Sorcerer
Base Class: Sorcerer

Born under omens and touched by ancestral spirits, a Woven Fate Sorcerer’s magic flows through their blood. They do not simply cast spells; they draw from the ever-turning deck of destiny itself, letting each card guide, protect, or challenge those around them. In battle, they shape fate with deliberate risks, turning chance into opportunity or danger into advantage. Outside of combat, their insight reaches beyond the veil of time, glimpsing the future, uncovering hidden truths, and weaving fortune into the lives of those they encounter. Every hand drawn, every vision seen, every choice made, is a dance with inevitability — a Woven Fate weaves destiny, chance, and ancestral power into a tapestry uniquely their own.

Level 3: Woven Fate Spells

When you reach a Sorcerer level specified in the Woven Fate Spells table, you thereafter always have the listed spells prepared.

Draconic Spells
Sorcerer Level Spells
3 Comprehend Languages, Dissonant Whispers, Misty Step, Find Familiar
5 Hypnotic Pattern, Speak With Dead
7 Dimension Door, Spirit Guardians
9 Dream, Modify Memory

Level 3: Hand of Fate

Your hand was dealt by fate. Your connection to fate itself manifests as a ancestral Tarot deck, imbued with the spirits of your seer ancestors. The deck hovers unseen at your command and cannot be stolen, lost, or destroyed. You may use it as your spellcasting focus. Each card grants an immediate magical effect, ranging from healing and protection to unpredictable bursts of chaos. Some effects might benefit you, but some might come with a cost.

  • At 3rd level: As a bonus action, you may expend 1 sorcery point to draw a card from your Ancestral Deck, revealing one of fate’s many turns in the tables below. If you draw a  card outside of combat, you might redraw the card one time or keep the card in hand until you use it. the card disappears after a long rest.
  • At 6th level: You can draw two cards instead of one. Choose one to activate. Discard both. You additionally gain free uses of this trait up to your charisma modifier (minimum once)
  • At 10th level: You can draw a third card instead of two. Choose one to activate. You can additionally chose spell slots to activate the cards.

When you complete a long rest, the deck reorders itself — the ancestors shuffle the threads of destiny anew. 

Table of Effects: Wands

Ace of Swords

Effect: Make a melee spell attack (30 ft). On hit, deal [roll]1d8[/roll] slashing or psychic damage. the target cannot benefit from invisibility or illusion until end of your next turn
Scaling: +1d8 at 5th/11th/17th level
Modifier: no

2 of Swords

Effect: Choose two creatures within 30 ft. They must each make a Wisdom save. Fail: Deal [roll]1d8[/roll] psychic damage. The targets cannot take reactions until their next turn. Succes: The targets cannot take reactions until their next turn
Scaling: +1d8 at 5th/11th/17th level
Modifier: Use 1 spell slot or 1 sorcery point to add another target

3 of Swords

Effect: Lose [roll]2d4[/roll] HP, then make a spell attack. On hit, deal additional [roll]2d8[/roll] damage and impose disadvantage on its next saving
Scaling: -1d4 and +1d8 at 5th/11th/17th level
Modifier: offer the rest of your movement (minimum 10 ft) to prevent bleeding

4 of Swords

Effect: Lose [roll]2d4[/roll] HP, then make a spell attack. On hit, deal additional [roll]2d8[/roll] damage and impose disadvantage on its next saving.
Scaling: -1d4 and +1d8 at 5th/11th/17th level
Modifier: no

5 of Swords

Effect: Lower your AC by 2 to give yourself and up to two allies within 30ft advantage on one attack roll - both until the end of your next turn.
Scaling: +30 ft at 5th/11/17th level
Modifier: no 

6 of Swords

Effect: You and one ally you can see gain resistance to the damage type of your choice until the end of your next turn.
Scaling: +1 ally at 5th/11th/17th.
Modifier: use a spell slot or a sorcery point to lengthen the duration to 1 minute

7 of Swords

Effect: You immediatly turn invisible until your next attack roll or spell, which you have advantage on.
Scaling: no
Modifier: no

8 of Swords

Effect: Choose one creature within 30ft. to make a strength saving throw (DC 15) or be restrained until its next turn 
Scaling: +30 ft. at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to give the creature disadvantage

9 of Swords

Effect: Lose [roll]1d4[/roll] HP, then force a creature within 60 ft to make an Charisma save (DC 15). On fail, it takes 2d8 psychic damage and is frightened until end of your next turn
Scaling: -1d4 and +1d8 at 5th/11th/17th level
Modifier: no

10 of Swords

Effect: On your next spell attack roll deal 1d10 radiant damage; if this reduces the target below half HP, it must make a Constitution save (DC 15) or be knocked prone.
Scaling: 1d10 at 5th/11th/17th.
Modifier: no

Page of Swords

Effect: Until the end of your next turn, gain +2 AC and advantage on your next attack roll.
Scaling: + AC at 8th/15th level
Modifier: no

Knight of Swords

Effect: Target up to two creatures within 15ft. on a point you can see. They must make an Charisma save (DC 15). On fail, it takes 3d8 psychic damage and can’t take reactions until end of its next turn. On a sucess, it takes half the damage
Scaling: +1d8 at 5th/11th/17th level.
Modifier: Give up your next bonus action to add two targets

Queen of Swords

Effect: Cast Hold person without using a spell slot 
Scaling: + 1 target at 5th/11th/17th level
Modifier: no

King of Swords

Effect: Choose up to 3 creatures within 30 ft. Each must make a Charisma save (DC15). On a fail they are frightened and drop concentration on any spell. On a success they can't attack you until your next turn.
Scaling: 30ft at 5th/11th/17th level
Modifier: no

 

Table of Effects: Wands

Ace of Wands

Effect: Target one creature within 30 ft gains advantage on its next attack roll or ability check.
Scaling: + 2 creatures. at 8th/15th level
Modifier: use a spell slot or a sorcery point to multiply the distance by 4

2 of Wands

Effect: Up to two creatures of your choice within 30 ft gain temporary hit points equal to 1d8 plus your Charisma modifier and advantage on their on one ability check or saving throw
Scaling: +1d8 at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to add 2 creatures

3 of Wands

Effect: Choose yourself and one ally; you both gain a +1 bonus to initiative rolls and saving throws for 1 minute
Scaling: + 1 ally ft. at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to lengthen the duration to 8h

4 of Wands

Effect: You cast Heroism on yourself or one ally you can see without expending a spell slot.
Scaling: +1 creature at 8th/15th level
Modifier: no

5 of Wands

Effect: Up to three creatures of your choice gain advantage on one attack roll or saving throw they make before the end of your next turn.
Scaling: no
Modifier: no

6 of Wands

Effect: When a creature within 60 ft succeeds on an attack roll, you may immediately roll 1d12 psychic damage 
Scaling: 1d12 ft. at 5th/11th/17th level
Modifier: no

7 of Wands

Effect: Cast Mirror Image on yourself and one willing creature within 30 ft without expending a spell slot
Scaling: +30 ft. at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to add another creature

8 of Wands

Effect: Cast Expeditious Retreat on yourself or another creature you can see without using a spell slot.
Scaling: + 1 creature at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to lengthen the spells duration to 1h

9 of Wands

Effect: Target one creature within 30 ft that can immediately move up to 30 ft without provoking opportunity attacks.
Scaling: +1 creature ft. at 8th/15th level
Modifier: use a spell slot or a sorcery point to multiply the distance by 3

10 of Wands

Effect: Choose up to three creatures that can hear you. They gain temporary hit points equal to 2d6 plus your Charisma modifier. They also advantage on saving throws against being paralyzed or restrained for 1 minute.
Scaling: +1d6 ft. at 5th/11th/17th level
Modifier: no

Page of Wands

Effect: Cast Disguise Self or Invisibility on yourself or one willing creature without expending a spell slot
Scaling: +1 creature ft. at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to add 2 creatures

Knight of Wands

Effect: Target one creature within 30 ft. It must make a Dexterity saving throw (DC15). On fail, it takes 3d8 force damage and its speed is halved until the start of its next turn. On a success it takes half damage
Scaling: +30 ft. at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to target am additonal creature

Queen of Wands

Effect: Cast Greater Invisibility on yourself or one willing creature without expending a spell slot.
Scaling: double duration at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to target am additonal creature

King of Wands

Effect: Choose up to three creatures within 30 ft. For 1 minute, they add your Charisma modifier to attack rolls and saving throws.
Scaling: +30 ft. at 8th/15th level
Modifier: no

  

Table of Effects: Cups

A of Cups

Effect: You regain up to 1d6 sorcery points and have advantage on your next ability or saving throw
Scaling: +1d6 at 12th level
Modifier: no

2 of Cups

Effect: Cast Bless without using a spell slot. You also profit from its benefits
Scaling: + 1 additional creature on 8th/15 level
Modifier: no

3 of Cups

Effect: Cast Haste on yourself or one willing creature within 60ft without expending a spell slot.
Scaling: no
Modifier: use a spell slot or a sorcery point to target am additonal creature

4 of Cups

Effect: All allies within 10ft gain 1d6 inspiration dice
Scaling: 30 at 8th/ 60ft at 15th level
Modifier: no

5 of Cups

Effect: One creature within 30 ft can reroll one failed saving throw or skill check until the next dawn.
Scaling: +1 target at 5th/11th/17th level
Modifier: no

6 of Cups

Effect: Choose a point within 90ft. All creatures within a 10ft radius roll a 1d8. On their next roll: 1-2 gain disadvantage, 3-4 lose next possible movement, 5-6 gain advantage, 7-8 no effect
Scaling: +10ft radius 8th/15th level
Modifier: no

7 of Cups

Effect: Lose 1d6 hit points and choose two creatures within 30 ft. They can choose between 3 options: gain 2d8 temporary hit points, gain 1d6 inspiration die, 2d4 Bane dice.
Scaling: +1 target at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to double the distance

8 of Cups

Effect: You regain 1d4 sorcery points. Cast Healing Word on one willing creature without expending a spell slot.
Scaling: +1d4 5th/11th/17th level
Modifier: no

9 of Cups

Effect: One ally within 30ft gains resistance to all damage until the end of its next turn.
Scaling: +1 target at 8th/15th level
Modifier: no

10 of Cups

Effect: Choose 2 creatures within 30ft. They gain advantage on their next roll.
Scaling: +1 roll 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to target an additonal creature

Page of Cups

Effect: One creature within 60 ft gains 1d6 inspiration dice or 2d6 temporary HP
Scaling: +1d6 at 5th/11th/17th level
Modifier: no

Knight of Cups

Effect: Cast Aid or Disguise Self or Scorching Ray without using a spell slot
Scaling: no VSM components needed at 8th level
Modifier: no

Queen of Cups

Effect: Cast Burning Hands or Inflict Wounds or Cure Wounds without using a spell slot
Scaling: no VSM components needed at 8th level
Modifier: use a spell slot of a chosen level to level up your spell

King of Cups

Effect: Cast Healing Word on yourself or one willing creature without expending or regain 1d6 sorcery points.
Scaling: no
Modifier: no

 

Table of Effects Coins

Ace of Pentacles

Effect: Roll a 1d6 to trigger one of the following effects: 1 - the closest ally loses 1d6 HP, 2-3 the closest ally gains advantage on their next roll, 4-5 the closest enemy gains advantage on their next roll, 1 - the closest enemy loses 1d6 HP - Cast Greater Invisibility on yourself or one willing creature without expending a spell slot.
Scaling: + 1d6 at 5th/11th/17th level
Modifier: no

2 of Pentacles

Effect: Roll a d4 to gain one of the following abilities for 1 minute: 1 - push or pull a creature 15ft 2 - hover 10 ft. above the ground 3 - gain an aura of advantage of 10 ft 4 - have meele weapon attacks trigger a CON save (DC 15) knock enemies prone 
Scaling: no
Modifier: no

3 of Pentacles

Effect: Sacrifice 1d6 HP to gain back half of your sorcery points. A random creature (DMs discretion) gets back double your sacrificed HP.
Scaling: +1d6 at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to target am additonal creature

4 of Pentacles

Effect: Choose up to three creatures you see and soll a d6. 1-2 they get advantage on their next saving throw 3-4 they get disadvantage on their next saving throw 5-6 no effect takes place
Scaling: no
Modifier: no

5 of Pentacles

Effect: Create an area of 10ft. within 90ft. Roll a 1d6 to trigger an area effect 1-2 area of darkness 3-4 area difficult terrain 5-6 area of silence
Scaling: +5ft radius at 5th/11th/17th level
Modifier: no

6 of Pentacles

Effect: Roll 1d6 to trigger one of these effects. 1-2 you draw a second fate card to trigger immediatly 3-4 you can't draw another card on your next 2 turn 5-6 you reshuffle your deck immediatly
Scaling: no
Modifier: no

7 of Pentacles

Effect: Point at a place within 60ft of you. You summon a Swarm of Rats Roll 1d6. 1-2 they are your enemy 3-4 they are your ally 5-6 DMs discretion.
Scaling: +1 swarm/additonal place at 5th/11th/17th level
Modifier: no

8 of Pentacles

Effect: You cast a Mass Healing word. Roll 1d6. 1-2 you just heal allies 3-4 you heal the closest creatures possible 5-6 you just heal yourself and 1 other creature. on yourself or one willing creature without expending a spell slot.
Scaling: no
Modifier: use a spell slot or a sorcery point to double the distance

9 of Pentacles

Effect: All creatures within 30ft. roll 1d6. 1-2 they take 1d4 force damage, 3-4 no effect, 5-6 they give 1d4 force damage to a creature within meele range
Scaling: +1d4 at 5th/11th/17th level
Modifier: no

10 of Pentacles

Effect: Choose 3 creatures within 60ft. Roll 1d4 to trigger an effect until the end of your next turn 1 - their movement is doubled 2 - their movement is halfed 3 - they loose their movement 3 - they can teleport 30ft. 
Scaling: no
Modifier: no

Page of Pentacles

Effect: Choose a suitable dice and randomly cast 2 rolled cantrips
Scaling: +1 cantrip at 8th/15th level
Modifier: no

Knight of Pentacles

Effect: Choose 2 creatures and roll 1d6. 1-3 they teleport 30 ft closer to a target 5-6 they teleport 30 ft away from a target
Scaling: + 1 creature at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to double the distance

Queen of Pentacles

Effect: Roll 1d6. All creatures withing 10 ft of you failing a CHA save 1-2 are frightened 3-4 are knocked prone 5-6 are frightening you
Scaling: + 10ft at 5th/11th/17th level
Modifier: no

King of Pentacles

Effect: Cast Greater Invisibility on yourself or one willing creature without expending a spell slot.
Scaling: double duration at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to target am additonal creature

 

Table of Effects: Major Arcana

Fool

Effect: Roll a 1d6. 1 - no effect 2 - Cast Polymorph on one creature you can see 3 - loose 1d6 socery point 4 - gain 1d6 sorcery points 5 - swich places with a creature within 60 feet 6 - All creatures within 30ft are affected by Tasha's hideous laughter
Scaling: + 1 reroll at 8th level
Modifier: use a spell slot or a sorcery point to target am additonal creature

Magician

Effect: Cast one of the following spells: Aura of Life or Skill Empowerment or Fount of Moonlight or Planar Binding.
Scaling: no
Modifier: no

High Priestess

Effect: Choose a 15 ft radius orb within 120 ft of you. Afflict Blindness, Deafness or Silence within the area.
Scaling: no
Modifier: use a spell slot or a sorcery point to double the radius

Empress

Effect: Cast Dominate Person or Suggestion or Mislead
Scaling: + 1 casting at 12th  level
Modifier: no

Emperor

Effect: All allies within 30ft gain 2d10 temporary HP
Scaling: +2d10 at 8th/14th
Modifier: use a spell slot or a sorcery point to triple the distance

Hierophant

Effect: All allies except yourself gain advantage on attack rolls, saving throws, and skill checks for 1 minute.
Scaling: 10 min at 8th / 1 hour at 14th level
Modifier: no

Lovers

Effect: Lose 1d10 HP. Choose up to 3 creatures within 30ft. to heal them for 3d6. You are now linked to these creatures and can telepathically communicate with them until the next dawn
Scaling: + 1 die die 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to target 3 additional creatures

Chariot

Effect: Move up to 60 ft. All allies within 10 ft gain advantage on attacks and saving throws until the end of your next turn.
Scaling: + 15ft radius at 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to double the movement

Strength

Effect: Roll 1d6 - Choose a number creatures equal to the number rolled. For the next minute they can add 1d4 to their rolls
Scaling: +1 reroll at 5th/11th/17th level
Modifier: use a spell slot or a sorcery to lengthen the duration to 10 minutes

Hermit

Effect: You gain advantage on 1d6 ability checks until the next dawn
Scaling: no
Modifier: no

Wheel of Fortune

Effect: Roll 1d12. 1 - switch your current HP with one ally until next dawn 2 - You can use your movement without provoking opportunity attacks for 1 minute 3 - You can choose to cast a spell immediately 4 - You can heal 3 creatures of your choosing within 60ft for 3d6 5 - You can teleport 60ft. 6 - one ally of your choice loses 2d10 HP 7 - You can choose to cast a cantrip immediately 8 - you loose attunement to one of your items 9 - you regain 1d6 worth of spell slots (start with the lowest level) 10 - you are restrained until the end of your next turn  11 - all allies have to switch places with each other 12 - draw two additional cards
Scaling: +1 reroll at 12th level
Modifier: no

Justice

Effect: Roll 2d20. Note the numbers. You use these rolls to swith with rolls happening within 15 ft. of you
Scaling: +15ft at 8th/11th/17th level
Modifier: use a spell slot or a sorcery point to target add 1d20

The Hanged Man

Effect: Roll 1d12 to apply the result within 60ft of you 1–2 — one enemy takes 3d6 force damage 3–4 — two enemies take 1d6 force damage each 5–6 — one ally gains 2d6 temporary HP 7–8 — two allies gain 1d6 HP 
9–10 — gain 1d6 sorcery point 11-12 all allies gain 2d4 HP and all enemies lose 1d4 HP
Scaling: double dice at 12th level
Modifier: use a spell slot or a sorcery point to target am additonal creature

Death

Effect: Until next dawn you can stabilize 1d4 downed creatures within 30 ft. and bring them up to 1 HP. Roll 1d20 on a 18 or higher they regain half of their HP
Scaling: + 5HP at 5th/11th/17th level
Modifier: no

Temperance

Effect: You can choose to subtract 1d4 on all your rolls until the next dawn to give 1d4 rolls to all your allies for the duration
Scaling: no
Modifier: no

Devil

Effect: You gain +2 AC until next dawn
Scaling: +1 target at 8th/14 level
Modifier: in combat: give up your next turn to add additional 2 AC for all targets

Tower

Effect: Choose 3 targets within 30 ft. Cast Enlarge/Reduce
Scaling: +1 target 5th/11th/17th level
Modifier: use a spell slot or a sorcery point to triple the distance

Star

Effect: Fully regain all sorcery points
Scaling: no
Modifier: no

Moon

Effect: You regain half of you HP
Scaling: At 14th level you can choose to target another creature within 30 ft instead of yourself
Modifier: no

Sun

Effect: You enhance one ability of your choosing by 5 for the next hour
Scaling: + 1 ability 8th/14th
Modifier: give up your enhancement to double the duration

Judgement

Effect: You gain an invisible aura of 10ft. You can grant advantage or disadvantage on saving and ability rolls for the next 10 minutes
Scaling: no
Modifier: lose half of your HP to lengthen the duration to 1 hour

The World

Effect: Roll 1d6. 1 - you gain 100-1000 GP 2 - you gain a friend/suitor 3 - you a magic item/ potion 4 - you gain a Phantom Steed 5 - you gain the benefits of a short rest/long rest 6 - you gain one truth - all at the DMs discretion
Scaling: no
Modifier: no

Level 6: Seance of the Ancestors

You can commune with the spirits of your lineage to pierce the veils of time.
Once per long rest, you may hold a Seance as a 10-minute ritual. During the Seance:

  • You may ask up to three questions concerning the past, present, or future of one topic, location or creature.
  • The answers come through ghostly whispers, imagery, or cryptic sensations, as decided by the DM, but always truthful within fate’s limits.
  • The Seance costs no sorcery points.

In addition, you gain proficiency in Insight and Perception. If already chosen, you can chose to be proficient in another suiting skill.

Level 14: Premonition

Your mind dances seconds ahead of time, guided by glimpses of what’s to come.

At the start of each of your turns, roll a [roll]1d4[/roll] and record the number — this is your Premonition Die. You can add/subtract the number to any attack roll, saving throw, or ability check made by you or against you.

You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.

Level 18: Seer's Revelation

Your ancestral power reaches its zenith, allowing you to bend destiny to your will. Choose one of the following revelations when you finish a long rest. You can use the effect of your chosen relevation a number of times equal to your Charisma modifier (minimum once).

  • Reversal of Fortune: When a creature you can see within 60 feet makes a roll with advantage or disadvantage, you may flip it — advantage becomes disadvantage, or vice versa.
  • Threadwalk: You may cast Dimension Door once without expending a spell slot or requiring components. When you do so, you leave behind a shimmering afterimage that remains for 1 minute.
  • Fated Intervention: When a creature within 60 feet of you is reduced to 0 hit points, you can draw 5 cards from your deck as a reaction and choose to trigger one of the effects immediately

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