Warlock
Base Class: Warlock

Your patron is a powerful being connected to the arcane tapestry. Perhaps they manipulate the threads of fate or maybe they just read them. You have bound yourself to an ancient diety forgotten by time, a powerful modron, or other entity whose purpose is tied to the tapestry of all. Your pact with that being allows you to manipulate the threads that bind all to their destiny.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to become a guardian of time or manipulate the threads of fate. Although, you may find you spend all of your free time staring into the void of the arcane tapestry. You may become overwhelmed and nihilistic from seeing all the possibility of the cosmos that ultimately ends. Alternatively, you might take it upon yourself to try and prevent certain events from transpiring and ensure that others do.

Expanded Spell List

The Fateweaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fateweaver Expanded Spells

Spell Level

Spells

1st

detect evil and good, detect poison and disease

2nd

augury, locate object

3rd

clairvoyance, tongues

4th

arcane eye, locate creature

5th

commune, legend lore

Bonus Cantrips

At 1st level, you learn the guidance and true strike cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Touch the Tapestry

Starting at 1st level, you can see brief glimpses of the possibility and can alter the course of fate. When you finish a long rest, roll two d20s, then choose one of the numbers, and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this fate die. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each fate die can be used only once. When you finish a long rest, you lose an unused fate die.

Read the Threads

Starting at 6th level, you can call on your patron to read the threads of fate of a specific creature. If you spend at least 1 minute focusing on and observing the threads of fate of another creature outside combat, you can learn certain information about it. The DM tells you a piece of the creature’s history, some goal the creature is working towards, or one of its personality traits if it has any.

At the DM's discretion, they may you roll a (Wisdom) Insight Check to determine how clear the information is or may base the information given on how much you already know about the creature. 

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

Alter the Weave

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You can grant resistance to that damage type to one creature until you choose a different damage type or creature with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Bring Ruin

Starting at 14th level, when you hit a creature with an attack, you can use this feature to sunder the threads of fate connected to the creature. You must choose to do so before making the attack roll. This feature cannot be applied to area of effect spells or spells that require a saving throw.

The target has disadvantaged on all attack rolls, skill checks, and saving throws. While disconnected from the weave of fate, it takes 2d12 + your Charisma Modifier force damage every time it rolls a natural 1 on an attack roll, skill check, or saving throw during this minute as a result of having its connection to the arcane tapestry severed. This effect lasts for the next minute, until it saves, or until you are knocked unconscious or killed. 

At the end of each of the creatures turns, it may choose to roll a Charisma saving throw against your spell DC to end the effects early.

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

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