Wizard
Base Class: Wizard

You have managed, through your studies, to find a means of controlling the strings of fate. A wizard of the fates uses their abilities to alter fate and destiny to prevent death for themselves, their allies, or potentially even their enemies. Alternatively, they are able to use their malleability of destiny for malicious purposes, gaining power through manipulation.

Intertwined Destinies

You can manipulate the strings of fate to intertwine your destiny with others. As an action, you can reach past the ethereal to connect yourself to a creature you can see within 60 feet of you. If the creature is not willing, it can make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes magically tethered to you as your fates intertwine. On a successful save, the creature is not tethered to you and is made aware that something has happened, though they are not aware that you are the reason. Creatures that pass this saving throw are immune to its effects for the next 24 hours. You can tether to a number of creatures equal to your Intelligence modifier + proficiency bonus. You can untether to a single creature as a bonus action. If you die, you lose all active tethers.

 

There are two classifications of a tether: an ally tether, and a hostile tether. When tethering to a creature, you must declare whether or not it is an ally to you, or hostile to you. When you have any active tethers, you must have either ally tethers or hostile tethers active at any given point, but not both. You can use an action to switch which tether category is currently active. As a bonus action, you can reclassify an active tether from ally to hostile, or hostile to ally. The classification of each creature must make sense as to why it is a specific category, though creatures that are not necessarily an ally or hostile to the player may reasonably be put in either category.

 

As an action, you can pull on the strings of fate to your benefit. Choose a number of tethered creatures that you can see up to half your proficiency bonus, rounding up. These creatures must all be of the same tether category and in the tether category you currently have active. The strings of fate that connect you to the target creatures become visible, glowing a soft yellow. The targeted creatures must all make a Strength saving throw against your spell save DC. On a failed save, all targets are pulled up to 30 feet towards you. If a target is incapable of moving (i.e. unconscious, incapacitated, paralyzed), this distance is increased to 60 feet. Alternatively, if you choose only one targeted creature, you may instead choose to draw yourself to the target. Move 45 feet closer to the targeted creature, with no saving throw.

Puppet Strings of Fate

As you grow more knowledgeable of the fates, you learn how to more dexterously control the strings of fate.

 

When the ally tethers are active:

You shake the intertwined strings to remove a negative effect. As an action, you can remove one negative effect (frightened, charmed, etc.) from all creatures currently tethered to you as an ally.

 

When the hostile tethers are active:

Much like you have intertwined yourself with others, you are able to manipulate those that you are attuned to. As an action, you can choose a number of tethered creatures that you can see up to half your proficiency bonus, rounding up. Each of the targeted creatures must make a Wisdom saving throw against your spell save DC. On a fail, you gain sway over the target’s fate temporarily, allowing you to control the target. You may force the target to either take one action or bonus action of your choice or use their movement at your discretion, after which point the target regains control of itself, aware of your interference with their destiny. If the targeted creature is unconscious, you can make them stand up independently of whether or not you choose to make them move. You cannot make an affected creature perform a task that is obviously harmful to themself. 

 

You can successfully puppeteer a number of creatures equal to your Intelligence modifier. All expended uses of this feature are regained on a long rest.

Shared Fates

As the strings of fate continue to intertwine, you find yourself able to look into the mind and souls of your tethers.

 

Any spell you cast that has a range of touch can be cast through your attached strings to any creature you can see in your tethered network. As a bonus action on a turn that you cast a touch spell, you can attempt to grab multiple strings of fate to affect multiple targets. Roll a d100, and if the number rolled is less than or equal to 100 divided by the number of desired targets, rounding up, the spell succeeds in reaching all targets. Else, the spell only targets one creature. You can split-cast a touch spell in this way a number of times equal to your Intelligence modifier, regaining all expended uses on a long rest.

 

When the ally tethers are active:

Due to your meddling with fate, you have created a network. Any creature in your tethered network can communicate telepathically with each other, granted they share a language. Gain advantage on all insight checks made towards a creature within your tethered network, as you can briefly dive into their minds through the tether.

 

When the hostile tethers are active:

Gain advantage on all Charisma checks made against creatures in your hostile tethers.


Additionally, when you succeed to pull any tethered creatures in your hostile category, you can instead choose to knock the affected creatures prone. When attempting to pull creatures in the hostile tether category, the limit to how many you can pull is removed. When succeeding on pulling a hostile tethered creature or knocking them prone, roll a d2. On a roll of 1, do not expend a charge on that specific creature.

Tune the Strings of Fate

When the ally tethers are active:

Whenever you or another creature in your ally tethers that you can see takes damage, you can choose to redirect the damage (no action required). You may disperse the damage in any way you see fit, whether that be moving all the incoming damage to one person, or spreading the damage out among all creatures in the ally tethers. Additionally, when you or any creature in your ally tethers makes a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

 

When the hostile tethers are active:

Becoming more selfish, you can temporarily cut off the fates of others connected to you. As an action, you can block a single feature from a creature in your tethered network. This can be a class feature (excluding features such as spellcasting or pact magic), race feature, or feat. Upon blocking the feature, the targeted creature can no longer benefit from that feature for 1d4 + 1 rounds. This ability ends early if you switch to your ally tethers during the duration. You may use this feature once per long rest.

Wizard Of The Fates Image

Comments

Posts Quoted:
Reply
Clear All Quotes