Base Class: Sorcerer
Your innate magic comes from a deep connection to the Weave of Magic that is granted to only a select few in every generation. Your magic works by creating knots of peculiar designs directly in the weave, rather than just reciting words and using components. Your spell focus might be a piece of cloth, woven from threads of many colors, with frayed edges that allow you to manipulate the strings.
Tangle the Weave
You gain a pool of Thread Points (equal to your Proficiency Bonus). When you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to "tug a thread":
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The Snag: Roll a d4 and subtract it from the total.
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The Slip: Roll a d4 and add it to the total.
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The Slack: If the roll was a Natural 1 or Natural 20, you regain 1 Sorcery Point as you harvest the excess energy of a "snapped" thread.
At 8th level, you can use 2d4, at 16th 3d4
Pattern Recognition
Your connection to the threads allows you to see the "shape" of what’s coming. As a bonus action, you can spend 2 Sorcery Points to enter a state of Synchronicity for 1 minute.
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While in this state, you cannot be surprised, and you have advantage on Initiative rolls.
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Additionally, when you cast a Divination spell, you can "braid" it with an Evocation or Illusion spell of 1st or 2nd level. You cast both simultaneously using a single action (paying the Sorcery Points for both).
Loom of the Fates
You can cast a literal "Safety Net." As an action, you weave a 20-foot shimmering web of ethereal silk in a location you can see.
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Any allied creature within the web has Evasion.
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Any enemy that enters the web must make a Wisdom saving throw or be affected by a Slow spell as their personal timeline becomes bogged down in your weaving.
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You can "read" the vibrations in the web, giving you the benefits of True Seeing while you are standing within it.
Master of the Great Knot
You can perform a Grand Unraveling. Once per long rest, you can spend 6 Sorcery Points to target a creature or a magical effect.
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Creatures: They must succeed on a Charisma saving throw or be "unspun" from reality. They are banished to a void between timelines for 1d6 rounds. When they return, they take 10d10 force damage as reality snaps back into place around them.
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Effects: You automatically end any spell of 8th level or lower, as if using Dispel Magic, but you absorb the "loose thread," allowing you to cast that same spell once within the next hour without consuming a spell slot.
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