Sorcerous Origin
Weavebender
The Weave is strong, but it is malleable. It will bend to the will of the powerful, giving every drop of magic it holds away. This manipulation is unstable, yet with enough willpower the Weave will serve anyone.
Created by u/nyteshark
Weavebender Features
Sorcerer Level | Feature |
---|---|
1st | Weavebender Magic, Unstable Sorcery |
6th | Mystic Rebuke |
14th | Volatile Sorcery |
18th | Surge of Power |
Weavebender Magic
You learn certain spells at the sorcerer levels noted in the Weavebender Spells table. They count as sorcerer spells for you, but don't count against your number of Spells Known.
Whenever you gain a level, you can replace one spell from this feature with an evocation or transmutation spell of the same level from the sorcerer, warlock, or wizard spell list.
Weavebender Spells
Sorcerer Level | Spell |
---|---|
1st | bane, witch bolt |
3rd | hold person, shatter |
5th | pulse wave*, slow |
7th | Otiluke's resilient sphere, storm sphere |
9th | destructive wave, telekinesis |
* from EGtW, can be replaced with lightning bolt
Unstable Sorcery
At 1st level, your magic is infused with dangerous energy.
Before you cast a sorcerer spell of 1st level or higher, you can cause the spell to become unstable. An unstable spell gains a number of d4s equal to the level of the spell slot expended plus any Sorcery Points spent while casting the spell (sets of 3d4 must be replaced with 1d12, and then sets of 2d4 with 1d8). These dice become force damage, which can be directed onto a creature in one of the following ways, at which point the dice are expended.
- If any unstable spell you cast has an attack roll and hits, then one target that was hit suffers the extra damage.
- If any unstable spell you cast forces one or more creatures to make a saving throw, then one target that failed its saving throw suffers the extra damage.
- If a there is a willing creature within 5 feet of you, then they may take the extra damage (no action required).
If no other creature takes this extra damage before the unstable spell ends, you suffer it, expending the dice.
Mystic Rebuke
At 6th level, you have become familiar with manipulating
the Weave. You have resistance to force damage.
When you are forced to make a saving throw against a magical effect, you can use your reaction to grant yourself advantage on the saving throw. If you succeed, you can immediately spend up to 3 Sorcery Points to deal 1d12 force damage for each Sorcery Point spent to the source of the magical effect, provided that you can see it and it is within 60 feet of you.
Once you've taken this reaction, you can't do so again until you finish a short or long rest.
Volatile Sorcery
At 14th level, your magic becomes even more dangerous.
You no longer must replace sets of d4s when casting an unstable spell. In addition, you can split these dice between multiple targets during the spell, each of which must qualify.
Additionally, when you choose to make a spell unstable, you can choose to make it volatile as well. A volatile spell functions like an unstable spell, except the base damage die increases from 1d4 to 1d12. After a volatile spell ends, you suffer 1d4 force damage for each extra die on that spell.
Surge of Power
At 18th level, you can use an action to channel violent energy through your very body. You and every other creature within 30 feet of you must make a Constitution saving throw. On a failed save, an affected creature takes 4d12 force damage and is stunned until the end of its next turn. On a successful save, a creature takes half damage and is not stunned.
You may then immediately cast a spell with a casting time of 1 action, provided you are not stunned.
Once you've taken this action, you can't do so again until you finish a long rest, unless you spend 7 Sorcery Points.
LaserLlama's Alt Sorcerer
Weavebender
The Weave is strong, but it is malleable. It will bend to the will of the powerful, giving every drop of magic it holds away. This manipulation is unstable, yet with enough willpower the Weave will serve anyone.
Created by u/nyteshark
Weavebender Features
Sorcerer Level | Feature |
---|---|
1st | Weavebender Magic, Unstable Sorcery |
6th | Mystic Rebuke |
14th | Volatile Sorcery |
18th | Surge of Power |
Weavebender Magic
You learn certain spells at the sorcerer levels noted in the Weavebender Spells table. They count as sorcerer spells for you, but don't count against your number of Spells Known.
Whenever you gain a level, you can replace one spell from this feature with an evocation or transmutation spell of the same level from the sorcerer, warlock, or wizard spell list.
Weavebender Spells
Sorcerer Level | Spell |
---|---|
1st | bane, witch bolt |
3rd | hold person, shatter |
5th | pulse wave*, slow |
7th | Otiluke's resilient sphere, storm sphere |
9th | destructive wave, telekinesis |
* from EGtW, can be replaced with lightning bolt
Unstable Sorcery
At 1st level, your magic is infused with dangerous energy.
Before you cast a sorcerer spell of 1st level or higher, you can cause the spell to become unstable. An unstable spell gains a number of d4s equal to half the number of Sorcery Points expended while casting the spell, rounded down (sets of 3d4 must be replaced with 1d12, and then sets of 2d4 with 1d8). These dice become force damage, which can be directed onto a creature in one of the following ways, at which point the dice are expended.
- If any unstable spell you cast has an attack roll and hits, then one target that was hit suffers the extra damage.
- If any unstable spell you cast forces one or more creatures to make a saving throw, then one target that failed its saving throw suffers the extra damage.
- If a there is a willing creature within 5 feet of you, then they may take the extra damage (no action required).
If no other creature takes this extra damage before the unstable spell ends, you suffer it, expending the dice.
Mystic Rebuke
At 6th level, you have become familiar with manipulating
the Weave. You have resistance to force damage.
When you are forced to make a saving throw against a magical effect, you can use your reaction to grant yourself advantage on the saving throw. If you succeed, you can immediately spend up to 3 Sorcery Points to deal 1d12 force damage for each Sorcery Point spent to the source of the magical effect, provided that you can see it and it is within 60 feet of you.
Once you've taken this reaction, you can't do so again until you finish a short or long rest.
Volatile Sorcery
At 14th level, your magic becomes even more dangerous.
You no longer must replace sets of d4s when casting an unstable spell. In addition, you can split these dice between multiple targets during the spell, each of which must qualify.
Additionally, when you choose to make a spell unstable, you can choose to make it volatile as well. A volatile spell functions like an unstable spell, except the base damage die increases from 1d4 to 1d12. After a volatile spell ends, you suffer 1d4 force damage for each extra die on that spell.
Surge of Power
At 18th level, you can use an action to channel violent energy through your very body. You and every other creature within 30 feet of you must make a Constitution saving throw. On a failed save, an affected creature takes 4d12 force damage and is stunned until the end of its next turn. On a successful save, a creature takes half damage and is not stunned.
You may then immediately cast a spell with a casting time of 1 action, provided you are not stunned.
Once you've taken this action, you can't do so again until you finish a long rest, unless you spend 7 Sorcery Points.
Changelog
Version 1.0 here
- updated spell list
- removed Siphon Life
- replaced Mystic Manipulation with Mystic Rebuke
- changed Volatile Sorcery from CHA x 1d6 to 1d12
- replaced Sever the Weave with Surge of Power
Version 2.0 here
- updated spell list
- changed Unstable Sorcery to be dependant on spell level rather than sorcery points; changed when you suffer the damage; lowered the damage; made it a choice
- added sorcery point cost (2) to Mystic Rebuke
- reworked Volatile Sorcery
- removed sorcery point cost from Mystic Rebuke, changed to 1/SR from CHA/LR
- added a different sorcery point cost to Mystic Rebuke
- renamed from Weavebreaker to Weavebender
Version 3.0 here
- renamed from Weavebreaker to Weavebender
- changed Volatile Sorcery recoil damage from 1d12 to 1d4
- changed Mystic Rebuke from CHA/LR to 1/SR
Version 4.0 current
LaserLlama's Alternate Sorcerer
This version of the subclass is designed to integrate with u/LaserLlama's Alternate Sorcerer.
Art Credit
Goth Mage Mom by Liann