Base Class: Sorcerer
Fate. It binds every soul strongly. Some do not believe in fate, dismissing it as a fool’s attempt to add significance to petty events. Others would say it fuels the universe, dictating everything from the victor of a game of chance to the rise of new eras. Those that know of it may attempt to resist it, to forge their own paths, but inevitably they are drawn or led back to destiny’s path. Every creature in the world has a purpose to accomplish, a destiny to fulfill.
You are no exception. As a Fateborn, you have been touched with fate itself, tasked with ensuring events follow their determined path. Perhaps your ancestors were powerful diviners, or maybe you are the subject of an ancient prophecy. Or maybe your existence was created by fate itself, imbuing you with its power in order to correct the world onto its rightful route. However your origin, the power of destiny flows through your veins, letting you see the future in order to alter the present.
Destiny Spells
You learn additional spells when you reach certain levels in this class, as shown in the Destiny Spells table. Each of these spells counts 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 with this feature with another spell of the same level. The new spell must be an Abjuration or Divination spell from the sorcerer, warlock, or wizard spell list.
|
Sorcerer Level |
Spells |
|
1st |
guiding bolt, magic missile, shield |
|
3rd |
augury, mind spike |
|
5th |
counterspell, nondetection |
|
7th |
divination, freedom of movement |
|
9th |
commune, scrying |
In addition, consult the Manifestations of Fate table and choose or randomly determine a way your connection to the power of fate manifests while you are casting any of your sorcerer spells.
Manifestations of Fate
|
d6 |
Manifestation |
|
1 |
Your eyes flicker with a silvery glow. |
|
2 |
Your spellcasting focus teleports a few inches from its original position. |
|
3 |
Intangible, floating eyes hover behind you |
|
4 |
Those affected by your magic see stars in their peripheral vision, but are unable to focus on them. |
|
5 |
Silvery strands extend from your fingers, moving like puppet strings. |
|
6 |
Your skin briefly glows with symbols of marked sticks, seer bones, fortune runes, and other tools of foresight. |
Altered Outcomes
Starting at 1st level, you gain the capability to subtly change the outcome of a specific action twice per long rest. When you or another creature you can see within 30ft of you rolls a d20 in order to make an ability check or attack roll, you can predict the outcome of the roll. You must make the prediction before the roll is made. If your prediction is correct, treat the result as a natural 1, a natural 10, or a natural 20 instead. You choose the new number. You expend a use of this feature only if you guess correctly on a roll. You regain any expended uses when you make a long rest.
Determinist Technique
At 6th level, your connection to the power of fate increases. As a bonus action, you can spend 3 sorcery points to enter a prophetic state in which you see glimpses of possible futures. You remain in this state for 1 minute or until you’re incapacitated. While in this state, when you or another creature you can see within 60ft of you makes an attack roll, ability check, or saving throw, you can use your reaction to cause the roll to have advantage or disadvantage.
Prescient Shield
Beginning at 6th level, you can cause magic to shield you from detection. At the end of a long rest, you gain the effect of a nondetection spell that lasts until the start of your next long rest. The spell requires no concentration. The spell's effect ends early if you dismiss it as a bonus action or cast a spell of 3rd level or higher.
Defy Destiny
Starting at 14th level, you can bend the laws of fate to avoid great peril and to rebuke your attacker. If you take damage that would reduce you to 0 hit points, you can use your reaction to delay your unconsciousness. You may immediately teleport to an unoccupied space within 40ft of you that you can see. Then, you fall to 0 hit points like normal. If the damage that reduced you to 0 hit points was caused by a creature, that creature has disadvantage on it’s next saving throw it makes.
Predestined Paths
Starting at 18th level, you can unleash the power of destiny upon nearby foes, compelling them to act in accordance with your desires. As an action, you can cast mass suggestion without expending a spell slot, issuing a different command to each creature instead of addressing the group at large. Once you use this feature, you can’t do so again until you take a long rest, unless you spend 6 sorcery points to use it again.
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