Base Class: Sorcerer
You were born amidst powerful magic. Perhaps your mother was an active spellcaster while she carried you or was the subject of another's spells. Perhaps you were born in the midst of great magical upheaval or close to a source of great arcane power. Regardless, magic is in your blood, not by lineage but by proximity. You have grown up with magic as much a part of you as any other limb or sense.
Your abilities extend to affecting the spellcasting of other magic users.
Weavewatcher
As an action you can change the way you see the world. Your vision changes to function as if you had cast the detect magic spell but your regular vision is impaired, giving you disadvantage on all perception checks that rely on sight and attack rolls against creatures beyond 30 ft. range.
You can restore your regular sight as an action.
At 3rd level in this class, you can spend an action to expend two sorcery points to alter your vision as if you had cast the see invisibility spell. This does not negatively affect your regular vision.
Both effects may be active at the same time but require separate actions to activate.
Arcane Flinch
Starting at 1st level, your natural born instinctual reactions to danger can provoke a magical response. Once per long rest you can use your reaction to protect yourself from danger as if you had cast the absorb elements, feather fall or shield spell.
Immutable Magic
Starting at 6th level, you learn the counterspell spell, which doesn't count against your number of sorcerer spells known.
When you cast counterspell and are required to make a roll to prevent the spellcasting, you have advantage on the ability check.
Additionally, when you cast a spell from a spell slot of a level less than or equal to your sorcerer level divided by 4 (rounding down), it does not require verbal or somatic components.
Master of the Weave
You gain the following ability.
Extract Spell
You may target another creature that is conscious and that you can see or hear and cast a spell from their spell list.
You must spend a number of sorcery points equal to the level of the spell you wish to cast. You must then declare the name of the spell you intend to cast. If the targeted spellcaster is unwilling to share their spell you may force them to do so. They must pass a charisma saving throw against your spell save DC or be forced to grant you access to the named spell. If the declared spell is not a spell they have prepared then they automatically succeed.
If the target creature fails the saving throw or if they willingly granted you access then you may cast the spell from one of your own spell slots. If they fail the save by 5 or more, the power is borrowed from the weave and no spell slot is expended. If they fail by 10 or more, the target creature loses the spell slot. If they do not have a spell slot available, you must use one of your own or lose the spell.
If they succeed, you lose the sorcery points spent but not the spell slot.
Slingshot Spell
As a reaction you may enhance a friendly creature's magic. If another creature who considers you an ally is using the cast a spell action, you may apply one of the following effects to it for the associated cost.
|
Sorcery Point Cost |
Effect |
|
1x spell level |
Twin: Choose one additional target of the spell |
|
2 |
Heighten: One target of the spell has disadvantage |
|
3 |
You may alter the element of a damage spell randomly. Roll 1d4. The number corresponds to the following elements in alphabetical order (excluding the original element). Cold, Fire, Lightning, Poison, Thunder. |
|
4 |
Phase: You may change the targeted saving throw.* *The spell must still target a saving throw within the same group. The groups are; Physical (Str, Dex, Con), and Mental (Int, Wis, Cha). |
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