Sorcerer Origin: The Weave's Chosen

This bloodline comes from ancient spellcasters, gifted with a powerful connection to the magic Weave. Those who share this bloodline grow to become great casters in their lives. Some become powerful leaders, and some destroy nations.

The Weave's Gift

The connection you have to the Weave is powerful, leaving you with excess arcane energy. You are able to use this energy to cast spells from the Weave, but this power come with a risk.

Bound Spell. At 1st level, you gain the able to cast directly from the Weave. once per day, choose a spell from the Sorcerer Spell list that is one level higher than the highest spell slot you can cast up to 6th level. This is your bound spell. Once you are able to cast 6th level spells, then your bound spell can only be a 6th level spell. You can also choose a spell from previous levels, as long as it can be casted at the necessary bound spell level.

Charge Points. When you cast a spell 1st level or above, you gain charge points equal to the spell level casted. This build up of energy affects your connection to the Weave, allowing you to cast from it. You can spend charge points to only cast your bound spell. The cost for these spells are equal to the bound spell level. For example, if you have 6 charge points and can cast up to 4th level spells, then you can cast your 5th level bound spell from the Weave for 5 points. You can hold up to 10 charge points. Your charge resets after a long rest. Casting from the Weave puts you at risk of arcane discharge.

Arcane Discharge. This discharge occurs when you fail to cast a spell from the Weave. To determine if you have failed to cast, roll a Charisma saving throw for each attempt, with the DC being 10 + bound spell level. If you fail this roll, then raw arcane energy bursts from you, damaging you and those around you. Arcane discharge is a 10-foot radius and deals a d4 force damage for each charge point spent. For example, if you fail a 4th level spell, then the damage would be 4d4. Creatures around you must make a Dexterity saving throw equal to your spell saving throw. Your Charge Points are then reduced to zero.

Arcane Energy Bolt As a bonus action you can choose to expel all the accumulated charges in the form of a bolt of arcane energy at a creature that you can see within range. Make a ranged spell attack against the target. This bolt has a range of 60-feet and deals 1 point of force damage for each charge expelled.

Arcane Distortion

At 6th level, you can control the arcane energy that resides within you, manifesting it in ways you see fit. This can be done by expelling all of your accumulated charges, thus reducing your charge points to 0. Distorting this energy still imposes the chance to an arcane discharge. See the Arcane Distortion page for the various ways you can manipulate this energy.

Arcane Body

At 14th level, the close connection to the Weave is altering your body. You can choose to either roll on the Body Alteration table to determain how your body changes, or choose your body alteration yourself. Your body changes once more at 18th level, repeating this process.

Body Alteration

Roll (d4) Body Part Effect 1 Arms cracked skin with glowing blue veins Cast Identify at will. Your arms emit a dim light with a 30-foot radius. 2 Legs cracked skin that emits faint ghostly fog Cast Feather Fall at will. +10 to speed 3 Torso cracked skin with pulsing blue veins When not wearing armor, your AC equals 13 + your Dexterity modifier. Cold weather does not affect you. 4 Head cracked skin with glowing blue eyes Cast Detect Magic at will. You can comprehend all standard written languages.

One with the Weave

At 18th level, your connection to the Weave has reached its peak. When you first enter combat you immediately gain 3 charge points.

Once per week you can manifest the arcane energy within you to take up a form of the Weave. This form lasts for 1 minute per charge point accumulated. While in this form, the following occurs; you float 5-feet off the ground, you regain spell slots equal to half your level, and you are able to cast 1 additional spell as a bonus action. When this form ends, you are unable to cast spells for the remainder of the day.