Sorcerer
Base Class: Sorcerer

An instinctual ability of luck, Synchronicity is where you take fate into your own hands, truly testing luck to tip the very way of life in your favor.

Tempter of Fate

Beginning at 1st level, you get a number of d6 representing your "Fate Pool". you get 1 dice per level, and the dice's size increase to 1d8 at 6th level, 1d10 at 12th level, and 1d12 at 17th level. 

Once per turn, when you make an attack roll, saving throw or ability check, you can spend any number of dice from your Fate pool, adding the results to your roll. for each dice you spend, the DM gains an equal amount, to balance the scales against you. whenever you make an attack roll, saving throw or ability check, the DM can spend any number of the dice they have been granted to deduct the result from your total.

Reset The Scales

Once per turn, when you make an attack roll, saving throw, or are targeted for an attack roll, you can choose for Lady Luck to decide your fate. roll a d10, and apply the result below. This ability must be used before your attack roll, saving throw, or the attack against you is rolled.

1: You critically fail your attack roll/saving throw, or the attack against you crits.

2-3: You fail the attack roll/saving throw by 6, or the attack roll against you succeed's your AC by 6. 

4-5: You fail the attack roll/saving throw by 1, or the attack roll against you succeed's your AC by 1.

6-7: You pass the attack roll/saving throw by 1, or the attack roll against you fails your AC by 1.

8-9: You pass the attack roll/saving throw by 6, or the attack roll against you fails your AC by 6.

10: You critically pass your attack roll/saving throw, or the attack against your critically fails.

Go With Your Own Flow

Starting at 6th level, whenever an attack roll you make against a target misses, you can choose for it to hit; alternatively, whenever a target hits with an attack roll against you, you can choose for it to miss. 

If you use this ability, the DM can then choose for one of your attack rolls to automatically miss, or for a target's attack roll to automatically hit you. 

This ability can be used a number of times equal to your charisma modifier, and reset's upon a long rest.

 

In addition, your reliance on your own luck and charm has made you a fan-favorite amongst the locals. you gain proficiency in the persuasion skill, and whenever you make a persuasion check, double your proficiency modifier for that roll.

Resonant Fate

At 14th level, you gain the ability to resonant as a beacon of luck to others, temporarily boosting others effects. As a bonus action you can emit a pulse of good luck; until the start of your next turn, each creature other than you within 15ft is granted one of the following abilities:

- That creature gains 1d6 to hit rolls, skill checks and saving throws.

- The target's next attack is made at advantage.

- The target's next attack is made at disadvantage. 

- The target can use it's reaction to move up to half its movement speed, without provoking attack of opportunity.

Until the start of your next turn, each attack at you is made with advantage.

Weaver of Fortune

Beginning at 18th level, you can channel the essence of Fortune and Favor, an aura of good luck as everything just seems to go your way. As an action you can activate your Weaver of Fortune, granting you the following abilities for 1 minute: 

- As a bonus action, you can target a creature and roll a d2. On a 1, their next attack is made at advantage. on a 2, their next attack is made at disadvantage.

-Whenever you activate your reset the scales ability, you can roll twice and choose your result. 

- At the beginning of your turn, declare 2 numbers (within the boundaries of the total number of combatants.), then roll 2 dice, with the dice being the total number of combatants. the first rolled target gains 3d10hp, and the second target takes 3d10 Force Damage.

This Feature can be used a number of times per long rest equal to your Charisma Modifier.

 

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