Base Class: Warlock
The threads of fate that hold the universe together are long and winding by necessity, for the tapestry of creation is vast. It requires many hands to weave the strings of fate together, and still more to make sure that they do not unravel. As a Threadweaver, you have been shown how to twist those strings to suit your goals, and how to read what has already been woven to see what may yet still be stitched. You walk the spaces between free will and predestination, for the action of choice is no small thing, and it is up to you to make sure you do not tug so hard that important threads begin to fray. Deities of fate and creation are notoriously fickle with their favor, and to have it at times may seem to be more of a curse than a blessing.
Expanded Spell List
Your role as one of the many hands of Fate expands the limits of your mind. The following spells are added to your spell list, and count as warlock spells for you.
Spell Level |
Spells |
|
1st |
bane, bless |
|
2nd |
fortune's favor, warding bond |
|
3rd |
haste, slow |
|
4th |
divination, death ward |
|
5th |
legend lore, reincarnate |
Plucking the Warp
Beginning at 1st level, the knowledge bestowed by your patron allows you to attempt to direct the flow of events in your favor. Whenever you roll an attack, ability check, or saving throw, you may roll 1d4 and add that number to the roll after rolling the dice but before knowing if the roll is sufficient. This die increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. You may use this ability a number of times equal to half your level rounded down (minimum of 1) + your proficiency bonus, recharging on a short or long rest.
Loose Ends
At 1st level, your ability to alter fate means you have stepped outside of it. You have advantage on saves against being charmed or frightened, and can no longer be affected by the spells Detect Thoughts, Locate Creature, Scrying, Modify Memory, or True Seeing cast by creatures that are not you. Additionally, the spell Arcane Eye will not work within 30 feet of you.
Chromatic Web
At 6th level, you gain the ability to see the strings of fate that bind individual people to each other. Make an insight roll against a target's deception and roll 1d6 for the number of threads you can see. On a successful insight check, you can see the color of the threads and the names attached to them, allowing you to speculate on the relationship of the parties. On a failure, you can see either the color of the strings or the names attached to them, but not both. The threads cannot be followed, as they disappear into thin air five feet from the target unless the person or creature on the other end of the thread is within 30 feet. You may use this ability a number of times equal to your charisma modifier + proficiency bonus per short or long rest.
This ability improves at 18th level, allowing you to identify up to 1d8 strings per person, and two colors per string.
Color |
Meaning |
|
Red |
Love |
|
Orange |
Distrust |
|
Yellow |
Knowledge |
|
Green |
Jealousy |
|
Blue |
Family |
|
Indigo |
Hatred |
|
Violet |
Sexuality |
|
White |
Failure/Roll was not a success |
|
Black |
Trauma |
|
Gold |
Loyalty |
Spinning the Weft
At 10th level, your connection to your patron starts to affect the world around you. You gain an aura of 10 feet, and friendly creatures inside of it (including you) are immune to the charmed and frightened conditions. When a hostile creature starts its turn in your aura, you can use your reaction to twist the threads of fate around them, and they must make a wisdom save against your Warlock spell save DC. On a success, they are unaffected. On a failure, they take 3d10 force damage and are restrained by spectral threads until they take additional damage or they make a successful wisdom save at the end of their turn.
Knots in the Tapestry
At 14th level, your patron bestows upon you the ability to instantaneously travel up and down the threads of creation to points of significance you have been to before (significance is determined in conjunction with the DM). You may teleport yourself and a number of willing creatures up to your charisma modifier (minimum of 1) two times per short rest. However, if you cross into another plane of existence using this ability, you may not use it again until you finish a long rest.
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