Sorcerer
Base Class: Sorcerer

Fate, destiny, doom; the threads of eventuality bind those that move in the world strongly. While some may fight against those threads and seek change fate, some instead are agents of that force.

As an Avatar of Fate, you are touched by destiny itself, inexorably tasked with ensuring the course of events follows its determined path. Maybe you were chosen by a deity to be their avatar. Perhaps you were the prophesied child, born under powerful portents. Or maybe you were created by fate itself, coming into existence with no past, but an inescapable future.

 

Destiny Spells

1st-level Avatar of Fate feature

You learn additional spells when you reach certain levels in this class, as shown on the Destiny 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.

Destiny Spells
SORCERER LEVEL SPELLS
1st faerie fire, guiding bolt, magic missile
3rd augury, enhance ability
5th counterspell, nondetection
7th death ward, divination
9th communemislead

Hand of Fate

Starting at 1st level, you can attempt to exert small influences over fate and destiny. When you roll a d20 as part of an ability check, a saving throw, or an attack roll, you can attempt to guess the outcome of the roll before it is made. If your guess is correct, you treat the result as a 20 instead. If you have advantage or disadvantage, your prediction need only be correct for either dice. Once you use this feature, you can’t use it again until you finish a short or long rest.

Determinism

Starting at 6th level, you can use your font of magic to nudge the path of destiny back on course. When a creature you can see makes an attack, but before the roll is made, you can use your reaction to spend 1 sorcery point. If you do, declare if the attack will hit or miss.

  • Hit. If you declare the attack will be a hit, the attack has advantage. If the attack still misses, you recover 1 sorcery point.
  • Miss. If you declare the attack will be a miss, the attack has disadvantage. IF the attack still hits, you recover 1 sorcery point.

You can use this ability a number of times equal to your charisma modifier, regaining all uses on a long rest.

Branching Paths

Starting at 14th level, you gain access to all outcomes of an event, allowing you to freely move between them. You can spend sorcery points to take a reaction even if you'd normally have no reaction available to you, with each additional reaction costing a number of sorcery points equal to the number of reactions you've taken this round. You can take a total number of reactions equal to your charisma bonus.

Additionally, you can use your reaction in the following ways as long as you are not incapacitated:

  • When a creature enters a space within 5 feet of you, you can teleport up to 30 feet.
  • When a creature hits you with a melee weapon attack, you can exchange places with them.
  • When a creature hits you with a ranged weapon attack or you are targeted by a spell, you can teleport 60 feet either towards or away from them.
  • When you miss with a weapon or spell attack, you can immediately make a second weapon or spell attack.

Indominable Fate

At 18th level, you become a fixed point in space and time, impossible to deflect from your predestined course. As long as you have at least 1 sorcery point, if you would be reduced to 0 hit points, you do not fall unconscious. Instead you immediately cast time stop, requiring no action or components, taking your additional turns immediately. Once your last additional turn ends, you fall unconscious if you are still at 0 hit points.

Once you have used this ability, you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/2/2021 12:00:54 PM
21
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