Base Class: Warlock
There are those who defy fate and decide to go off the rails with which they become followers of fate by making such changes. As a fate-maker you are one who defies fate breaking the natural order and paying the price becoming a servant of fate itself in creating new paths. Many disciples of fate tend to have happened on accident while others were dragged into it by other fate-makers.
Your patrons power flows through you like a thread allowing you to gain special abilities allowing one to control fate and bring upon new changes and shifting fates of battlefields. Your power doesn't come from just a being or a god which some follow, instead your patron is the idea of fate itself allowing you to see past simple concepts and see into others pasts and if honed enough futures.
Expanded Spell List
Fate 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.
Fate Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Weavers Whims
Starting at 1st level, you can see brief glimpses of the possibility and can alter the course of fate. When you finish a long rest, roll two d20s, then choose one of the numbers, and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this fate die. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each fate die can be used only once. When you finish a long rest, you lose an unused fate die.
Fates Reading
Starting at 6th level, you can decide to call upon fate to read about a specific creature. If you spend at least 1 minute with another creature reading its fate you can learn certain information about the creature. The DM can tell you the piece of the creature's history,, some of its goals it's working towards, or one of its personality traits if any.
The DM can choose to make you roll a (Wisdom) Insight check to determine how much information and how clear it is based on what you already discern about the creature.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Shifted fate
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You can gain resistance to that damage type or grant it to one creature or your choice until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Fate of ruins
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
Starting at 14th level, when you hit a creature with an attack, you can use this feature to inflict intense damage upon the target. The creature must make a wisdom saving throw equal to 10 + your PB + Your charisma modifier or take 8d10 force damage at the start of each of its turns and can repeat the saving throw at the end of each of its turns. This effect only ends when it succeeds the saving throw or dies.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments