Base Class: Rogue
You could consider it a blessing, but none would blame you for calling it a curse. You have constant visions of the infinite potential futures, and must dance along the twisting strands of fate as you avoid the countless deaths, tragedies, and ill fates you foresee.
Fated Visions
When you choose this archetype at 3rd level, you gain a sense for the dark futures that swirl around you. You have a number of Fate points equal to your proficiency bonus. Choose one option to gain from the list below, and another at 13th and 17th levels.
You regain all spent Fate points at the end of a long rest. Starting at 13th level, you regain all expended Fate points at the end of a short or long rest.
Vision of Failure
When you or an ally within 30 feet that you can see fails an attack roll or saving throw, you can spend a Fate point to reroll.
Vision of Fumbled Words
You can spend a Fate point to cast gift of gab. Intelligence is your spellcasting ability for this spell.
Vision of the Saboteur
When rolling initiative, you can expend a Fate point to learn whether one creature of your choice comes before or after you in the initiative order. You also choose whether you come before or after each creature that rolled the same initiative as you.
Vision of the Savant
When you or an ally within 10 feet makes a check with a skill, vehicle, or tool with which it is proficient, you can spend a Fate point to grant a bonus to this check equal to your Intelligence modifier. You can use this ability before or after seeing the roll total, but not once you know the outcome of the check.
Vision of the Unseen Mark
You can spend a Fate point to pick out the future in which you find a certain object, creature, or source of danger within 60 feet. You choose your target when you use this ability, and it can be something as specific as a particular creature, or something more general such as "a guard" or "a trapped door." Make an Intelligence check contested by the target's Wisdom score (this DC is instead 14 for most objects). On a success, you learn the current location of the creature or object. If no such target exists within range, nothing happens.
Avert Doom
Starting at 3rd level, your prescience alerts you to the possible futures in which you may not survive. When your actions (or direct inaction) put you in a dangerous or potentially lethal situation during your turn, you can use your reaction to return to the start of your turn. At the end of your new turn, if you have already used this ability since your previous long rest, you gain one level of exhaustion.
Extraworldly Insight
Starting at 9th level, you gain the ability to explore specific timelines as you pull at strands of the future. You can spend 1 minute scanning your visions to determine some aspects of your own timeline.You can seek general information that could realistically be determined by yourself in a short period of time, such as the approximate layout of a small building nearby, the general demeanor of a specific person, or whether a given course of action may prove dangerous. At your DM's discretion, an Insight or Investigation check may determine the specificity of what you find in your augury.
You can use this ability twice, regaining expend uses at the end of a long rest.
Fate Maker
Starting at 13th level, your future sense grants you specific insights into an enemies' guard and weaknesses. As a bonus action, you can expend a Fate point to make your next attack a Sneak Attack even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
Provident Awareness
Beginning at 17th level, your protective visions expand to encompass those closest to you. When a creature you can see within 30 feet makes a Dexterity saving throw, you can use your reaction and expend a Fate point to grant it the effects of Evasion for this roll.
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