Base Class: Sorcerer
Your ancestry involves a powerful arcane being, or you have been exposed to powerful magical effects in the womb or as a child. The arcane being that is one of your ancestors might be a aweinspiring Astral Dragon, mighty Phane, or an immensely powerful sorcerer by their own right. Nevertheless, this connection offers you great magical powers others can only dream of. You have the potential to become a savant of magic unmatched in power, and it swells from you.
Studious individuals know of your kind, and might offer additional insight to your nature and the source of your power. Foolish spellcasters believe they can rival your power, how wrong they are, and how costly will this realization will be for them. Those who face a Weave Sorcerer on battlefield are witnesses to their terrible, magnanimous, and immense power. Their mastery over the arcane is legendary, and they are very much sought after. Sometimes, young children that show their nature while being too young are taken away and indoctrinated into servitude to their new master.
Weave Affinity
At 1st level, you have learned to regain some of your magical energy during meditation.
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level(rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level sorcerer, you can recover up to two levels worth of spell slots.
You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Savant
At 1st level, your bond with the weave allows you to learn additional spells.
Choose a number of spells from the Wizard spell list equal to your proficiency bonus, you must choose spells of a level for which you have spell slots. You learn a new spell through this feature whenever your proficiency bonus increases. Whenever you finish a long rest, you can replace one of spells learned through this feature with the a different one, following the same restrictions.
Additionally, you learn any spells that you can cast but don't know(for example, spells from Tiefling Infernal Legacy feature), but not if you can cast cast them with an item using it's charges(for example, Wand of Magic Missiles).
If a spell you learned through this feature is not on the sorcerer spell list, it is nevertheless a sorcerer spell for you. None of the spells learned through this feature count against your number of sorcerer spells known.
Metamagic Master
At 6th level, your connection with magical energies has nearly reached its maximum. Whenever you cast a spell or see a creature cast a spell within 60 feet of you, you can use one of your Metamagic Options on it as a reaction.You choose which Metamagic Option to use and expend a number of sorcery points equal to double the amount of sorcery points required for that Metamagic Option or 4, whichever is greater. If you use this reaction on yourself, you are able to use two Metamagic options in total on a single spell instead of one.
If the Metamagic Option requires the caster to make a choice or takes into account a modifier, you choose among them and use your modifiers.
Additionally, you learn two more metamagic options from those available to you.
Finally, when you reach 18th level, the number of sorcery points available to you increases by 10.
Magical Barrage
At 14th level, you mastery of magic allows you modulate your power in order to cast more spells in quick succession. During your turn, you are able to cast a spell with both your action and bonus action. However, their combined level cannot be higher than half your sorcerer level(rounded up).
You can use this feature a number of times equal to your Charisma modifier(minimum of 1), regaining all uses upon finishing a long rest.
Spell Nullification
At 18th level, your mastery over magic allows you to nullify and disperse it in specific situations.
You can use your reaction when another creature that you can see casts a spell that targets you, but not if you are affected from being in the spell's area without being targeted(for example, Disintegrate and Slow are eligible, while Fireball and Lighting Bolt are not). If you do, you cancel its effect upon yourself and gain a number of sorcery points equal to the spell's level, up to your proficiency bonus minus one.
However, you still cannot have more sorcery points than your maximum, if you would or the spell's level is not lower than your proficiency bonus you also take 1d10 force damage per level of the spell. This damage ignores resistance and immunity.
You can use this feature a number of times equal to your Charisma modifier(minimum of 1), regaining all uses upon finishing a long rest. When you are calculating the number of d10 you take as force damage, you can expend more uses of this feature to reduce damage you would take. For each additional use of the feature expended, reduce the number of d10s rolled by 3.
Once you take damage from this feature, you cannot use it until you finish a short or long rest, regardless of how many uses you have remaining.
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