Base Class: Sorcerer
The Weaveheart sorcerer taps into the pure essence of magic, their innate connection to the Weave requiring no structured study or practice. This unique bond bestows upon them an unspoken understanding, allowing the Weaveheart to wield magic effortlessly, an instinctual finesse unmatched by conventional practitioners.
Endowed with an unparalleled strength in their magical prowess, the Weaveheart commands the very fabric of reality with an ease that speaks to the raw power inherent in their connection to the Weave. Their spells resonate with an intense potency, an unbridled force shaping the arcane to their whims with remarkable precision.
Weaveheart Magic
1st-level Weaveheart Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Weaveheart 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.
Weaveheart Spells
Sorcerer Level | Spells |
---|---|
1st | detect magic, magic missile |
3rd | enlarge/reduce, misty step |
5th | dispel magic, fireball |
7th | black tentacles, polymorph |
9th | animate objects, wall of force |
Additionally, consult the Mark of The Weave table and choose or randomly determine a way your connection to the weave manifests while you are casting any of your sorcerer spells.
Mark of the Weave
d6 | Mark of the Weave |
---|---|
1 | Arcane runes, circles and symbols glow from underneath your skin. |
2 | As you move your hands performing the somatic components of spells they leave faint ethereal after images. |
3 | Creatures affected by your spells feel a lingering sense of smallness in comparison to your power. |
4 | Harmless sparks of raw magic shoot of your body. |
5 | Mystical spectral energy encircles your body like a solar flare. |
6 | Your eyes become as dark as the night sky or instead shine with magical light. |
Masterful Casting
1st-level Weaveheart Sorcery feature
Harnessing the innate magic coursing through you, the Weaveheart's Serendipitous Channeling allows a unique connection with the arcane forces. When casting a spell, roll a d20, and on a 20, you seamlessly tap into the weave, preserving your spell energy. Additionally you do not need to provide material components or use an arcane focus to cast spell with material components so long as there is no listed price for the components.
Once this feature triggers successfully to prevent the loss of a spell slot you cannot use it again until after you complete a long rest.
Arcane Augmentation
6th-level Weaveheart Sorcery feature
An amount of times per long rest equal to your proficiency bonus, when you use a metamagic option on a spell you cast, the sorcery point cost is reduced by one. Also any time you use metamagic to enhance a sorcerer spell that deals damage it deals extra damage equal to your Charisma modifier. This additional damage is of the same type as the damage caused by the spell for example if you used the transmuted spell metamagic to transform a fireball spell to deal cold damage cast at 3rd level you would deal 8d6 + your Charisma modifier cold damage and a if you quickened a scorching ray, each beam would deal 2d6 + your Charisma modifier fire damage.
Sorcerous Infusion
14th-level Weaveheart Sorcery feature
As your mastery of magic deepens, you gain the ability to infuse the actions of yourself and others with raw sorcerous power to help or hinder them. As a reaction to seeing a creature within 60 feet of you attempt an ability check, attack roll or saving throw you can spend 3 sorcery points to cause a penalty or bonus to the roll equal to your Charisma modifier.
Nexus of Ethereal Harmony
18th-level Weaveheart Sorcery feature
Whilst you still have room to grow in power, connection to the Weave now rivals that of even Mystra. This supreme connection permanently grants you the following benefits.
- You can use your bonus action to lash out with a tendril made of pure magic that causes a random magical manifestation to take place.
- You have advantage on all saving throws against spells.
- Your spells cannot be counterspelled
Your magic tendril attacks have a range of 60 feet, takes a bonus action to use and deals 1d12 + your Charisma modifier force damage and uses your spell attack modifier to hit. If it hits roll a d6 and consult the Manifestations of Magic table below to see what effect takes place.
Manifestations of Magic
D6 | MANIFESTATION |
---|---|
1 | A harmless sensory effect of your choice, as if you had cast prestidigitation, occurs in the targets space. |
2 | You can choose to swap places with the target, if you do they are disorientated and have disadvantage on their next attack roll and the next attack made against them as advantage. |
3 | The target begins floating as if under the effects of the levitate spell for 10 minutes. |
4 | The target takes an additional d12 of force damage. |
5 | You are healed by the same amount as the force damage taken by the target. |
6 | The target must make a Constitution saving throw against your spell save dc or be blinded until the start of your next turn. |
Previous Versions
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