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Wisp of the Weave

The inspiration for this sorcerous origin is Io, the Wisp from the game DotA 2. This option for the Sorcerer is a supportive one, but does lend itself to some offensive uses.

The first feature, Magical Tether, greatly increases mobility, allows you to aid an ally, slow enemies, and apply touch spells at a distance.

The second feature, Arcane Wisps, allows you to create small glowing orbs of sentient arcane energy. They explode upon death and can travel through objects, granting you a way to attack from afar or around corners. They can also serve as scouts, and are eerily similar to Will-O'-Wisps. Remember that your arcane wisps are also creatures with regards to your tether.

Overcharge allows you to hurt yourself to temporarily grant you, and any creature you are tethered to, resistance to all damage. It also empowers the creature you're tethered to, briefly allowing them a single attack.

Lastly, Omnipresence at 18th level gives the sorcerer a much needed extra spell known, and the ability to cast the spell teleporation for free once per long rest. Since it also teleports the creature you are tethered to, ignoring the standard 10 foot limitation of teleporation, the possibilities are endless.

Wisp of the Weave Features
Sorcerer Level Features
1st Magical Tether
6th Arcane Wisps
14th Overcharge
18th Omnipresence

Magical Tether

At 1st level, you have an innate connection to the weave and those that inhabit it. As an action on your turn, you can create a magical tether between you and a creature that you can see within 120 feet of you, as long as there is nothing in between you and the creature. If the creature does not want to be tethered to you, it can make a Dexterity saving throw against your spellcasting DC, remaining untethered if it succeeds. The magical tether is a visible link of magical energy. If you are more than 40 feet away from the creature you tether to, you are pulled by the tether to be 30 feet away from them as part of this action. If you are more than 40 feet away from the creature at the end of your turn or the end of their turn, then the tether breaks.

When a creature that isn't you or the creature you've tethered to moves through the magical tether, you can use your reaction to reduce their movement speed to 0. This lasts until the beginning of their next turn.

While you are tethered to a creature, any hit points that you regain are also regained by the creature you are tethered to. This cannot bring them over their maximum hit points.

The magical tether lasts indefinitely, so long as there is nothing between you and the creature you are tethered to. While you are tethered to a creature, you can cast spells on them that have a range of touch as though you were standing next to them.

 

Arcane Wisps

At 6th level, you can create sentient wisps of pure magical energy. As an action on your turn, you can expend sorcery points to create these wisps. It takes 2 sorcery points to create an arcane wisp. Their statistics are described at the end of this sorcerous origin description. The only actions they can take are described in their stat block.

You can have a number of wisps alive at a time equal to your Charisma modifier (minimum 1). They act directly after you and obey your mental commands. Left to their own devices, the wisps will slowly revolve around you.

As an action on your turn, you can see through your arcane wisps, seeing what they see and hearing what they hear until the start of your next turn, gaining the benefits of any special senses that the arcane wisps have. You can choose to see through a specific arcane wisp of yours, or you can choose to see through all of them. During this time, you are deaf and blind with regard to your own senses.

Lastly, whenever you teleport, your arcane wisps teleport with you, ending up within 30 feet of you.

Overcharge

At 14th level, you can create a surge of energy in yourself. Though this hurts you, it also protects you. As a bonus action on your turn, hurt yourself for 3d6 hit points. This damage cannot be reduced or negated in any way. When you do so, you gain resistance to all damage until the end of your next turn. Additionally, your movement speed increases by 10 feet.

If you are tethered to a creature when you use this feature, they also gain resistance to all damage until the end of your next turn, as long as they remain tethered. Additionally, their movement speed increases by 10 feet, and if they take the attack action on their next turn they may, as a bonus action, make a single attack.

Omnipresence

At 18th level, your ability to connect to the weave of magic increases. You learn the spell teleport. It counts as a sorcerer spell for you and doesn't count against your number of spells known.

You can use this feature to cast teleport without using a spell slot. When you do so, you are always "On Target." You cannot bring any creatures or objects with you, with the exception of your arcane wisps and any creature that you are currently tethered to. They teleport with you whether they want to or not, and whether or not they are within 10 feet of you. When you arrive at the location you teleported to, they are standing next to you.

Once you use this feature to cast teleport without using a spell slot, you cannot do so again until you complete a long rest.


Arcane Wisp

Tiny construct, unaligned


  • Armor Class 14
  • Hit Points 6 (2d4+2)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 12 (+1) 6 (-2) 8 (-1) 12 (+1)

  • Damage Vulnerabilities force, lightning
  • Damage Immunities acid, necrotic, poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses truesight 5 ft., passive Perception 9
  • Languages

Bright Existence. The arcane wisp's energies glow, providing dim light in the 5 feet around it.

Explosive Death. When an arcane wisp dies, the energy within it is released explosively. All creatures within 10 feet of it must make a Dexterity saving throw with a saving throw equal to its creator's spellcasting DC. They take 5 (2d4) lightning damage on a failure, and half as much on a success.

Incorporeal Movement. The arcane wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) lightning damage if it ends its turn inside an object. If it ends its turn inside a creature, both it and the creature take 5 (1d10) lightning damage.

Limited Lifetime. The arcane wisp's lifespan is one hour.

Wisp's Whispers. The arcane wisp's energies make a noticeable sound, akin to a song in the language Celestial. However, the song is gibberish.

Actions

Explode. The arcane wisp dies.