Sorcerer
Base Class: Sorcerer

The Wheel of Fortune has instilled within you the ability to see the flow of the world. With this power you can’t change what’s to come, but you can prepare for it. Change is inevitable, but you don’t have to succumb to the whirling forces of nature. Instead, you harness it. Unleashing devastating effects when the time is right. 

The Wheel of Fortune’s Magic

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Wheel of Fortune Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an evocation spell from the sorcerer, warlock, or wizard spell list.

Wheel of Fortune Spells
Sorcerer Level Spells
1st comprehend languages, thunderwave
3rd detect thoughts, see invisibility 
5th clairvoyance, daylight
7th arcane eye, resilient sphere
9th legend lore, wall of force

Cycle of Fate

Starting at 1st level, your connection to the Wheel of Fortune allows you to see the cycle of magic power throughout the natural world. After you roll initiative, roll on the Cycle Table. The number rolled determines which effect takes hold at the beginning of your turn. At the beginning of each subsequent turn the effect switches to the next one down the list. After you’ve reached the bottom of the list, you will return to the top.

Cycle

 

d4

Effects

1

Flowing. You gain 10 feet of movement.

2

Still. If you do not move during this turn, you regain hit points equal to 1d4 + your Sorcerer level at the end of your turn. 

3

Turbulent. You are unsteady. You have disadvantage on saving throws to avoid the prone condition, but you deal 1d6 extra damage on ranged spell attacks. 

4

Inevitable. You can choose 1 creature you see within 30 ft. That creature must subtract 1d4 from their next attack roll or saving throw. 

 

Master of Fate

Starting at 6th level, you have learned how to extend your vision of fate to others. As a bonus action, you can expend up to 5 sorcery points to extend the effects of the Cycle of Fate to that number of creatures within 15 feet. The extension lasts for one minute or until you use this feature again.

When you use this action, you can rotate through the Cycle of Fate a number of times equal to the number of sorcery points spent.

Disrupt Destiny

At 14th level your connection to The Wheel of Fortune deepens and you can alter a creature’s destiny. As a bonus action you can expend up to 5 sorcery points. Choose a number of creatures you can see within range equal to the number of sorcery points spent. These creatures must roll a Charisma saving throw. On a failure they will roll a d4, the number rolled coincides with the effect placed on them from the table below. 

d4

Effects

1

The creature must immediately use its reaction to move its full movement in a random direction. This movement cannot  take them into obviously hazardous terrain.  

2

The creature must take the dodge action on their next turn. 

3

The creature must  use its action on its next turn to attack the nearest creature. 

4

The creature has disadvantage on their next attack roll or saving throw. 

 

Master of Luck

At 18th level, you have become the force outside humanity’s control. You hold the Fate of those around you in your hands. As an action you can expend 6 sorcery points. When you do so, you take on a transcendental form. For the next 1 minute you gain the following benefits.

  • You can add your Charisma modifier to all saving throws. 
  • When you fail a saving throw, you can choose to succeed instead. This can only be done once while this feature is active. 
  • Your Cycle of Fate table is replaced by the following table. 

    d4

    Effects

    1

    Angel. You sprout ethereal wings you can use to protect yourself or others. When an attack would hit you or a creature within 5 feet of you, you can use a reaction to move the wings to guard the target of the triggering attack, giving +5 to the recipient’s AC. 

    2

    Eagle. You gain a flight speed equal to 2 times your walking speed. When flying you cannot be targeted by opportunity attacks. 

    3

    Bull. You become an unstoppable force. When you take the movement action you can move through hostile creatures’ spaces. When you move through a hostile space, that creature must make a Strength saving throw. On a failure, they take 3d10 force damage and are knocked prone. On success they take half as much damage and are not knocked prone. 

    4

    Lion. You emit a fearsome energy. All creatures of your choice within 60 feet of you must make a Wisdom saving throw. On a failure, they take 3d10 psychic damage and are frightened until the end of their next turn. While frightened in this way they cannot move or take reactions, and can only take an action or bonus action on their turn, not both. On a success they take half as much damage and are not frightened. 



You can use this feature only once per long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2023 7:28:51 PM
16
0
1
Coming Soon
5/3/2023 3:01:53 PM
32
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes