Sorcerer
Base Class: Sorcerer

You are the Oracle who proclaims the future and the past. 

You have the blood of ancient soothsayers and those who speak to the deities. For you, everyday life is saturated with signs of fate and imminent triumph or tragedy. However, you know better than anyone that fate is in the hands of those who create it.

Prophets like you are treated differently in various societies. Some consider such personalities to be fools, others consider them to be clairvoyants, and the most superstitious consider them to be harbingers of grief and disasters.

Nevertheless, there are legends that such persons gather around themselves groups of people who will decide the fate of the world, for good or for ill.

Different circumstances could lead to the fact that you became the owner of prophetic abilities. You can decide for yourself what caused them to occur, throw a d6 bone or choose the option that suits you from the ones offered below.

  1. The Diviner. You were an ordinary novice of the temple, but one day a divine revelation appeared to you. Now you are on your way to the holy quest. Suggested Background - Acolyte.
  2. The Foreteller. One day you stumbled upon an ancient relic that revealed to you the intricacies of the universe. From that day on, you see in everything the manifestations of the coming changes. Suggested Background - Sage.
  3. The Oracle. You have decided to leave the mundane life and become a hermit because of your visions. Nevertheless, you have discovered an incredible knowledge about the past and the future, which made you come back again. Suggested Background - Hermit.
  4. The Fool. You always saw strange things when you were bending down on the streets of the city. But you have never been taken seriously, considering you a harmless city lunatic. It's time for a change. Suggested Background - Urchin.
  5. The Cursed. Being a scion of a noble family can be quite difficult, and when you become a prophetic sign of the destruction of your own home, it imposes a huge obligation. Suggested Background - Noble.
  6. The Chosen One. You are favored by fate itself. Great achievements stretch out before you to become your heroic deeds. Can anything stop you? Suggested Background - Folk Hero.

Fateweaver's Additional Spell List

At 1st level of sorcerer and beyond (up to level 9 in sorcerer) you gain additional spells you know. They do not count for number of spell you can know as sorcerer. When you cast them, you can  ignore any material components needed. In addition, you can cast each of the following spells once without expending your spell slots. You can cast them again for free that way once you finish a long rest.

Foresight

At 1st level you gain Guidance cantrip which does not count for number of spell you can know as sorcerer. You can cast it as bonus action and with range of 60 ft. You do not need to uphold concentration. When the target rolls d4 to add the result to ability check, it can roll 2d4 and choose the highest result of one of the dice instead.

Shared Destiny

At 1st level, when you finish a long rest, you can choose number of willing creatures up to your Proficiency bonus or Charisma modifier, whichever is higher. You and these creatures are bounded by shared destiny until you finish the next long rest.

Each affected creature (including you) could benefit from only one of these traits once:

  • Gain advantage on one attack roll, ability check or saving throw.
  • When you roll for death saving throw, you can treat your roll as a natural 20.
  • For one minute you can transmit your senses (hearing, sight, smell and so on) to other affected creatures.

Once creature used one of these traits it can not choose any other option unless you expend 1 sorcery point. However none of the creatures can benefit from the same option twice. You can use these feature again once you finish a long rest.

Intertwine Fate

At 6th level, as reaction you can force a creature to reroll their result (after it is known) of any attack roll, ability check or saving throw. They keep any advantages (or disadvantages) applied to the roll. Everyone must accept a new result. You can use this feature number of times up to your Proficiency bonus or Charisma modifier, whichever is higher. In addition, you can expend 2 sorcery points to use this feature again.

Soothsayer

At 6th level, you can add your Charisma modifier to Intelligence ability checks.

At 14th level, you gain Commune and Contact Other Plane as known spells. They do not count for number of spell you can know as sorcerer. When you cast them, you can ignore any material components needed. In addition, you can cast each of these spells expending 3 sorcery points instead of spell slot.

All-seeing

Beginning at 14th level, you are always under the effects of a True Seeing spell.

Inescapable Doom

At 18th level, as an action you can choose one creature in line of sight to become a target of this feature. You start to concentrate (as if you were casting a concentration spell) and make the target to gain the disadvantage on any attack roll, ability check or saving throw it makes. The target can make a Charisma saving throw at the end of its turn (disadvantage included) to stop the effect on itself.

You can use this feature again once you finish a long rest or expend 6 sorcery points.

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