Sorcerer
Base Class: Sorcerer

A half-elf stands in the battlefield, palms facing outward with light emanating from their hands. They see an ally, a halfling, swinging towards a Gnoll; the half-elf sees the halfling miss, the light on their hands brighten and the halfling carves the Gnoll in two.

The Fate Sorcerer is characterized by being able to turn fate and time in their favor, similar to Clockwork Soul, but with less cogs and more strings.

Endless Possibility

At 1st level, you learn how to turn the tides of fate in any direction you please. If a creature you can see within 30 feet of you rolls an ability check, attack roll, or saving throw you may use a reaction to cause that roll to succeed or fail regardless of the roll. You must do this after the creature has rolled, but before you know the outcome of the roll. You may only use this feature once per long rest.

The range increases to 60 feet at 9th level.

Bequeath Fortune

Beginning at 6th level your ties with fate allow you to bolster your allies' outcomes. Whenever a creature within 30 feet of you makes an ability check or saving throw you may use your reaction to spend a number of sorcery points (minimum of 1) and let them add that to their roll. If the outcome of the roll succeeds you regain the used sorcery points, but if it fails you lose the sorcery points.

Increase Entropy

Beginning at 14th level, your ties with fate and time allow you to rearrange the position in time of a living creature. As an action, you can cause a creature or object to be shunted back or forwards in time to a point they have been or will be within a minute. A creature must be within 30 feet of you for this effect to work, an object must be within 60 feet of you for this effect to work. You may only use this feature a number of times equal to your charisma modifier, and all uses replenish on a long rest.

At 18th level you get to decide where the creature goes, as long as it is within 30 feet of you.

Change Fate

Beginning at 18th level, your ability to alter and oppose fate grants you a strange effect. As an action you can concentrate on every thread of fate within your vicinity and alter where those threads go. For an hour you concentrate on this feature (as if concentrating on a spell) and treat every roll you make of 9 or lower as a 10 for the duration. If you lose concentration on this feature as a result of being attacked you gain 1 point of exhaustion. You may use this feature once per day and regain the use on a long rest.

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