Sorcerer
Base Class: Sorcerer

This is a WIP subclass, any feedback would be appreciated!

Fateweavers' mystical abilities find their roots in three distinct sources. Some inherit their talents from ancestors who were adept Fateweavers, cultivating their abilities through familial traditions. Others are chosen and trained by experienced Fateweavers who recognize their potential, passing on their knowledge and techniques. In rarer cases, powerful Fateweavers may magically imbue individuals with the innate ability to manipulate destiny, creating new Fateweavers with a unique connection to the echoes of eternity, the arcane manifestation of memories and history. Regardless of their origin, Fateweavers embrace a profound responsibility, mastering the art of manipulating destiny with ethics and precision, and always aware of the significant influence they wield over the lives of others.

Tapestry of History

Starting at 1st level, your connection with the Echoes of Eternities grants understanding and foresight into potential future events, interpret cryptic signs, and discern hidden truths through a connection with the echoes of eternity.

Due to this, you gain proficiency in Insight(Wisdom), and can use the skill to gain limited knowledge of past or near future events.

Temporal Manipulation

Starting at 1st level, your innate connection to fate grants you the power to manipulate the timing of events, ensuring that destiny unfolds in your favor.

As a bonus action, you can channel your mastery over the Echoes of Eternity to alter the initiative order. Choose one creature, including yourself, within 30 feet of you. You can either:

  • Hasten: Move the chosen creature up in the initiative order by a number of places equal to your Charisma modifier (minimum of 1).
  • Delay: Move the chosen creature down in the initiative order by a number of places equal to your Charisma modifier (minimum of 1).

You can use this feature a number of times equal to your Charisma modifier (a minimum of 1). You regain expended uses when you finish a short or long rest. The number of places you can move a creature in the initiative order increases as you gain levels in this class.

Fateful Surge

Starting at 6th level, you have honed your mastery over the threads of destiny, granting you the power to bestow additional actions upon your allies when the need arises. By expending your Sorcery Points, you can guide others to seize the moment and alter the course of events in their favor.

  • Additional Action: Starting at 6th level, you can spend 2 Sorcery Points as a bonus action to grant an additional action to an ally of your choice within 30 feet of you. This extra action lasts until the end of the selected allies turn.

  • Additional Bonus Action: Alternatively, you can spend 1 Sorcery Point as a bonus action to grant an additional bonus action to an ally of your choice within 30 feet of you. This extra bonus action lasts until the end of the selected allies turn.

Threads of Destiny

Starting at 14th level, you have ascended to the pinnacle of fate manipulation, gaining the ability to directly influence the threads of destiny in your favor.As a bonus action, you can activate Threads of Destiny, focusing your power for 1 minute. While Threads of Destiny is active, you gain the following benefits:

  • You have advantage on all saving throws.
  • Once per turn, when you or an ally makes an attack roll, ability check, or saving throw, you can roll a d6 and add the result to the roll.
  • Additionally, as a reaction, when you or an ally within 30 feet fails a d20 roll (such as an attack roll, ability check, or saving throw), you can use your Threads of Destiny to allow them to reroll the d20, taking the second result. This reaction can be used a number of times equal to your Charisma modifier (minimum of 1) before requiring a long rest to regain uses.

Strings of Fate

Starting at 18th level, you have unlocked the most profound secrets of destiny manipulation. You gain the ability to directly interact with the threads of fate, summoning strings that weave between your fingers. With these ethereal threads, you become the master puppeteer of destiny, controlling the actions and outcomes of those around you.

  • As an action, you can activate the Weave of Eternity, summoning teal threads of fate that extend from your fingertips and attach to the destinies of creatures within 30 feet of you. You can take control of an amount of creatures equal to half you charisma modifier. These threads remain connected to you, granting you control over the actions and outcomes of those creatures for 1 minute.

  • While Weave of Eternity is active, you can use your bonus action on each of your turns to manipulate the threads of fate connected to creatures. You can force one of the creatures to reroll an attack roll, ability check, or saving throw, or grant advantage or disadvantage before a roll. If the creature is unwilling, it must succeed a saving wisdom scaing throw contested by your spell DC.

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