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.