Base Class: Sorcerer
By virtue of some extreme twist of fate, a shard of pure chaos within you, or simply sheer force of will, you have gained the ability to change the world around you by simply exerting your mind. An outburst of rage that produced a circle of flame, a mental push with your mind instantly fixing a torn cloak, or a casual pinch with your fingers someone a real nosebleed, this surprising event led to your continued study of newfound power. From nosebleeds to headaches, mending a cloak to creating a weapon from material and thought, and lighting a candle to lighting goblins aflame, you will grow in power and mastery of that around you.
Will Manifest
Starting at 1st level, you can focus on bending the weave around you to give you advantage on an attack roll, ability check, or saving throw. You spend 2 sorcery points per use of this ability.
Strengthening Will
You have chosen the path of rigorous mental acuity and control, and have therefore gained a greater control of the weave around you, giving you a greater reserve of magical power than other sorcerers. You gain an additional sorcery point per sorcerer level.
Weave Manipulation
Starting at 6th level, you can start to influence the spells of others. This ability allows you to apply your metamagic features to spells that you can see being cast within 60 feet.
Matter Manipulation
Beginning at 14th level, you can use 4 sorcery points, materials present within 10 feet of you, and 10 minutes, to create an item as though you had cast the spell Creation. The created item cannot be magic and will not disappear with time as in the original Creation spell. You may move as necessary to create the item, maintaining concentration as though concentrating on a spell.
World Master
At 18th level, magic is an integral part of you, and has grown beyond anyone's expectations. You can now make spell slots higher than fifth level using your sorcery points.
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