Weave-Linked
Homebrew
Sorcerer (Weave-Linked)
Sometimes the spark of magic that fuels a sorcerer is so woven into the fabric of their soul that their very being has become a direct conduit to the the source of magic itself, the Weave. The characters birth may have been marked by prophecy as the eventual vessel for a Deity, or may have been manipulated to become a vessel for tapping into and storing the energy found in the very threads of reality itself. Regardless of the reason, your character has become aware of their true nature, and now wields the source of all magic for their own purposes.
hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per level after 1st
armor proficiencies:
None
weapon proficiencies:
Daggers, darts, slings, quarterstaffs, light crossbows
tools:
None
saving throws:
Charisma, Constitution
skills:
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers
spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifierSpellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.class features:
Origin of Magic
Your link to The Weave allows you to access and expand upon your sorcerous connections to the source of magic. You gain 1 additional sorcery point on top of the amounts listed for each level detailed in the Sorcerer Table. Your Flexible Casting sub-feature has no limit for the level of slot that can be converted and offers more favorable conversion rates. In addition, whenever you take a short rest, you may recover 1d2 Sorcery Points.Float
Starting at 1st level, your connection to the weave has manifested in a way that has untethered you from the reality of gravity that governs almost all other living things. You can levitate at will, up to 5 feet off the ground. When levitating, you have a movement speed equal to your walking distance, and a standing jump height equal to 20 feet. You cannot use the dash action while levitating. If you move beyond 5 feet from a ledge, dismiss the effect, are incapacitated, or dead, you will descend to the ground as if under the effects of the feather fall spell.Woven Link
Starting at 6th level, your intimate connection to the weave allows you to super-charge your spells through the sheer power of your will. Whenever you cast a spell, you may select any of the following Metamagic Options: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, or Twinned Spell. You may use this feature a number of times equal to your Charisma modifier, and you may use this feature multiple times on the same spell cast. You regain all expended uses when you complete a Long Rest.Woven Wings
Starting at 14th level, your connection to the weave upgrades your levitation feature into full-fledged flight, providing you with 30 feet of flying speed with hover capabilities. Your affinity with the weave allows you to manifest these 'wings' in a style and manner that feels most natural to you, up to and including them not being visible at all. As with your levitation feature, it is also activatable at will by using a bonus action. You are now also able to use the Dash action without having your feet on solid ground. Your flight lasts until you are incapacitated, you die, or you dismiss the effect with a bonus action, but your connection to the weave protects you from the fall, slowing your descent as if you have feather fall.Materialize Magic
At 18th level, your connection to the weave is so great that you can crystallize and store your excess magical energy into a materialized, physical object. If you spend at least 2 hours of time during a long rest communing with your connection to the weave, you may create a single manifested object of materialized magic. The exact nature, capabilities, and usage of these objects is not known and may vary from one weave-linker to the next. Exploration and discovery of this feature should be investigated with the assistance of your Dungeon Master. In 'The Shattering-Spelljammer' Campaign, it is known that:- More than one of these objects can be created and maintained within the material plane.
- The created object stores magical energy in a cumulative way based on the remaining spell slots that were available prior to performing the Long Rest, though the precise calculation is still unknown.
- Known applications for these objects have included utilization as energy reserves for magically powered items and objects as well as highly volatile amplifiers for spells.
subclass options:
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