Base Class: Wizard
As a member of the Order of the Fated Spirit, you have learned to bind yourself to a spirit from the Astral Plane, intertwining your destinies. Some wizards know that the truest form of divine wisdom comes from the astral inhabitants of a far more magical plane than their own. Others simply lack the discipline to learn to see the future, and instead seek out a fated spirit to take control of their destiny. Whatever their reason, these wizards have learned to utilize the destined path of their familiar both in and out of combat.
Familiar Bond
At 2nd level you have established a connection to a spirit of the Astral Plane. You add the Find Familiar spell to your spellbook if it is not there already. It does not require components when cast as a ritual.
Astral Fortune
Starting at 2nd level when you choose this school, you can consult your Fated Spirit to see the threads of fate for the day. When you finish a long rest, roll one d20 and record the number rolled. You may use that result in the following ways:
- When your familiar uses the Help action, you can give them the fated roll instead of them rolling.
- If your familiar is within 10ft of an enemy who is making an attack roll, saving throw, or ability check, you can use a reaction to replace it with the fated roll.
You can use the fated roll a number of times equal to your Proficiency bonus.
Tempting Fate
Starting at 6th level, your connection to a fated spirit has given you the confidence to tug at the threads of fate.
When you cast an attack spell of 1st-level or higher, you may tempt the will of fate. Before rolling to hit, you may choose to subtract 1d4 from the attack roll. If you do, and the attack hits, the spell does an additional 1d8 + your spellcasting modifier. The damage type is the same as the spell. If the spell misses, you take 1d8 + your spellcasting modifier of psychic damage. That damage cannot be mitigated and ignores all resistance and immunities.
Empowered Spirit
At 10th level your relationship with the Fated Spirit grows stronger as you tempt fate together. Your familiar takes on the following properties:
- You can use a reaction to temporarily dismiss your familiar when it is within 100ft of you. It will reappear at the beginning of your turn, up to 10ft away from where it was dismissed.
- Your familiar no longer has their own health points. Instead, they share your health pool. Whenever you or your familiar take damage, subtract that number from your shared health pool.
- If your shared health points are reduced to 0, your familiar is dispelled and cannot come back until the Find Familiar spell is recast.
- Your familiar takes on an astral appearance. It gains a flight speed of 40ft if it does not already have it, and is resistance to all damage.
Astral Omniscience
Starting at 14th level, your understanding of destiny has allowed you to see as much as your fated spirit. When you use Astral Fortune, you roll an additional d20, and save both results. When using the fated roll, you can choose either.
Comments