Sorcerer
Base Class: Sorcerer

Your magic is bound to probability, omen, and consequence. Whether your power comes from a prophetic bloodline, an ancestor's bargain with an oracle spirit or fey, exposure to the machinery of destiny, or an accident of birth beneath an impossible star, you do your magic allows you to tug at the strands of what may be.

Portent

Starting at 1st level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Fated Magic

1st-level Fated Sorcerer feature

You learn additional spells when you reach certain levels in this class, as shown on the Fate 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 spell from the sorcerer, warlock, or wizard spell list.

Fate Spells
Sorcerer Level Spells
1st detect magic, identify, shield
3rd augury, detect thoughts
5th clairvoyance, tongues, counterspell
7th arcane eye, divination
9th commune, scrying

Destined for Success

Your connection to destiny allows you to slip through danger at the last possible moment.

You gain a bonus to all saving throws equal to your proficiency bonus (minimum of +1).

Additionally, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

Back / Forth

At 18th level, you gain the ability walk along the path of nearby fates.

As an action, spend 10+X sorcery points to travel X rounds backward or forward to a point in time, take 1d4+1 turns in a row, during which you can use actions and move as normal, then return. In this moment, the flow of time is stopped for everyone but yourself; no time passes for other creatures while you take your turn. 

This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you started. 

As it is yet unwritten, when you travel to the future, the details are hazy. You can only see shadows of what may be against the backdrop of of what has been.

Once you use this feature, you can’t use it again until you finish a long rest. 

Your awakening to the nature of time grants you resistance to force damage.

 

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