Base Class: Sorcerer
Your innate magic comes from your attunement to the weave of magic and fate. Your years of practicing the weaver's arts has allowed your mind to discern the complex patterns of the weave that flows around you, and thereby manipulate it. Just as you work strings and yarn into complex patterns, you work the threads of magic and fate to warp the world to your will, for better or worse.
Weaver's Magic
1st-level Weaver's Mind feature
You learn additional spells when you reach certain levels in this class, as shown on the Weaver's 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 one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Weaver's Spells
Sorcerer Level | Spells |
---|---|
1st | absorb elements, mage armor |
3rd | spider climb, web |
5th | dispel magic, protection from energy |
7th | fabricate, freedom of movement |
9th | animate objects, creation |
Strings of Fate
1st-level Weaver's Mind feature
Your connection to the weave of magic allows you to manipulate fate in dire moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Weave of Protection
6th-level Weaver's Mind feature
You can tap into the grand equation of existence to imbue a creature with a shimmering blanket of protection. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Pattern of the Weave
14th-level Weaver's Mind feature
You gain the ability to attune your consciousness to the weave of fate. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Woven Sanctuary
18th-level Weaver's Mind feature
You conjure a shimmering tapestry that provides a moment of sanctuary around you. As an action, you conjure a shimmering, illusory tapestry that emanates from you in a 30-foot cube . The tapestry is intangible and invulnerable, and fabricates the following effects within the cube before vanishing:
- The tapestry restores up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
- Any damaged objects entirely in the cube are repaired instantly.
- Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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