Base Class: Sorcerer
Doomseers are haunted from birth with terrible visions of the future. These visions twist and change with time, as the threads of fate shift and fade, but these dark premonitions trouble the Doomseer throughout their life; until they manifest. Terrible fates seem to follow Doomseers - or are Doomseers drawn to these dark circumstances? Either way, to be the companion of a Doomseer is to walk with a blade hanging over your head.
Doomseers often hide their nature from others, having been ostracized from every community that learned their true nature. Their strange connection to the threads of magic and the dark turns of fate that surround them are the perfect recipe for fear and mistrust.
Doomsight
Your destiny is a dark one. Or is it? Visions of doom have always haunted you, but often offer you insight into the future. You know the the following spells at levels 1,6,14, and 18. These spells do not count against your known spells
| Sorcerer Level | Spells known |
|---|---|
| 1st | Guidance, Detect Evil and Good |
| 6th | Find Traps, Augury |
| 14th | Find the Path |
| 18th | Foresight |
Rites of Seeing
Your magical visions can be harnessed and controlled through meditation and dark rituals. You may cast divination spells that you know and have the ritual tag as rituals.
Visions of Doom
Starting at 6th level, your dreams are haunted by visions of terrible events in the future, ever-shifting and nebulous. However, when these events come to pass, there is a split second in which you can intervene to change the flow of fate. Before you make a saving throw, you may spend one sorcery point to roll that saving throw with advantage.
Reversal of Fate
At level 14, your mastery of fate has reached a level at which you may redirect terrible effects from your allies to your enemies. When a friendly creature fails a saving throw against a spell cast by a hostile creature you can see within 60 feet, you may use your reaction and spend 3 sorcery points to attempt to redirect the effect back to the hostile creature it originated from. The hostile creature must roll a saving throw of the same type failed by the friendly creature originally targeted against your spell DC. If it fails, it is affected by the negative effect instead of the creature originally targeted.
Master of Doom
Starting at 18th level, you can spend 5 sorcery points as a bonus action to bend the threads of doom to your will. Your physical form glows with unearthly light, shedding bright light in a 15 foot radius around you and dim light in a 30 foot radius. You and any creatures of your choice that are illuminated by this light gain +5 to all saving throws, and you gain resistance to all damage except psychic and force damage. Any enemies illuminated by this light suffer a -5 penalty to their saving throws.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this ability, you can’t do so again until you finish a short or long rest.
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