Base Class: Sorcerer
**Sorcerer Subclass: Arcane Fortune**
As a sorcerer of the Arcane Fortune subclass, you draw your power from the enigmatic forces of fortune and destiny. Through your connection to the fates, you gain access to spells that manipulate luck, alter fate, and bring both blessings and misfortune to those around you.
**Expanded Spell List:**
1st level: *Chaos Bolt*, *Shield*
3rd level: *Enhance Ability*, *Warding Bond*
5th level: *Blink*, *Counterspell*
7th level: *Death Ward*, *Divination*
9th level: *Legend Lore*, *Mislead*
**Fortune's Favor:**
Starting at 1st level, you can manipulate the threads of fate to influence the outcomes of events. Whenever you cast a spell of 1st level or higher, you can use your bonus action to activate Fortune's Favor. Choose one of the following effects:
- **Lucky Strike:** Choose one creature you can see within 30 feet of you. That creature gains advantage on its next attack roll, ability check, or saving throw.
- **Fortunate Defense:** Choose one creature you can see within 30 feet of you. That creature gains temporary hit points equal to your sorcerer level. If the creature is hit by an attack, it can use its reaction to roll a d4 and add the result to its AC, potentially causing the attack to miss.
- **Fateful Reversal:** Choose one creature you can see within 30 feet of you. That creature can reroll a saving throw it just failed, taking the new result.
You can use Fortune's Favor a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.
**Potent Spellcasting:**
Starting at 6th level, you add your proficiency bonus to the damage rolls of your sorcerer spells. Additionally, whenever you cast a spell of 1st level or higher that deals damage, you can roll one additional damage die and add it to the spell's damage.
**Twist of Fate:**
At 14th level, you can manipulate the flow of destiny to your advantage. When a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to force the creature to roll a d4 and subtract the result from its roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.
**Wheel of Destiny:**
At 18th level, you can tap into the ultimate power of the Wheel of Destiny. Once per long rest, as an action, you can channel the chaotic energies of fate to bring about a profound change in the world around you.
All creatures within a 60-foot radius of you, except for allies of your choice, must make a Wisdom saving throw against your spell save DC or suffer the effects of one of the following randomly determined effects:
- **Favorable Outcome:** The creature gains advantage on all attack rolls, ability checks, and saving throws for the next minute.
- **Unfortunate Outcome:** The creature takes a penalty to all attack rolls, ability checks, and saving throws for the next minute.
- **Twisted Fate:** The creature's abilities become inverted for the next round. If it has advantage on an ability check, it now has disadvantage, and vice versa. If it deals extra damage on a hit, it deals reduced damage instead.
In addition, you can choose one ally within range and one enemy within range to be affected by one of the following randomly determined effects:
- **Guiding Fortune
Fortune's favour
*Fortune's Favor:**
Starting at 1st level, you can manipulate the threads of fate to influence the outcomes of events. Whenever you cast a spell of 1st level or higher, you can use your bonus action to activate Fortune's Favor. Choose one of the following effects:
- **Lucky Strike:** Choose one creature you can see within 30 feet of you. That creature gains advantage on its next attack roll, ability check, or saving throw.
- **Fortunate Defense:** Choose one creature you can see within 30 feet of you. That creature gains temporary hit points equal to your sorcerer level. If the creature is hit by an attack, it can use its reaction to roll a d4 and add the result to its AC, potentially causing the attack to miss.
- **Fateful Reversal:** Choose one creature you can see within 30 feet of you. That creature can reroll a saving throw it just failed, taking the new result.
You can use Fortune's Favor a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.
Potent Spellcasting
*Potent Spellcasting:**
Starting at 6th level, you add your proficiency bonus to the damage rolls of your sorcerer spells. Additionally, whenever you cast a spell of 1st level or higher that deals damage, you can roll one additional damage die and add it to the spell's damage.
Twist of fate
*Twist of Fate:**
At 14th level, you can manipulate the flow of destiny to your advantage. When a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to force the creature to roll a d4 and subtract the result from its roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.
Wheel of Destiny
*Wheel of Destiny:**
At 18th level, you can tap into the ultimate power of the Wheel of Destiny. Once per long rest, as an action, you can channel the chaotic energies of fate to bring about a profound change in the world around you.
All creatures within a 60-foot radius of you, except for allies of your choice, must make a Wisdom saving throw against your spell save DC or suffer the effects of one of the following randomly determined effects:
- **Favorable Outcome:** The creature gains advantage on all attack rolls, ability checks, and saving throws for the next minute.
- **Unfortunate Outcome:** The creature takes a penalty to all attack rolls, ability checks, and saving throws for the next minute.
- **Twisted Fate:** The creature's abilities become inverted for the next round. If it has advantage on an ability check, it now has disadvantage, and vice versa. If it deals extra damage on a hit, it deals reduced damage instead.
In addition, you can choose one ally within range and one enemy within range to be affected by one of the following randomly determined effects:
- **Guiding Fortune







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