Base Class: Sorcerer
Born under omens and touched by ancestral spirits, a Woven Fate Sorcerer’s magic flows through their blood. They do not simply cast spells; they draw from the ever-turning deck of destiny itself, letting each card guide, protect, or challenge those around them. In battle, they shape fate with deliberate risks, turning chance into opportunity or danger into advantage. Outside of combat, their insight reaches beyond the veil of time, glimpsing the future, uncovering hidden truths, and weaving fortune into the lives of those they encounter. Every hand drawn, every vision seen, every choice made, is a dance with inevitability — a Woven Fate weaves destiny, chance, and ancestral power into a tapestry uniquely their own.
Level 3: Woven Fate Spells
When you reach a Sorcerer level specified in the Woven Fate Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Comprehend Languages, Dissonant Whispers, Misty Step, Find Familiar |
| 5 | Hypnotic Pattern, Speak With Dead |
| 7 | Dimension Door, Spirit Guardians |
| 9 | Dream, Modify Memory |
Level 3: Hand of Fate
Your hand was dealt by fate. Your connection to fate itself manifests as a ancestral Tarot deck, imbued with the spirits of your seer ancestors. The deck hovers unseen at your command and cannot be stolen, lost, or destroyed. You may use it as your spellcasting focus. Each card grants an immediate magical effect, ranging from healing and protection to unpredictable bursts of chaos. Some effects might benefit you, but some might come with a cost.
- At 3rd level: As a bonus action, you may expend 1 sorcery point to draw a card from your Ancestral Deck, revealing one of fate’s many turns in the tables below. If you draw a card outside of combat, you might redraw the card one time or keep the card in hand until you use it. the card disappears after a long rest.
- At 6th level: You can draw two cards instead of one. Choose one to activate. Discard both. You additionally gain free uses of this trait up to your charisma modifier (minimum once)
- At 10th level: You can draw a third card instead of two. Choose one to activate. You can additionally chose spell slots to activate the cards.
When you complete a long rest, the deck reorders itself — the ancestors shuffle the threads of destiny anew.
Table of Effects: Wands |
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Ace of Swords |
Effect: Make a melee spell attack (30 ft). On hit, deal [roll]1d8[/roll] slashing or psychic damage. the target cannot benefit from invisibility or illusion until end of your next turn |
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2 of Swords |
Effect: Choose two creatures within 30 ft. They must each make a Wisdom save. Fail: Deal [roll]1d8[/roll] psychic damage. The targets cannot take reactions until their next turn. Succes: The targets cannot take reactions until their next turn |
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3 of Swords |
Effect: Lose [roll]2d4[/roll] HP, then make a spell attack. On hit, deal additional [roll]2d8[/roll] damage and impose disadvantage on its next saving |
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4 of Swords |
Effect: Lose [roll]2d4[/roll] HP, then make a spell attack. On hit, deal additional [roll]2d8[/roll] damage and impose disadvantage on its next saving. |
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5 of Swords |
Effect: Lower your AC by 2 to give yourself and up to two allies within 30ft advantage on one attack roll - both until the end of your next turn. |
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6 of Swords |
Effect: You and one ally you can see gain resistance to the damage type of your choice until the end of your next turn. |
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7 of Swords |
Effect: You immediatly turn invisible until your next attack roll or spell, which you have advantage on. |
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8 of Swords |
Effect: Choose one creature within 30ft. to make a strength saving throw (DC 15) or be restrained until its next turn |
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9 of Swords |
Effect: Lose [roll]1d4[/roll] HP, then force a creature within 60 ft to make an Charisma save (DC 15). On fail, it takes 2d8 psychic damage and is frightened until end of your next turn |
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10 of Swords |
Effect: On your next spell attack roll deal 1d10 radiant damage; if this reduces the target below half HP, it must make a Constitution save (DC 15) or be knocked prone. |
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Page of Swords |
Effect: Until the end of your next turn, gain +2 AC and advantage on your next attack roll. |
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Knight of Swords |
Effect: Target up to two creatures within 15ft. on a point you can see. They must make an Charisma save (DC 15). On fail, it takes 3d8 psychic damage and can’t take reactions until end of its next turn. On a sucess, it takes half the damage |
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Queen of Swords |
Effect: Cast Hold person without using a spell slot |
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King of Swords |
Effect: Choose up to 3 creatures within 30 ft. Each must make a Charisma save (DC15). On a fail they are frightened and drop concentration on any spell. On a success they can't attack you until your next turn. |
Table of Effects: Wands |
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Ace of Wands |
Effect: Target one creature within 30 ft gains advantage on its next attack roll or ability check. |
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2 of Wands |
Effect: Up to two creatures of your choice within 30 ft gain temporary hit points equal to 1d8 plus your Charisma modifier and advantage on their on one ability check or saving throw |
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3 of Wands |
Effect: Choose yourself and one ally; you both gain a +1 bonus to initiative rolls and saving throws for 1 minute |
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4 of Wands |
Effect: You cast Heroism on yourself or one ally you can see without expending a spell slot. |
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5 of Wands |
Effect: Up to three creatures of your choice gain advantage on one attack roll or saving throw they make before the end of your next turn. |
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6 of Wands |
Effect: When a creature within 60 ft succeeds on an attack roll, you may immediately roll 1d12 psychic damage |
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7 of Wands |
Effect: Cast Mirror Image on yourself and one willing creature within 30 ft without expending a spell slot |
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8 of Wands |
Effect: Cast Expeditious Retreat on yourself or another creature you can see without using a spell slot. |
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9 of Wands |
Effect: Target one creature within 30 ft that can immediately move up to 30 ft without provoking opportunity attacks. |
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10 of Wands |
Effect: Choose up to three creatures that can hear you. They gain temporary hit points equal to 2d6 plus your Charisma modifier. They also advantage on saving throws against being paralyzed or restrained for 1 minute. |
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Page of Wands |
Effect: Cast Disguise Self or Invisibility on yourself or one willing creature without expending a spell slot |
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Knight of Wands |
Effect: Target one creature within 30 ft. It must make a Dexterity saving throw (DC15). On fail, it takes 3d8 force damage and its speed is halved until the start of its next turn. On a success it takes half damage |
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Queen of Wands |
Effect: Cast Greater Invisibility on yourself or one willing creature without expending a spell slot. |
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King of Wands |
Effect: Choose up to three creatures within 30 ft. For 1 minute, they add your Charisma modifier to attack rolls and saving throws. |
Table of Effects: Cups |
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A of Cups |
Effect: You regain up to 1d6 sorcery points and have advantage on your next ability or saving throw |
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2 of Cups |
Effect: Cast Bless without using a spell slot. You also profit from its benefits |
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3 of Cups |
Effect: Cast Haste on yourself or one willing creature within 60ft without expending a spell slot. |
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4 of Cups |
Effect: All allies within 10ft gain 1d6 inspiration dice |
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5 of Cups |
Effect: One creature within 30 ft can reroll one failed saving throw or skill check until the next dawn. |
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6 of Cups |
Effect: Choose a point within 90ft. All creatures within a 10ft radius roll a 1d8. On their next roll: 1-2 gain disadvantage, 3-4 lose next possible movement, 5-6 gain advantage, 7-8 no effect |
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7 of Cups |
Effect: Lose 1d6 hit points and choose two creatures within 30 ft. They can choose between 3 options: gain 2d8 temporary hit points, gain 1d6 inspiration die, 2d4 Bane dice. |
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8 of Cups |
Effect: You regain 1d4 sorcery points. Cast Healing Word on one willing creature without expending a spell slot. |
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9 of Cups |
Effect: One ally within 30ft gains resistance to all damage until the end of its next turn. |
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10 of Cups |
Effect: Choose 2 creatures within 30ft. They gain advantage on their next roll. |
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Page of Cups |
Effect: One creature within 60 ft gains 1d6 inspiration dice or 2d6 temporary HP |
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Knight of Cups |
Effect: Cast Aid or Disguise Self or Scorching Ray without using a spell slot |
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Queen of Cups |
Effect: Cast Burning Hands or Inflict Wounds or Cure Wounds without using a spell slot |
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King of Cups |
Effect: Cast Healing Word on yourself or one willing creature without expending or regain 1d6 sorcery points. |
Table of Effects Coins |
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Ace of Pentacles |
Effect: Roll a 1d6 to trigger one of the following effects: 1 - the closest ally loses 1d6 HP, 2-3 the closest ally gains advantage on their next roll, 4-5 the closest enemy gains advantage on their next roll, 1 - the closest enemy loses 1d6 HP - Cast Greater Invisibility on yourself or one willing creature without expending a spell slot. |
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2 of Pentacles |
Effect: Roll a d4 to gain one of the following abilities for 1 minute: 1 - push or pull a creature 15ft 2 - hover 10 ft. above the ground 3 - gain an aura of advantage of 10 ft 4 - have meele weapon attacks trigger a CON save (DC 15) knock enemies prone |
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3 of Pentacles |
Effect: Sacrifice 1d6 HP to gain back half of your sorcery points. A random creature (DMs discretion) gets back double your sacrificed HP. |
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4 of Pentacles |
Effect: Choose up to three creatures you see and soll a d6. 1-2 they get advantage on their next saving throw 3-4 they get disadvantage on their next saving throw 5-6 no effect takes place |
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5 of Pentacles |
Effect: Create an area of 10ft. within 90ft. Roll a 1d6 to trigger an area effect 1-2 area of darkness 3-4 area difficult terrain 5-6 area of silence |
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6 of Pentacles |
Effect: Roll 1d6 to trigger one of these effects. 1-2 you draw a second fate card to trigger immediatly 3-4 you can't draw another card on your next 2 turn 5-6 you reshuffle your deck immediatly |
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7 of Pentacles |
Effect: Point at a place within 60ft of you. You summon a Swarm of Rats Roll 1d6. 1-2 they are your enemy 3-4 they are your ally 5-6 DMs discretion. |
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8 of Pentacles |
Effect: You cast a Mass Healing word. Roll 1d6. 1-2 you just heal allies 3-4 you heal the closest creatures possible 5-6 you just heal yourself and 1 other creature. on yourself or one willing creature without expending a spell slot. |
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9 of Pentacles |
Effect: All creatures within 30ft. roll 1d6. 1-2 they take 1d4 force damage, 3-4 no effect, 5-6 they give 1d4 force damage to a creature within meele range |
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10 of Pentacles |
Effect: Choose 3 creatures within 60ft. Roll 1d4 to trigger an effect until the end of your next turn 1 - their movement is doubled 2 - their movement is halfed 3 - they loose their movement 3 - they can teleport 30ft. |
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Page of Pentacles |
Effect: Choose a suitable dice and randomly cast 2 rolled cantrips |
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Knight of Pentacles |
Effect: Choose 2 creatures and roll 1d6. 1-3 they teleport 30 ft closer to a target 5-6 they teleport 30 ft away from a target |
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Queen of Pentacles |
Effect: Roll 1d6. All creatures withing 10 ft of you failing a CHA save 1-2 are frightened 3-4 are knocked prone 5-6 are frightening you |
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King of Pentacles |
Effect: Cast Greater Invisibility on yourself or one willing creature without expending a spell slot. |
Table of Effects: Major Arcana |
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Fool |
Effect: Roll a 1d6. 1 - no effect 2 - Cast Polymorph on one creature you can see 3 - loose 1d6 socery point 4 - gain 1d6 sorcery points 5 - swich places with a creature within 60 feet 6 - All creatures within 30ft are affected by Tasha's hideous laughter |
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Magician |
Effect: Cast one of the following spells: Aura of Life or Skill Empowerment or Fount of Moonlight or Planar Binding. |
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High Priestess |
Effect: Choose a 15 ft radius orb within 120 ft of you. Afflict Blindness, Deafness or Silence within the area. |
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Empress |
Effect: Cast Dominate Person or Suggestion or Mislead |
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Emperor |
Effect: All allies within 30ft gain 2d10 temporary HP |
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Hierophant |
Effect: All allies except yourself gain advantage on attack rolls, saving throws, and skill checks for 1 minute. |
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Lovers |
Effect: Lose 1d10 HP. Choose up to 3 creatures within 30ft. to heal them for 3d6. You are now linked to these creatures and can telepathically communicate with them until the next dawn |
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Chariot |
Effect: Move up to 60 ft. All allies within 10 ft gain advantage on attacks and saving throws until the end of your next turn. |
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Strength |
Effect: Roll 1d6 - Choose a number creatures equal to the number rolled. For the next minute they can add 1d4 to their rolls |
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Hermit |
Effect: You gain advantage on 1d6 ability checks until the next dawn |
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Wheel of Fortune |
Effect: Roll 1d12. 1 - switch your current HP with one ally until next dawn 2 - You can use your movement without provoking opportunity attacks for 1 minute 3 - You can choose to cast a spell immediately 4 - You can heal 3 creatures of your choosing within 60ft for 3d6 5 - You can teleport 60ft. 6 - one ally of your choice loses 2d10 HP 7 - You can choose to cast a cantrip immediately 8 - you loose attunement to one of your items 9 - you regain 1d6 worth of spell slots (start with the lowest level) 10 - you are restrained until the end of your next turn 11 - all allies have to switch places with each other 12 - draw two additional cards |
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Justice |
Effect: Roll 2d20. Note the numbers. You use these rolls to swith with rolls happening within 15 ft. of you |
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The Hanged Man |
Effect: Roll 1d12 to apply the result within 60ft of you 1–2 — one enemy takes 3d6 force damage 3–4 — two enemies take 1d6 force damage each 5–6 — one ally gains 2d6 temporary HP 7–8 — two allies gain 1d6 HP |
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Death |
Effect: Until next dawn you can stabilize 1d4 downed creatures within 30 ft. and bring them up to 1 HP. Roll 1d20 on a 18 or higher they regain half of their HP |
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Temperance |
Effect: You can choose to subtract 1d4 on all your rolls until the next dawn to give 1d4 rolls to all your allies for the duration |
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Devil |
Effect: You gain +2 AC until next dawn |
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Tower |
Effect: Choose 3 targets within 30 ft. Cast Enlarge/Reduce |
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Star |
Effect: Fully regain all sorcery points |
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Moon |
Effect: You regain half of you HP |
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Sun |
Effect: You enhance one ability of your choosing by 5 for the next hour |
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Judgement |
Effect: You gain an invisible aura of 10ft. You can grant advantage or disadvantage on saving and ability rolls for the next 10 minutes |
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The World |
Effect: Roll 1d6. 1 - you gain 100-1000 GP 2 - you gain a friend/suitor 3 - you a magic item/ potion 4 - you gain a Phantom Steed 5 - you gain the benefits of a short rest/long rest 6 - you gain one truth - all at the DMs discretion |
Level 6: Seance of the Ancestors
You can commune with the spirits of your lineage to pierce the veils of time.
Once per long rest, you may hold a Seance as a 10-minute ritual. During the Seance:
- You may ask up to three questions concerning the past, present, or future of one topic, location or creature.
- The answers come through ghostly whispers, imagery, or cryptic sensations, as decided by the DM, but always truthful within fate’s limits.
- The Seance costs no sorcery points.
In addition, you gain proficiency in Insight and Perception. If already chosen, you can chose to be proficient in another suiting skill.
Level 14: Premonition
Your mind dances seconds ahead of time, guided by glimpses of what’s to come.
At the start of each of your turns, roll a [roll]1d4[/roll] and record the number — this is your Premonition Die. You can add/subtract the number to any attack roll, saving throw, or ability check made by you or against you.
You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
Level 18: Seer's Revelation
Your ancestral power reaches its zenith, allowing you to bend destiny to your will. Choose one of the following revelations when you finish a long rest. You can use the effect of your chosen relevation a number of times equal to your Charisma modifier (minimum once).
- Reversal of Fortune: When a creature you can see within 60 feet makes a roll with advantage or disadvantage, you may flip it — advantage becomes disadvantage, or vice versa.
- Threadwalk: You may cast Dimension Door once without expending a spell slot or requiring components. When you do so, you leave behind a shimmering afterimage that remains for 1 minute.
- Fated Intervention: When a creature within 60 feet of you is reduced to 0 hit points, you can draw 5 cards from your deck as a reaction and choose to trigger one of the effects immediately







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