Entwined

Your innate magic originates from the very fabric of the world itself, allowing you to cast magic that unravels the twine of the multiverse. Most entwined sorcerers are born at random, with little rhyme or reason as to their powerful control of reality. Your magic is often considered far too powerful for its own good, as it allows you to turn the very fabric of the universe against your foes.

Sense Threads

At 1st level, you can use your link to the fabric of reality allows you to detect the threads of life around you at a whim. As an action, you enter a heightened state of concentration as you attune with the thread of the world. For one minute, you can detect all living creatures (including invisible creatures) within 60 feet of you and have +2 to all attack rolls made against those creatures as you sense their linking threads to the world and move in to strike them.

Since you can only detect living creatures; undead and constructs are unaffected by this feature.

You can use this feature a number of times equal to half your Charisma modifier (minimum of one), and you regain all expended use of this feature after a Long rest.

Weaver

Starting at 1st level, you gain proficiency in Weaver’s Tools. Additionally, you learn the cantrip mending.

Entwined Metamagic

Starting at 6th level, you learn two of the following Metamagic options that are exclusive to the entwined sorcerous origin. When you use these features, you can spend additional sorcery points to enhance their effects; the maximum number of sorcery points you can spend on an entwined metamagic feature is equal to your proficiency bonus.

You learn two more of these metamagic options of your choice at 10th level, and one more at 17th level.

Confining Knot

On your turn, you can spend 2 sorcery points to cast the spell auminair’s luminous chains. You can spend 1 additional sorcery point to increase the spells level by 1.

Grasping Yarn

On your turn, you can spend 2 sorcery points to cast the spell arm of the wild. Knit Wounds. As an action on your turn, you point a hand at a creature within 15 feet. You may then spend a minimum of 2 sorcery points to allow that creature to regain 1d8 + your Charisma modifier in hit points.

The creature regains an additional 1d8 hit points for every sorcery point you spend above 2.

Linking Twine

As a bonus action on your turn, you point a hand at a creature within 30 feet of you, creating a spectral link between you can your companion. Spend 1 sorcery points and choose a creature within range. Whilst both you and the creature remain within 30 feet of one another, you both gain +2 to all saving throws.

If you spend additional sorcery points, the bonus to saving throws increases by 1 for each extra sorcery point spent.

Serpents of Rope

As an action on your turn, you can spend a minimum of 2 sorcery points to summon a swarm of poisonous snakes in an unoccupied space within 5 feet of you; the snakes have the following additional properties:

• The snakes deal force damage instead of force damage

• The snakes have additional hit points equal to your proficiency bonus times by the amount of extra sorcery points used to cast this feature (more than 2)

• The snakes have a bonus to attack rolls equal to the amount of sorcery points spent on this metamagic feature

The snakes last for 1 minute or until reduced to 0 hit points.

Stitch Soul

On your turn, you can spend 2 sorcery points to cast the spell lesser restoration.

Tangle

On your turn, you can spend 2 sorcery points to cast the spell web.

Unravel Mind

As an action on your turn, you point a hand at a creature within 30 feet of you, unravelling the fabric of their mind. You must spend 2 sorcery points and the chosen creature must succeed a Wisdom saving throw or take 2d6 psychic damage and have disadvantage on all attack rolls on their next turn.

On a success the target takes half damage and does not suffer disadvantage. For every extra sorcery point you spend, the damage of this metamagic feature increases by 1d6.

Improved Font of Magic

Starting at 14th level, your font of magic improves so that you get more magical power for using less of your own. The cost for creating spell slots has decreased by 1 for each level; the costs are now as shown:

Creating Spell Slots

Spell Slot Level Sorcery Point Cost 1st 1 2nd 2 3rd 2 4th 3 5th 4

World Woven

At 18th level, you link to the threads of the multiverse has neared its maximum strength.

You gain 5 additional sorcery points known as weave points; these points can only be spent on entwined metamagic features. You regain all your weave points after a long rest.