Sorcerer
Base Class: Sorcerer

Your magic was never entirely your own. Some thread of destiny — a prophecy, a bargain, a birth omen — wound itself into your blood, and it whispers to you of what's coming. You don't just cast spells; you nudge outcomes toward the shape fate already intended.

1st Level Omens and Portents

You can cast augury once without a spell slot or components, regaining this ability on a long rest.

When you finish a long rest, also roll three d20s and record the results. Once per turn, before any attack roll, saving throw, or ability check made by you or a creature you can see, you can replace it with one of these numbers. Each roll can be used only once, and unused rolls are lost when you next finish a long rest.

1st Level Fatebound Magic

When you choose this origin at 1st level, the cleric spell list is added to your spell list for the purpose of learning spells.

Additionally, choose one 1st-level spell from the following list: bless, dissonant whispers, guiding bolt, heroism. This spell counts as a sorcerer spell for you, doesn't count against your number of sorcerer spells known, and can be swapped for another spell on this list whenever you gain a sorcerer level.

1st Level Ties That Bind

As an action, you can touch one creature or object and tie a strand of fate between yourself and it for 1 hour, or until you use this feature again. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to resist. While bound and on the same plane as you, you always know the direction to the target and whether it's moving.

Once per turn when you cast a spell using a spell slot that deals damage or restores hit points to the bound target, roll a d6 and add the result to the damage or healing dealt.

You can use the action for this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses on a long rest.

6th Level Strands of Fate

you can spend 2 sorcery points as a bonus action to see the threads of fortune around you. For up to 1 minute, or until your concentration ends (as if concentrating on a spell), whenever another creature you can see makes an attack roll or ability check, you can use your reaction to force the roll to be made with advantage or disadvantage (your choice).

6th Level Insightful Striking

As a bonus action, choose one creature you can see within 30 feet of you. Until the end of your next turn, choose one:

  • The next attack roll you make against the target gains a d6 bonus to the total.
  • The next time the target makes a saving throw against one of your spells, it rolls a d6 and subtracts the result from the save.

14th Level Potent Spellcasting

You add your Charisma modifier to the damage you deal with any sorcerer cantrip.

18th Level Visions of the Future

Your grasp of fate lets you guide someone toward their greatest possible outcome. You can cast foresight once without expending a spell slot; when cast this way, its duration is 1 minute. You regain the ability to do so when you finish a long rest.

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