Base Class: Sorcerer
Arcane Reavers forge an unbreakable bond with the Weave itself, not merely shaping magic but commanding it. Where other sorcerers coax spells into form, a Reaver tears power straight from the currents of magic and hurls it back into the world with impossible efficiency.
In battle, an Arcane Reaver becomes a whirlwind of relentless arcana, spells echo, repeat, and bend under their will. Every spell they cast threatens to return, stronger and sharper, making them an unpredictable and terrifying force on any battlefield.
Level 3: Expanded Spell List
Expanded Spell List
At 3rd, 5th, 7th, and 9th levels, you learn additional spells from the 2024 Player’s Handbook. These spells count as sorcerer spells for you, but they do not count against the number of spells you know.
|
Sorcerer Level |
Spells |
|
3rd |
Prestidigitation, Chromatic Orb, Mirror Image, Scorching Ray, Tasha’s Hideous Laughter |
|
5th |
Glyph of Warding, Major Image |
|
7th |
Arcane Eye, Dimension Door |
|
9th |
Conjure Elemental, Wall of Force |
Level 3: Arcane Recursion
At level 3, your connection with the Weave allows you to cast certain spells repeatedly without using your spell slots.
When you cast a sorcerer spell of 5th level or lower that has an instantaneous duration and requires an attack roll or forces a saving throw, you can choose to concentrate on it. If you do, you may cast the same spell again on your next turn without expending a spell slot, as long as:
- You maintain concentration on this feature.
- You use same type of action to cast the spell again.
- You do not get to continue the metamagic you used on the previous spell unless you spend it again.
You gain two uses this feature, until you finish a long rest unless you spend 2 sorcery points to activate it again.
Level 3: Reactive Cantrip
At level 3, when a creature you can see within 60 feet of you makes an attack roll, casts a spell, or moves within 10’ of you, you can use your reaction to cast a cantrip to target that creature.
The cantrip must have a casting time of 1 action and must target a single creature. This cantrip deals additional damage equal to your Charisma modifier (minimum of 1) to the target.
Level 6: Precision Weaving
At level 6, your mastery over the Weave lets you adjust their magical delivery to suit your needs. You can change the spell's targeting method by one of the following.
Saving Throw to Spell Attack: When you cast a sorcerer spell that forces a saving throw you can instead replace the saving throw with a spell attack roll using your spell attack modifier.
- If the spell has an area of effect, all targets will require a spell attack roll.
- If the original spell would deal half damage or a reduced effect on a successful save, the spell now misses entirely if your spell attack roll fails.
- The target may still use a Legendary Resistance as if it had failed a saving throw.
Change Saving Throw: If you cast a spell that requires a spell saving throw, you may choose to change the spell’s targeted save based on what the spell’s description lists, using the below groups (example, fireball uses a Dexterity save, so the caster could choose either Strength or Constitution):
- Strength, Dexterity, or Constitution
- Intelligence, Wisdom, or Charisma
You gain two uses this feature, until you finish a long rest unless you spend 2 sorcery points to activate it again.
Level 14: Echoing Spell
At level 14, if you use meta magic on a spell with a casting time of one action and no higher than 5 level, you can cast the same spell again as a bonus action. You must expend the second spell slot and you still cannot concentrate on two spells. The new casting must be at the same level as the original, and your meta magic does not carry over. You will have to spend more sorcery points to add meta magic to this spell. You can use this effect once per long rest.
Level 14: Weave Ward
At level 14, your bond with the Weave instinctively bends magical energy to shield you from harm. When you are hit by an attack or forced to make a Dexterity saving throw, you can use your reaction to wrap yourself in protective energy, gaining resistance to all damage until the start of your next turn. Once you use this reaction, you can’t do so again until you finish a short or long rest, unless you expend 2 sorcery points to use it again.
Level 18: Master of the Unseen Weave
At level 18, the forces of magic respond to you in ways that others can only dream of, granting you unparalleled power. You gain the following benefits:
- Once per long rest, when you roll initiative, you regain 4 sorcery points.
- Once per long rest, you can empower one of your spells to strike multiple foes at once. When you cast a spell of 6th level or lower that targets only one creature and requires an attack roll or a saving throw, you may spend sorcery points to affect additional targets. For each sorcery point you spend, you can target one additional creature, up to a maximum of three additional creatures. Each target requires its own attack roll or saving throw.
- Additionally, when you spend sorcery points, all affected creatures take extra damage from your spells equal to your Charisma modifier.







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