Base Class: Sorcerer
Spell Tweak
Through rigorous hard work and practice, you have found a way to combine two spells into one, new, unique spell. Starting when you select this group at 2nd level, you can choose a cantrip and a leveled spell, and shift one damage type into another of a different spell you already know. You can do this at the expenditure of a sorcery point.
For example, at 5th level, you can mix Frostbite with Fireball and use your Spell Tweak ability to change the 8d6 fire damage into 8d6 cold damage, borrowing the cold damage type from Frostbite and putting it into Fireball.
You can use this ability on any spell up to 5th level.
Stitcher
Starting when you select this group at 3rd level, you are able to combine any 3rd level or lower leveled spell you have using the Spell Tweak ability, and consume one spell slot equal to the highest slot of the pair used.
Magic Menace
Starting at 4th level, your command of the weave and words makes you a proper menace. When casting any spell that does damage to a target, you can add your Charisma Modifier to the damage total once per turn.
And, once per short rest, you can expend a Sorcery Point to end a condition on yourself.
Gentle Touch
Starting at 6th level, as a reaction to a spell you cast being saved against or countered, you expend a Sorcery Point. The target must make a Charisma saving throw against your spellcasting modifier. Upon failure, the target feels a wave of lethargy crash over them. Until your next turn, the target’s movement is reduced by half, and the next spell that does damage to the target gains an additional damage dice. If they save again, then nothing happens.
Grasp the Ether
Starting at 10th level, you can expend one of your Sorcery Points to feel through the weave around you. In doing so, you roll a d6.
- On 1-3, you learn one weakness of a target. If they have none, you learn a random fact about it.
- On 4-5, you learn one spell that the target knows. If it knows none, you learn one random ability it has.
- On 6, you learn all resistances and immunities that the target has. If it has none, you learn how much health it has and its armor class.
Reject the Weave’s Pull
Starting at 14th level, when you start an encounter, you can choose either a condition or a damage type to become resistant to until the end of the encounter. Furthermore, any spells targeting you or anyone within 10 feet of you that do the damage type of or impose the condition that you’re resistant grants the resistance to your allies within range.
Bend to Thy Whim
Starting at 18th level, you can change up to two of the following things about any spell you know from 5th level and below without expending a sorcery point. You can do this up to your spellcasting modifier times per long rest.
- Damage Type
- Saving Throw Type
- Double the Spell's Range
- Remove Verbal or Somatic Components
- Increase a Spell's Duration up to Double
- Concentration Spells ignore Concentration for up to 1 minute
Spell Tweak
1st-level Spellstitcher feature
Through rigorous hard work and practice, you have found a way to combine two spells into one, new, unique spell. Starting when you select this group at 1st level, you can choose any two leveled spells of 5th or lower, and shift one damage type into another of a different spell you already know. You can do this at the expenditure of a sorcery point or the highest spell slot of the two mixed.
For example, at 5th level, you can mix Frostbite with Fireball and use your Spell Tweak ability to change the 8d6 fire damage into 8d6 cold damage, borrowing the cold damage type from Frostbite and putting it into Fireball.
You can use this ability on any spell up to 5th level.
Magic Menace
1st-level Spellstitcher feature
Starting at 1st level, your command of the weave and words makes you a proper menace. When casting any spell that does damage to a target, you can add your Charisma Modifier to the damage total once per turn.
And, once per short rest, you can expend a Sorcery Point to end a condition on yourself.
Gentle Touch
6th-level Spellstitcher feature
Starting at 6th level, as a reaction to a spell you cast being saved against or countered, you expend a Sorcery Point. The target must make a Charisma saving throw against your spellcasting modifier. Upon failure, the target feels a wave of lethargy crash over them. Until your next turn, the target’s movement is reduced by half, and the next spell that does damage to the target gains an additional damage dice. If they save again, then nothing happens.
Grasp the Ether
6th-level Spellstitcher feature
Starting at 10th level, you can expend one of your Sorcery Points to feel through the weave around you. In doing so, you roll a d6.
- On 1-3, you learn one weakness of a target. If they have none, you learn a random fact about it.
- On 4-5, you learn one spell that the target knows. If it knows none, you learn one random ability it has.
- On 6, you learn all resistances and immunities that the target has. If it has none, you learn how much health it has and its armor class.
Reject the Weave's Pull
14th-level Spellstitcher feature
Starting at 14th level, when you start an encounter, you can choose either a condition or a damage type to become resistant to until the end of the encounter. Furthermore, any spells targeting you or anyone within 10 feet of you that do the damage type of or impose the condition that you’re resistant grants the resistance to your allies within range.
Bend to Thy Whim
Starting at 18th level, you can change up to two of the following things about any spell you know from 5th level and below without expending a sorcery point. You can do this up to your spellcasting modifier times per long rest.
- Damage Type
- Saving Throw Type
- Double the Spell's Range
- Remove Verbal or Somatic Components
- Increase a Spell's Duration up to Double
- Concentration Spells ignore Concentration for up to 1 minute
Comments