Base Class: Sorcerer
Past, present, and future are all just different strands of a single tapestry. Fate Weavers are descendents of the primordial beings of Fate. Gifted with a fraction of that ancient power, these sorcerers can manipulate the tapestry of fate, plucking and rearranging to shape the destiny of themselves & others.
As they build & master their power, glowing blue cracks that reveal the arcane aether of fate form in intricate patterns along thier skin.
Fate Weaver Spells
You learn additional spells when you reach certain levels in this class, as shown on the Fate Weaver table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Fate Weaver Spells
| sorcerer Level | Spells |
|---|---|
| 1st | bane, bless |
| 3rd | augury, calm emotions |
| 5th | bestow curse, remove curse |
| 7th | compulsion, freedom of movement |
| 9th | geas, reincarnate |
Warped Reality
Your presence alters the fate of those around you. When a creature you can see within 30 feet of you makes an ability check or savings throw, you can use your reaction to give the roll advantage or disadvantage. If the target already has either, then you can force them to roll normally. This can be done before or after the roll. You must finish a short rest to use this feature again.
Additionally you and any ally within 15 feet gain immunity to being charmed.
Aether Tracing
Your familiarity with the Aetherial tapestry of Fate allows you to trace creatures, places, and objects back in time. Choose a creature you can see, an object you are touching, or the place where you are standing. You may meditate for 1 hour to view its past. During that hour, if you are interrupted, your vision of the past will be broken and end prematurely.
The DM will determine how much detail is brought forth in the vision.
Fate Echo
When you cast a spell that targets one creature and doesn't have a range of self, you can try to repeat the spell's effect on the target at the start of your next turn by spending 2 sorcery points. To be eligible, the spell must have an effect other than just damage and cannot target or effect more than 1 creature. You do not expend a spell slot for the spell's echo, and it does not require an action. The echo cannot benefit from metamagic or be counterspelled in any way. If the spell requires a saving throw, the target must make a new one. The echo can be activated even if the creature is not present within your range, unless on a different plane.
Fortify & Untangle
You can fortify the threads and untangle the knots that form in someone's fate. As an action, you can touch a creature and end all negative conditions affecting it. The creature regains 50 hit points, and gains advantage on death saving throws & +1 to its AC for 1 hour. Once you use this feature, you cannot do so again until you finish a long rest or by spending 6 sorcery points.
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