Base Class: Sorcerer
The destiny-bound sorcerer is an individual who has arisen due to an ancient prophesy, an long forgotten dark contract, or a curse of the fey. Their power comes directly from the whims of fate, ever guiding them along their path. While some choose to follow this fate, others fight to defy it, though their powers inevitably manifest to guide and spur them onto their predetermined destiny.
They may be former royalty, fled or orphaned with a blessing placed upon them and a destiny to do great things, a cursed child whose birth was said to usher in a dark age, or tied to the capricious whims of fey storytellers writing their newest fable in the history of the prime material plane.
For those on this path, a mere impassioned plea could heal the sick, a kiss revive those presumed dead, beasts of the realm may flock to them and speak words of wisdom.
Destiny Bound spells
1st-level Destiny Bound feature
You learn additional spells when you reach certain levels in this class, as shown on the Destiny Bound Spells 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.
You may also cast spells learned with this feature as a ritual if it has the ritual casting feature.
Destiny Bound Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | cure wounds, speak with animals, find familiar |
| 3rd | calm emotions, find steed, pass without trace |
| 5th | revivify, speak with plants, conjure animals |
| 7th | locate creature, conjure woodland beings |
| 9th | animate objects |
Glimpse of Fate
At 1st level, you can perceive signs of the future in everyday objects and events, such as flights of birds or ripples made in water by a thrown stone. You can cast the Augury spell without expending a spell slot and, when you cast the spell in this way, the spell has no verbal, somatic, or material components. Once you cast the spell in this way, you cannot do so again until you finish a short or long rest.
Favored by Fate
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Protagonist
You begin to exert an influence over your own tale. Beginning at level 6 you may substitute your charisma modifier instead of the appropriate ability modifier whenever you are forced to make a saving throw. You still do not gain your proficiency bonus to the saving throw unless you are proficient in that type of saving throw.
Unnaturally Charismatic.
The force of your charisma is now such that even monsters can be swayed to your defense. Through impassioned plea, an awe inspiring song, or a dire threat, a former threat is compelled to act in your defense.
As an action, you may attempt to sway a being to your side. The enemy must make a Wisdom saving throw, using your passive persuasion, intimidation or performance as the DC. You may attempt this action a number of times equal to your proficiency bonus, and the ability will reset on a long rest. You cannot attempt this ability on an enemy whom has already passed or failed this save the same day, and you may only have one being charmed by this ability at any one time, though it does not require concentration. On a failed save, the enemy is treated as though it is under the effect of a Charm monster spell.
Destiny Fulfilled
At 18th level, having fulfilled your destiny, you may make a choice of outcome. Once this decision has been made, it cannot be changed by any means, including the wish spell.
- You are granted the ability to create a singular magic item of any rarity below legendary. This item can be exchanged for another once every 7 days by completing a 1 hour ritual. You finally found what you are looking for.
- You are granted a single use of the wish once every 7 days. This requires no cast time or components, and you are not subject to the stress of casting the spell in this way, though wishing for something beyond the ordinary scope of the spell can still fail or differ in outcome as normal. You are now the master of your own fate.
- You gain the ability to return from death once every 7 days. This must be used within an hour of death, though the timing is up to the user. Once used, the user will be returned to the nearest possible safe location to where they died, and will gain the effects of a long rest. Your return was foretold.
- You gain a +4 to your charisma score. This can take your ability score above 20. You are the fairest in the land.
In addition, when you reach this level, you may change your race, gender, and/or appearance as befits the completion of your particular destiny.
Comments