Warlock
Base Class: Warlock

Having made a pact with an extradimensional entity of incredible power, your patron grants you certain understandings of the future, as well as powers beyond those of most mortals, in exchange to further their cause, and give them a foothold on the material plane.

Those that fight for the Fateweaver find themselves in favorable positions, able to utilize those positions to destroy their enemies, or further their own goals.

Expanded Spell List

The Fateweaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fateweaver Expanded Spells
Spell Level Spells

1st

command, divine favor

2nd

branding smite, scorching ray

3rd

bestow curse, fireball

4th

confusion, wall of fire

5th

flame strike, hallow

Warrior of Fate

Starting at 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Extra Attack

You can attack twice, rather than once, whenever you take the [Tooltip Not Found] action on your turn.

Manifest Will

Starting at 6th level, your patron can alter the flow of fate for your benefit. Whenever you make a saving throw or ability check, you may add a d10 to the total rolled. You may do this after seeing the total rolled, but not after the roll's outcome has been declared.

Once you use this feature, you can't use it again until you finish a short or long rest.

Foreseen Resilience

Starting at 10th level, your patron grants you visions of the future during combat. A number of times equal to your Charisma modifier per short rest, when a creature hits you with an attack roll, you may, as a reaction, roll a d20 and add your Charisma modifier. If the result is higher than your armor class, the attack misses you, unless it is a critical hit.

Fated Reality

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). You may use this feature a number of times equal to your charisma modifier, and you regain all uses when you finish a long rest.

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