Sorcerer
Base Class: Sorcerer

Past, present, and future are all just different strands of a single tapestry. Fateweavers are descendants of the Weavers, whose loom is Fate itself. Gifted with a fraction of that ancient power, these sorcerers can manipulate the tapestry of fate, plucking and rearranging strands at will to shape the destiny of others.

Fateweaver Magic

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

Fateweaver Spells
Sorcerer Level Spells
1st bane, bless
3rd augury, fortune's favor
5th bestow curse, remove curse
7th compulsion, freedom of movement
9th geas, reincarnate

Warp and Weft

Your very presence alters the fate of those around you. When a creature you can see within 30 feet of you is about to roll a d20, you can use your reaction to give the roll advantage or disadvantage. If the target already has advantage or disadvantage on the roll, you can instead force them to roll normally. You make this decision after you see whether the roll succeeds or fails.

You can use this feature once. Starting at 14th level, you can use it twice. You regain all expended uses after finishing a short or long rest.

Trace the Thread

Your familiarity with the tapestry of fate allows you to trace creatures, objects, or places back in time. Choose a creature you can see, an object you are touching, or the place where you are; you can meditate for one hour to view its past. During that hour, if you are interrupted, or your connection to the creature, object, or place is broken, you are unable to recall anything from the vision.

Your vision of the past is rapid and jumbled, which makes it difficult to recall specific details. You come away with a general sense of your focus' last month. You can make an Intelligence (Arcana) check to recall more specific information, such as a pertinent detail or piece of conversation; the DM determines what is considered pertinent. The higher your roll, the more details you recall and the farther back you can recall them.

Details Recalled from the Past
DC Details Recalled
5 1 detail, up to 1 hour ago
10 2 details, up to 1 day ago
11 3 details, up to 1 week ago
15 3+ details, up to 1 month ago

Once you use this feature, you must finish a short or long rest before you can use it again.

Twist of Fate

Your ability to manipulate the strands of Fate now allows you to twist the strands of the Weave as well. You learn the metamagic option Echoing Spell. You cannot replace this option using Sorcerous Versatility.

Echoing Spell

When you cast a spell that targets only one creature and doesn't have a range of self or a duration longer than instantaneous, you can spend a number of sorcery points equal to the spell's level to repeat the spell's effect on the same target at the start of your next turn (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

You do not expend a spell slot for the spell's echo and it does not require any action. The echo does not count as casting a spell and so cannot benefit from metamagic, be counterspelled, or trigger effects that activate when a spell is cast. If the spell requires an attack roll, you make a new roll for the echo; if the spell requires a saving throw, the target makes a new one.

The echo activates even if the target moves out of the original range of the spell, unless it travels to a different plane. If the target dies or somehow becomes ineligible as a target for the spell before the echo activates, the echo is wasted.

Untangle

You can foritfy the threads of fate and untangle the knots that form in someone's tapestry. As an action, you can touch a creature and end all negative conditions affecting it that could be removed by lesser restoration and greater restoration. The creature regains 50 hit points and gains the benefits of death ward for up to 1 hour.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.

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