However, as a result of this, you take 1d6 Necrotic damage per spell level for each spell slot that you restore. You cannot restore spell slots that are above your spellcasting level, and only spell slots up to level 8.
You start with 2 uses of this feature and gain additional uses at levels 4, 8, 12, and 20.
Enchanting Contagion
At 6th level, you gain advantage on saving throws against being magically charmed. In addition, once per short rest, whenever a creature fails a saving throw against a spell you cast, as a reaction you may have that creature gain disadvantage on its next attack roll against you or an ally of your choice. However, you suffer from your affliction even more now, as the power of the Weave has begun to take hold of your body. Whenever you activate this effect, you gain one point of exhaustion.
Additionally, if a creature you charmed would know you charmed them, they instead stay unaware after the spell wears off.
Weave Sense
At 6th level, your magic senses have been heightened by your affliction.
If there are any magic items or objects or if someone casts a spell within 30 feet of you, you can innately sense their presence. Along with that, you have advantage on Arcana checks when you attempt to discern what kind of magic a spell is. You also naturally intercept any telepathic messages sent from or received by anyone within 30 feet of you, though you do not necessarily know who the message is to or from.
However, this power can oftentimes become overwhelming to you, overloading your senses. If seven or more spells are cast within this 30 ft radius within a minute of each other, you must roll a Wisdom saving throw against your own Spell Save DC (DC {{savedc:cha}}). If you fail against it, you are stunned for two turns.
Managed Malady
At 14th level, you have managed to take hold of your affliction and learned to channel it to suit your whims, rather than the other way around. You no longer become exhausted from using your affliction, and have resistance to Necrotic damage.
Along with that, your power allows you a greater amount of control over your target. Whenever you cast a spell that causes a creature to have to make a saving throw against your Spell Save DC, you may give that creature disadvantage on that roll if you can see that creature. You may activate this ability twice per short rest.
Mender of the Weave
At 18th level, you have taken complete control over your Weave-worn soul. No longer are you suffering from this arcane curse, but rather enjoying the rewards of a magical boon only you may understand. You have immunity from Necrotic damage. Along with that, you can now see the makeup of the weave all around you, its strands and knots all a dazzling vision before your eyes. You no longer must make a saving throw against being stunned by your Weave Sense, and your sense expands up to 120 ft around you.
Thanks to your sight of the Weave all around, you are free to manipulate and cut the strings as you see fit. You innately know the spells Dispel Magic, Counterspell, and Anti-Magic Field and may cast one of them without utilizing a spell slot once per short rest.
Previous Versions
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