Base Class: Sorcerer
Manaweaver is the term given to creatures with an innate connection to the very weave of magic that spreads across the multiverse.
Their ability to manipulate the boundaries of magic exceeds that of other sorcerers, as their very soul is in tune of the tapestry of arcane power.
Manaweaver Quirks
| d6 | Quirk |
| 1 | Your eyes glow a bright, solid white. |
| 2 | Your body is covered in colourful tattoos that shift with each spell you cast. |
| 3 | Your skin is glittery and somewhat translucent. |
| 4 | When you bleed your blood is not affected by gravity. |
| 5 | Your voice sounds as if three different people are speaking perfectly in sync. |
| 6 | Your hair is made of threads of pure light similar to an aurora that shifts in colour. |
Arcane Knowledge
Starting at 1st level you gain proficiency and experitse in the Arcana skill as your mind is already filled with an understanding of the inner workings of magic.
Magical Saturation
You know the Identify and Detect Magic spells as part of this feature, these do not count against the number of spells you know.
Elemental Threads
Starting at 6th level when you cast a damaging spell you can spend two sorcery points to change the damage type of the spell, if a spell deals more than one damage type you can only change one of them.
Hidden Magic
At 6th level, you learn the Counterspell spell and one spell of your choice from the sorcerer spell list, which does not count against the number of sorcerer spells you know. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip.
Spell Sculpting
At 14th level you can manipulate the weave of magic like soft clay. When you cast a spell you can spend a number of sorcery points to alter the spell's name, and in turn it's effects. You can only add, delete, or replace one letter in the spell's name per sorcery point spent to a maximum of three, after which the DM determines what the altered effect becomes.
For example, you might spend 3 sorcery points to alter Chromatic Orb to Chromatic Sword, temporarily summoning a sword of chromatic energy that deals a random element of damage on a hit. Or you could spend 3 sorcery points to alter Wall of Stone to Wall of Steel, creating a near unbreakable, but perhaps smaller, wall of pure steel.
Master of Magic
Upon reaching 18th level you very soul is interwoven with the fabric of magic itself and you have learned to pull in nearby threads to empower yourself.
When you successfully counter a spell using Counterspell you can attempt to convert it into sorcery points. Make a Charisma saving throw against the spell save DC of the creature who cast the spell, on a success you gain a number of sorcery points equal to the half the spell's level (rounded up).
You can do this a number of times equal to your Charisma modifier.
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