Base Class: Warlock
Your patron is a powerful being connected to the cosmic tapestry. They might manipulate the threads of fate or perhaps they just read them. You have bound yourself to an ancient deity forgotten by time, a powerful modron, or other entity whose purpose is tied to the fate of all things. Your pact with this being allows you to manipulate the threads that bind all to their destiny.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to become a guardian of time or bend fate to your will. Although, you may find you spend all of your free time staring into the void of the cosmic tapestry. You may become overwhelmed and nihilistic from seeing all the possibility of the cosmos that ultimately ends. Alternatively, you might take it upon yourself to try and prevent certain events from transpiring and ensure that others do.
Expanded Spell List
The Fateweaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fateweaver Expanded Spells
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3rd |
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4th |
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Bonus Cantrips
At 1st level, you learn the guidance and true strike cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Alter the Weave
Starting at 1st level, you can see brief glimpses of the possibility and can alter the course of fate. When you finish a long rest, roll two d20s, then choose one of the numbers, and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this fate die. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each fate die can be used only once. When you finish a long rest, you lose an unused fate die.
Read the Threads
Starting at 6th level, you can call on your patron to read the threads of fate of a specific creature. If you spend at least 1 minute focusing on and observing the threads of fate of another creature outside combat, you can learn certain information about it. The DM tells you a piece of the creature’s history, some goal the creature is working towards, or one of its personality traits if it has any.
At the DM's discretion, they may you roll a (Wisdom) Insight Check to determine how clear the information is or may base the information given on how much you already know about the creature.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Fateful Defense
Starting at 10th level, your cosmic connection allows you to ward yourself or others against future dangers. You can choose one damage type when you finish a short or long rest. You can grant resistance to that damage type to one creature with you, including yourself, until you choose a different damage type or creature with this feature. Damage from magical weapons or silver weapons ignores this resistance.
In addition, you can now record and use both fate die, rather than just one.
Bring Ruin
Starting at 14th level, when you hit a creature with an attack roll, you can use this feature to sunder the threads of fate connected to the creature.
While maintaining concentration, the target has disadvantaged on all attack rolls, ability checks, and saving throws. While disconnected from the weave of fate, it takes 4d12 + your Charisma Modifier force damage every time it rolls a natural 1 on an attack roll, ability check, or saving throw as a result of having its connection to the cosmic tapestry severed. At the end of each of the creature's turns, it can make a Charisma saving throw against your spell DC to end the effects early.
This effect lasts for 1 minute unless the creature succeeds its saving throw or until you lose concentration.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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2/24/2021 1:25:17 AM
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12/7/2022 11:38:02 PM
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1/22/2023 8:56:44 PM
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1/22/2023 11:41:24 PM
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Posted Jan 22, 2023This subclass was originally created by the user KnightOwl. Much respect to them, I'm in love with this subclass. I just made some minor adjustments for my own use (At the time I assumed I had to publish homebrew content in order to use it).
The following changes are:
VERSION 1
Also for Bring Ruin, it used to say you must decide to use this feature before making the attack roll, but I thought that was a typo so I changed it to damage roll instead.
There are also a couple of words or phrases I changed throughout just to make sentences sound better, and that's about it.
VERSION 2
- "skill checks" -> "ability checks"...modeling the wording of the poisoned condition
- Adjusted some phrasing for clarity and simplicity
VERSION 2.5
Added a mechanical function to character sheets for keeping track of fate die