Base Class: Sorcerer
The fatespinner is unique among other sorcerers in that their power affects the surrounding weave of magic, allowing them to alter reality to change probability as they desire. Many fatespinners take up gambling as they can influence the outcome of games and walk away with more coin they started with. Those who train their power will find they can cause friends or foe to seemingly miss or strike a target, stave of death of an ally, and spells that cast eerily strike opponent’s vulnerable points more often.
Minor Alteration
At 1st level, you gain the ability to subtly control the outcome of mundane events around you. You gain advantage on skill checks on chance based events, such as rolling dice, flipping a coin, or playing a card game. Additionally, you gain proficiency with one gaming set you are not proficient with.
Chance Encounter
At 1st level, as a reaction, you or any creature within 30 ft. of you that you can see is forced to reroll any die. You regain the use of this feature after a short or long rest. At 14th level, you may use this feature twice before needing to take a short or long rest.
Avoid Fate
Starting at 6th level, twice per long rest, you can alter your own fate or others in dire situations. As a reaction, when you or another creature within 30 ft of you that you can see would drop to 0 hit points, you may spend 3 sorcery points to instead have you or the creature drop to 1 hit point instead.
Critical fate
Starting at 14th level, your spells eerily strike your foes weak points more often. your spell attacks score a critical hit on a roll of 19 or 20.
Make Your Own Luck
At 18th level, if one of your spell attacks misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
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