Sorcerer
Base Class: Sorcerer

Casting knuckle bones or laying tarot cards, secluded in a room embroiled in a trance or reading the stars above, your magic comes from an esoteric source that some call fate. Perhaps you were born during an eclipse, while the planets were aligned, or was simply predicted by another powerful seer. Your birth was brought about by fate, and so are your powers. As a seer you excel at predicting what might happen next. As your power grows you will find you have met others in your dreams and even have the ability to nudge fate in your favor.

Divination mastery

At 1st level your powers of divination are advanced beyond those of all others. All divination spells of 2nd level and higher are considered to be one level lower for the purposes of you gaining access to them. Additionally, divination spells of 2nd level or higher can be cast using a spell slot one level lower than usual. All divination spells count as Sorcerer spells for you.

You always have prepared next spells: Detect magic, Detect poison and disease, Detect evil and good. And can use them as cantrip.

When you finish a long rest, you can memorize divination spells for free up to your Proficiency bonus modifier.

Witness Fate

When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. at 6, 10, 14 lvl you gain one more use of this ability.

Enhanced Magic

Starting at 6th level, an echo of prophet power appears in your spells.
When you cast a spell, you can spend 1 sorcery point to increase the level of the spell by 1. You cannot use this ability to increase the level of the spell by more than {{modifier:cha}}.
For example, if you use a 5th-level spell slot to cast Fireball as a 5th-level spell, you can spend one sorcery point to cast it as a 6th-level spell.

Farsight

At 14th level your dreams have become so powerful and reliable that you can be certain of their truth. When you complete a long rest, the DM rolls a d20 in secret. On a roll of 10 or higher the DM revels a scene to you that is important in the grand scheme of the world or provides you with information previously unknown to you. On a failure, the DM instead reveals a false scene. Regardless of if it is true or not, you witness the event as if you had cast scrying. There is no evidence of your viewing this moment except your own memory of what you saw.

The events you see could be from the past, present, or future, thus there is no limit to what you might witness- enemies in a future dungeon preparing deadly traps, a noble in a far off land revealing secrets to their lover, or.a large battle to come between two nations you’ve never visited. The scene can be as short or long as the DM chooses, it might be a single sentence or you might witness a weeks worth of events in quick succession.

Weave Destiny

At 18th level your powers of divination often predict catastrophe and heroism. When you record a roll with your Witness Fate feature you may alter that number by your {{modifier:cha}}. You cannot make the number larger than 20 or smaller than 1.

 

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