SIGNING IN

Livspoeng

Livsterninger 1d6 per niva

Kyndigheter

WIS , CHA

Fate Weaver

Niva Dyktighetsbonus Egenskaper Fate Dice
1 + 2 Spellcasting Fate Weaving Aspect of Fate 1
2 + 2 Spellcasting Fate Weaving Aspect of Fate 2
3 + 2 Spellcasting Fate Weaving Aspect of Fate 2
4 + 2 Spellcasting Fate Weaving Aspect of Fate 3
5 + 3 Spellcasting Fate Weaving Aspect of Fate 3
6 + 3 Spellcasting Fate Weaving Aspect of Fate 4
7 + 3 Spellcasting Fate Weaving Aspect of Fate 4
8 + 3 Spellcasting Fate Weaving Aspect of Fate 5
9 + 4 Spellcasting Fate Weaving Aspect of Fate 5
10 + 4 Spellcasting Fate Weaving Aspect of Fate 6
11 + 4 Spellcasting Fate Weaving Aspect of Fate 6
12 + 4 Spellcasting Fate Weaving Aspect of Fate 7
13 + 5 Spellcasting Fate Weaving Aspect of Fate 7
14 + 5 Spellcasting Fate Weaving Aspect of Fate 8
15 + 5 Spellcasting Fate Weaving Aspect of Fate 8
16 + 5 Spellcasting Fate Weaving Aspect of Fate 9
17 + 6 Spellcasting Fate Weaving Aspect of Fate 9
18 + 6 Spellcasting Fate Weaving Aspect of Fate 10
19 + 6 Spellcasting Fate Weaving Aspect of Fate 10
20 + 6 Spellcasting Fate Weaving Aspect of Fate 10
Niva Dyktighetsbonus Egenskaper Cantrips Known
1 + 2 Spellcasting Fate Weaving Aspect of Fate 3
2 + 2 Spellcasting Fate Weaving Aspect of Fate 3
3 + 2 Spellcasting Fate Weaving Aspect of Fate 3
4 + 2 Spellcasting Fate Weaving Aspect of Fate 4
5 + 3 Spellcasting Fate Weaving Aspect of Fate 4
6 + 3 Spellcasting Fate Weaving Aspect of Fate 4
7 + 3 Spellcasting Fate Weaving Aspect of Fate 4
8 + 3 Spellcasting Fate Weaving Aspect of Fate 4
9 + 4 Spellcasting Fate Weaving Aspect of Fate 4
10 + 4 Spellcasting Fate Weaving Aspect of Fate 5
11 + 4 Spellcasting Fate Weaving Aspect of Fate 5
12 + 4 Spellcasting Fate Weaving Aspect of Fate 5
13 + 5 Spellcasting Fate Weaving Aspect of Fate 5
14 + 5 Spellcasting Fate Weaving Aspect of Fate 5
15 + 5 Spellcasting Fate Weaving Aspect of Fate 5
16 + 5 Spellcasting Fate Weaving Aspect of Fate 5
17 + 6 Spellcasting Fate Weaving Aspect of Fate 5
18 + 6 Spellcasting Fate Weaving Aspect of Fate 5
19 + 6 Spellcasting Fate Weaving Aspect of Fate 5
20 + 6 Spellcasting Fate Weaving Aspect of Fate 5
Niva Dyktighetsbonus Egenskaper 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Fate Weaving Aspect of Fate 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Fate Weaving Aspect of Fate 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Fate Weaving Aspect of Fate 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Fate Weaving Aspect of Fate 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Fate Weaving Aspect of Fate 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Fate Weaving Aspect of Fate 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Fate Weaving Aspect of Fate 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Fate Weaving Aspect of Fate 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Fate Weaving Aspect of Fate 4 3 3 3 3 2 2 1 1

Klassetrolldommer

Antipathy/Sympathy Blade Ward Dancing Lights Drawmij's Instant Summons Fabricate Rary's Telepathic Bond Rope Trick Symbol Dream Druidcraft Friends Guidance Light Mending Message Minor Illusion Prestidigitation Resistance Sacred Flame Spare the Dying Thaumaturgy True Strike Alarm Bane Bless Charm Person Comprehend Languages Create or Destroy Water Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Dissonant Whispers Divine Favor Feather Fall Find Familiar Guiding Bolt Healing Word Hunter's Mark Identify Illusory Script Mage Armor Protection from Evil and Good Sanctuary Shield Shield of Faith Silent Image Sleep Speak with Animals Aid Animal Messenger Augury Beast Sense Blindness/Deafness Calm Emotions Darkvision Detect Thoughts Enhance Ability Find Steed Find Traps Gentle Repose Hold Person Lesser Restoration Levitate Locate Animals or Plants Locate Object Magic Weapon Mirror Image Misty Step Nystul's Magic Aura Pass without Trace Phantasmal Force Prayer of Healing See Invisibility Silence Spiritual Weapon Suggestion Warding Bond Zone of Truth Beacon of Hope Blink Clairvoyance Counterspell Create Food and Water Dispel Magic Feign Death Fly Glyph of Warding Haste Hypnotic Pattern Magic Circle Major Image Mass Healing Word Nondetection Protection from Energy Remove Curse Revivify Sending Slow Spirit Guardians Tongues Water Breathing Water Walk Arcane Eye Banishment Confusion Death Ward Dimension Door Divination Freedom of Movement Locate Creature Circle of Power Commune Commune with Nature Contact other Plane Creation Dispel Evil and Good Greater Restoration Hallow Hold Monster Legend Lore Mass Cure Wounds Mislead Modify Memory Passwall Planar Binding Raise Dead Reincarnate Scrying Seeming Telekinesis Teleportation Circle Wall of Force Arcane Gate Find the Path Forbiddance Heal Heroes' Feast Planar Ally True Seeing Word of Recall Etherealness Plane Shift Project Image Regenerate Resurrection Reverse Gravity Sequester Teleport Control Weather Demiplane Glibness Holy Aura Mind Blank Power Word Stun Telepathy Astral Projection Foresight Gate Imprisonment Mass Heal Power Word Heal Time Stop True Resurrection Wish create bonfire|xge magic stone|xge sapping sting|egw absorb elements|xge beast bond|xge ceremony|xge gift of alacrity|egw magnify gravity|egw fortune's favor|egw immovable object|egw skywrite|xge wristpocket|egw pulse wave|egw elemental bane|xge find greater steed|xge skill empowerment|xge temporal shunt|egw wall of light|xge gravity fissure|egw dream of the blue veil|tce tether essence|egw dark star|egw reality break|egw ravenous void|egw gravity sinkhole|egw time ravage|egw spirit shroud|tce tasha's otherworldly guise|tce life transference|xge healing spirit|xge catnap|xge antipathy/sympathy|xphb blade ward|xphb dancing lights|xphb drawmij's instant summons|xphb fabricate|xphb rary's telepathic bond|xphb rope trick|xphb symbol|xphb dream|xphb druidcraft|xphb friends|xphb guidance|xphb light|xphb mending|xphb message|xphb minor illusion|xphb prestidigitation|xphb resistance|xphb sacred flame|xphb spare the dying|xphb thaumaturgy|xphb true strike|xphb alarm|xphb bane|xphb bless|xphb charm person|xphb comprehend languages|xphb create or destroy water|xphb cure wounds|xphb detect evil and good|xphb detect magic|xphb detect poison and disease|xphb dissonant whispers|xphb divine favor|xphb feather fall|xphb find familiar|xphb guiding bolt|xphb healing word|xphb hunter's mark|xphb identify|xphb illusory script|xphb mage armor|xphb protection from evil and good|xphb sanctuary|xphb shield|xphb shield of faith|xphb silent image|xphb sleep|xphb speak with animals|xphb aid|xphb animal messenger|xphb augury|xphb beast sense|xphb blindness/deafness|xphb calm emotions|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb find steed|xphb find traps|xphb gentle repose|xphb hold person|xphb lesser restoration|xphb levitate|xphb locate animals or plants|xphb locate object|xphb magic weapon|xphb mirror image|xphb misty step|xphb nystul's magic aura|xphb pass without trace|xphb phantasmal force|xphb prayer of healing|xphb see invisibility|xphb silence|xphb spiritual weapon|xphb suggestion|xphb warding bond|xphb zone of truth|xphb beacon of hope|xphb blink|xphb clairvoyance|xphb counterspell|xphb create food and water|xphb dispel magic|xphb feign death|xphb fly|xphb glyph of warding|xphb haste|xphb hypnotic pattern|xphb magic circle|xphb major image|xphb mass healing word|xphb nondetection|xphb protection from energy|xphb remove curse|xphb revivify|xphb sending|xphb slow|xphb spirit guardians|xphb tongues|xphb water breathing|xphb water walk|xphb arcane eye|xphb banishment|xphb confusion|xphb death ward|xphb dimension door|xphb divination|xphb freedom of movement|xphb locate creature|xphb circle of power|xphb commune|xphb commune with nature|xphb contact other plane|xphb creation|xphb dispel evil and good|xphb greater restoration|xphb hallow|xphb hold monster|xphb legend lore|xphb mass cure wounds|xphb mislead|xphb modify memory|xphb passwall|xphb planar binding|xphb raise dead|xphb reincarnate|xphb scrying|xphb seeming|xphb telekinesis|xphb teleportation circle|xphb wall of force|xphb arcane gate|xphb find the path|xphb forbiddance|xphb heal|xphb heroes' feast|xphb planar ally|xphb true seeing|xphb word of recall|xphb etherealness|xphb plane shift|xphb project image|xphb regenerate|xphb resurrection|xphb reverse gravity|xphb sequester|xphb teleport|xphb control weather|xphb demiplane|xphb glibness|xphb holy aura|xphb mind blank|xphb power word stun|xphb telepathy|xphb astral projection|xphb foresight|xphb gate|xphb imprisonment|xphb mass heal|xphb power word heal|xphb time stop|xphb true resurrection|xphb wish|xphb

Klasseegenskaper

Niva 1

Spellcasting
Fate Weaving
Aspect of Fate

Niva 10

Aspect of Fate Feature

Niva 11

Prediction of Fate

Niva 12

Ability Score Improvement

Niva 14

Aspect of Fate Feature

Niva 15

Magic of the Weave

Niva 16

Ability Score Improvement

Niva 18

Aspect of Fate Feature

Niva 19

Ability Score Improvement

Niva 2

Boon of Fate
Divination Dice

Niva 20

Boon of the Weave

Niva 3

Spell Weaving

Niva 4

Ability Score Improvement

Niva 5

Fateful Rest

Niva 6

Aspect of Fate Feature

Niva 7

Fateful Divination

Niva 8

Ability Score Improvement

Kasterutvikling

Kasterutvikling: full

Cantrip-utvikling

Niva 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Kjent 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Kyndigheter

Weapons

daggers

darts

slings

quarterstaffs

light crossbows

Skills

Startutstyr

Klasseegenskaper

Spellcasting (Level 1)

Born with an innate ability to manipulate the weave and the magic that follows, you can cast spells and bend fate to your whim. See chapter 10 of the Player's Handbook for the general rules of Spellcasting.

Cantrips

At 1st level, you know three cantrips of your choice from the fate weaver spell list. You learn an additional fate weaver cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells

The Fate Weaver table shows how many spell slots you have to cast your fate weaver spells of 1st level and higher. To cast one of these fate weaver spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of fate weaver spells that are available for you to cast, choosing from the fate weaver spell list. When you do so, choose a number of fate weaver spells equal to your Charisma modifier + your fate weaver level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Fate Weaver, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Fate Weaver spells requires time spent in prayer and medidation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your fate weaver spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a fate weaver spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast a Fate Weaver spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a Divination Focus (found above) as a spellcasting focus for your Fate Weaver spells.

Fate Weaving (Level 1)

Beginning at 1st level, you have the ability to bend fate around you. You have a pool of dice that you can use to grant you or your allies the ability to avoid danger. You have two fate dice, and gain an additional fate die as shown on the table for your level. Each fate die is a d4. You can use your reaction to spend one of these fate dice and use one of the following effects:

  • Choose a creature within 30 ft of you, that creature can roll the fate die and add the result to one ability check, attack roll, or saving throw they made. This can be done before or after knowing the result, but before the outcome is determined.

  • When an enemy would hit you or a creature within 30ft of you with an attack roll, you can roll the fate die and subtract the result from the attack, potentially changing the outcome.

  • Choose a creature within 30 ft of you, that creature can roll the fate die and add the result as temporary hit points. These temporary hit points can stack with other instances of temporary hit points, but are always subtracted first.

You regain spent fate dice after a long rest. At higher levels your fate dice increase in size, becoming a d6 at 5th level, a d8 at 10th, a d10 at 15th, and a d12 at 20th.

Aspect of Fate (Level 1)

Each Fate Weaver chosen by the Goddess of Magic is granted a certain aspect that can change the course of battle. Each of the various Aspects of Fate are loosely inspired by tarot cards and the infamous Deck of Many Things.

Boon of Fate (Level 2)

Starting at 2nd level, you gain the ability to change the fates of those around you. As an action on your turn by spending a 1st level spell slot you can give a willing creature within 15 ft of you a Boon of Fate for one hour. Whenever a creature with a Boon of Fate makes an attack roll, ability check, or saving throw, they can spend their Boon of Fate to roll an additional d20 and choose the highest or lowest result of their choice.

When you gain higher level spell slots, you can expend those to give a number of creatures equal to the spell slot's level a Boon of Fate. A creature can only have one Boon of Fate at a time. Also, whenever you cast the Fortune's Favor spell, you can ignore the material cost of the spell. Once you do so, you cannot do so again until you complete a long rest.

You have a number of uses of this feature equal to your proficiency bonus, and regain all expended uses after a long rest.

Divination Dice (Level 2)

Starting at 2nd level your powers to control and predict fate itself begins to blossom. You gain the ability to predict the future of events, or maybe even manipulate them in certain instances of time. Whenever you complete a long rest you roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

When you reach 10th level the amount of dice you roll increases to three, and at 20th level it increases to four.

Spell Weaving (Level 3)

Some were born with magic, some were born to have magic, some were born to master magic, the Fate Weaver was born with all of these traits. Starting at 3rd level, you gain the uncanny ability to manipulate the spell slots that you possess. As a bonus action, by expending a spell slot of 2nd level or higher you can convert that spell slot into a number of lower level spell slots equal to the spell slot's level. You can distribute the spell slots as you wish.

Alternatively you can convert two spell slots of 8th level or lower into a higher level spell. For example, you can take two 1st level spell slots to make one 2nd level, or one 2nd level and one 1st level to make one 3rd level spell slot. You cannot create a spell slot level higher than your highest level spell slot.

You cannot create more spell slots than the maximum amount you can normally possess.

You have a number of uses of this feature equal to your proficiency bonus, regaining all expended uses after a long rest.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Fateful Rest (Level 5)

Starting at 5th level you regain half of your expended fate dice at the end of a short rest. You can only do so once, regaining the ability to do so again after a long rest.

Aspect of Fate Feature (Level 6)

At 6th level, you gain a feature granted by your Aspect of Fate.

Fateful Divination (Level 7)

Upon reaching 7th level, you can cast the Divination spell without expending a spell slot a number of times equal to half your Charisma Modifier. (Rounded down) You regain all expended uses of this feature after a long rest.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Aspect of Fate Feature (Level 10)

At 10th level, you gain a feature granted by your Aspect of Fate.

Prediction of Fate (Level 11)

Starting at 11th level, you gain the ability to predict an enemy's movements through your divination prowess. As a reaction, you can expend one of your divination dice to force a creature you can see within 60 feet of you, or yourself, to reroll an ability check, attack roll, or saving throw. The creature must use the new result, even if they have a feature that allows them to reroll.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Aspect of Fate Feature (Level 14)

At 14th level, you gain a feature granted by your Aspect of Fate.

Magic of the Weave (Level 15)

You draw power from the infinite wellspring of magic, granting you the knowledge, wisdom, or cunning needed to learn magic you otherwise could not learn.

Beginning at 15th level, you learn two additional spells that you can choose from any spell list. These spells do not have to be Fate Weaver spells and can come from any spellcasting list. These spells are always prepared and do not count against your total number of prepared spells.

At 20th level, you can prepare an additional two spells from any spellcasting list, these spells are always prepared and do not count toward your total number of spells prepared.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Aspect of Fate Feature (Level 18)

At 18th level, you gain a feature granted by your Aspect of Fate.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Boon of the Weave (Level 20)

At 20th level, you have become the right hand of the Goddess of Magic. Your ability to manipulate the weave and call upon it is unrivaled, gaining the power to alter the very fabric of reality.

When you roll initiative while you have no fate dice, you regain an amount equal to your Charisma modifier.

In addition, you've gained the ability to warp time and reality around you. By spending 10 fate dice, choose one of the following effects:

Alter Reality

As an action, choose any one event from the previous 24 hours. By the DM's discretion, you can alter specifications of the event, changing failures to success and vice versa. If the event includes an ability check, attack roll, or saving throw, you can treat that roll as the maximum possible result or the minimum possible result, treating any damage or healing that would come thereafter accordingly.

You can alter reality in various ways outside of the provided format above, one example being replacing a player character's position with that of another player or NPC. The DM has the final say over what can or cannot be done depending on your campaign.

Fate Wish

You can duplicate any 9th level or lower spell, You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. The casting time of the spell becomes an action if it wasn't already. For the purposes of determining the spell's level, it is treated as a 10th level epic spell. Epic spells cannot be dispelled by non-epic spells and cannot be counterspelled by non-epic spells. They are also immune to antimagic zones not created by epic spells.

Restoration of the Weave

As an action, you can restore 10 levels worth of spell slots and you roll the fate dice spent by this feature and regain hit points equal to the result.

Using any of these effects other than duplicating a spell takes a huge toll on your body and mind as altering the fabric of reality has its downsides. When next you complete a short or long rest, you receive the stress a Wish spell would provide if you were to do anything other than duplicate a spell.

If you were to duplicate a spell, you instead suffer a level of exhaustion that can only be restored after a long rest.

Once you have used one of these effects, you cannot use another effect until you have completed a long rest or, if you suffered the stress of this ability, until your stress has recovered.

Multiklassing

Multiklassekrav

{"cha":13}

Underklasser

Aspect of The Balance
EBFateWeaver
Aspect of The Euryale
EBFateWeaver
Aspect of The Jester
EBFateWeaver
Aspect of The Knight
EBFateWeaver
Aspect of The Moon
EBFateWeaver
Aspect of The Phoenix
EBFateWeaver
Aspect of the Skull
EBFateWeaver
Aspect of The Star
EBFateWeaver
Aspect of The Sun
EBFateWeaver
Aspect of The Vizier
EBFateWeaver
Aspect of The Void
EBFateWeaver

Underklasse-egenskaper

Aspect of The Balance

Aspect of The Balance (Level 1)

Rather than fight the inevitable, you bring about it. You takeaway the unbalancing factors of fate and bring back the natural order of it. You are a true believer that fate is nothing more than the inescapable reality of what is to come. As such, you balance out all things that would interfere with that. Your visions are the outcome that is meant to happen, and your goal is to ensure it does. Any alteration to that fate is against the natural order, of which you have to correct.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Balance the Scales of Fate

1st-level Balance Feature

You use your ability to manipulate fate to readjust the balance of all things. As a reaction you can turn an advantage or disadvantage roll of a creature within 30 ft of you into a normal roll. That creature must use that result, and cannot change that result with a feature like Lucky or other similar ability.

You have a number of uses of this feature equal to your proficiency bonus, and regain all expended uses after a long rest.

Detriment of Chaos (Level 6)

6th-level Balance Feature

Whenever you would be hit by an attack that had advantage or disadvantage, as a reaction you can reduce that damage by half.

Alternatively, whenever you would have advantage or disadvantage on a saving throw against a spell or effect that would deal damage, you can spend a reaction to make it a normal roll and take half damage from it if you fail, or no damage if you succeed. You must use that result, and cannot change that result with a feature like Lucky or other similar ability.

You have a number of uses of this feature equal to your proficiency bonus, regaining all expended uses after a long rest.

Balance of Replenishment (Level 10)

10th-level Balance Feature

Whenever you make an advantage roll you had into a normal one using one of your Aspect of Balance features, you can regain one expended fate die. You can do so a number of times equal to your Charisma modifier, regaining all spent uses after a long rest.

Boon of Balance (Level 14)

14th-level Balance Feature

Whenever you roll without advantage or disadvantage with an attack, saving throw, or ability check you make with a weapon, spell, skill, or tool you add your proficiency bonus to, you can expend a spell slot to gain a bonus to the roll equal to 1 + the level of the spell slot spent. You can only do so a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Alternatively, you can expend a use of your Fateful Divination to add a +4 bonus to the roll. You can only do so once, and regain the ability to do so after a long rest.

Balance of the Weave (Level 18)

18th-level Balance Feature

Whenever you fail an ability check, attack roll, or saving throw after expending a use of your fate dice, you can regain that spent fate die.

In addition, whenever you change a roll from advantage or disadvantage to a normal roll, you can roll a fate die and regain a number of hit points equal to the number rolled. Rolling a fate die in this way does not expend a use of it.

Aspect of The Euryale

Aspect of The Euryale (Level 1)

Fate is a tricky thing, sometimes it is not always in your favor, sometimes fate has other plans for you. Fate weavers of this aspect are often cursed with their magical power as opposed to being chosen by the gods of fate or magic. There are moments where their magic goes out of their control and potentially harms themselves or their allies. However, while there is definitely a risk there is also a lot of reward that can come from this aspect of fate.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Curse of The Euryale

1st-level Euryale Feature

As a result of your curse your magic becomes wildly unpredictable, even to you. Whenever you cast a spell of 1st level or higher, roll a d20. On a 1 or 20, your magic acts in an unexpected way. The spell's effect applies as normal, but roll a die equal to your fate die. A random effect is applied depending on the result. Consult the following chart to determine the outcome:

Curse of Euryale Outcomes
Fate DieOutcome

1

The wild magic surges around you with a destructive force as you cast the spell. You and creatures within 30 ft of you take force damage equal to fate weaver level plus your proficiency bonus.

2

For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. A remove curse spell can end this effect early.

3

You gain the voice of an eldritch horror. For the next hour, you can only speak in deep speech. A remove curse spell can end this effect early.

4

Your hair stands up as if a lightning bolt is about to strike you. At the start of your next turn, a lightning bolt strikes, you and each creature within 5 feet of you make a dexterity saving throw against your spell save dc or take lightning damage equal to two of your fate dice.

5

Your magic becomes so potent it shocks the creature into a daze. Creatures affected by your spell become stunned until the end of your next turn. If the spell required a saving throw and they passed the save, they are not stunned.

6

You exude a potent sleeping gas that goes out to a radius of 20 ft centered on you. Each creature within the radius, including you, that has 50 hit points or fewer fall unconscious for 10 minutes. Creatures that cannot be put to sleep by magic, such as elves, are unaffected. A creature that is immune to being charmed is also unaffected. A creature can use its action to wake an unconscious creature from this effect. If a creature was not put to sleep, it instead has disadvantage on ability checks, attack rolls, and saving throws for the next minute, or until a creature uses its action to shake the target, ending the effect.

7

A wave of healing energy washes over creatures within 10 feet of you. They regain an amount of hit points equal to one of your fate die plus your proficiency bonus. This healing does not affect undead or constructs.

8

Your body begins to lock up and freeze in place. After you have fully cast your spell, you are paralyzed until the end of your next turn.

9

A spiritual elk appears in an unoccupied space within 10 feet of you. It uses the statistics of a Unicorn and fights alongside you for the next minute.

10

Radiant energy builds up around you and explodes outward. You and every creature within 60 feet of you make a constitution saving throw against your spell save dc or take radiant damage equal to five times your level and are blinded on a failed save, or half as much on a success and are not blinded.

11

You begin to see visions of alternative timelines and events. You regain all of your expended fate dice and one expended use of your Boon of Fate feature.

12

Magic overflows in your body. You recover all your expended spell slots.

Fateful Chaos

1st-level Euryale Feature

You have dominion over the laws of chaos which allows you to control your own fate. As an action you gain a single point of luck as per the lucky feat. Once you use this feature you cannot use this feature again until you finish a long rest.

Any time before you regain the use of this feature, the DM can have you roll on the Curse of Euryale Outcomes table immediately after you cast a fate weaver spell of 1st level or higher. You then regain the use of this feature.

Cursed Origins

1st-level Euryale Feature

Your magical powers are a result of an ever-growing curse that you received at some point in your life. The curse cannot be removed via the remove curse spell and cannot be undone by any means short of a wish spell, so long as you are willing to allow the change. If you are unwilling to have the curse lifted, the curse remains. Choose one of or roll on the Cursed Origins table to determine the nature of this curse. Alternatively you can work with your DM on incorporating the curse through your powers.

Cursed Origins Table
d6Cursed Origin

1

You or your parents were offered eternal beauty by the god of snakes. Instead, you were cursed to have fangless snakes for hair.

2

You were branded with a painful mark by a powerful archdemon or archdevil. The skin around your branded mark is scorched black.

3

You were fated to die at birth. Your parents made a deal with a god to ensure your birth, but they were unaware of the consequences.

4

Your body is riddled with various arcane tattoos. The magic exuding from the tattoos is very unstable.

5

You were born a bastard child of a god. At birth you were sent back to the material plane cursed to live as a mortal.

6

You perished at the twilight inbetween the beginning and the end of the year. The gods took pity on you and resurrected you. Your skin is pale white and your eyes are as black as night.

Gaze of the Cursed One (Level 6)

6th-level Euryale Feature

Your gaze is empowered by your chaotic magic and your potent curse. As an action you can spend a fate die to shift your gaze to a creature you can see within 60 feet of you. You invoke a powerful curse to that target that lasts for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. A remove curse can also end the effect early. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. You gain this bonus up to twice per round.

  • While you are within 60 feet of the cursed target, you can use a bonus action on each of your turns to make a ranged spell attack against it. If it hits, the target takes damage equal to your fate die and is poisoned until the end of their next turn.

  • While you are within 30 feet of the cursed target, as an action you can use a powerful magical force to lock them in place. The target must make a Constitution saving throw against your spell save DC. On a failed save they are incapacitated and their movement is reduced to 0 until the start of your next turn.

Once you have used this feature, you cannot use it again until you finish a long rest or you can spend a use of your Divination Dice to regain the use of this ability.

Fear Your Many Fates (Level 6)

6th-level Euryale Feature

A creature that is frightened by you, whether by normal or magical means, has disadvantage on saving throws against your spells and other magical effects.

As a reaction, you can spend a fate die and roll it to increase the number of rounds you can concentrate on a spell that frightens a creature by an amount equal to the number rolled.

Eyes of Euryale (Level 10)

10th-level Euryale Feature

Your eyes have been enchanted by the power of your curse, permanently altering its properties. You are immune to being blinded and you gain darkvision out to a range of 60 feet. If you already had darkvision, it's range is increased by 60 feet. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

In addition, when you use your Gaze of the Curse One you can target two creatures instead of one.

Boon of Euryale (Level 14)

14th-level Euryale Feature

You are immune to being petrified. In addition, as an action you can magically turn a creature cursed by your Gaze of the Cursed One feature. You cast the Flesh to Stone spell without expending a spell slot even if you do not know the spell.

Once a creature is turned to stone from this boon, you cannot cast the spell again until you finish a long rest or you can expend a use of your Spell Weaving feature to regain the ability to cast the spell.

Euryale's Disciple (Level 18)

18th-level Euryale Feature

When a creature cursed by your Gaze if the Cursed One feature dies, you regain an expended fate die and you can spend your reaction to move the curse to another target within range.

In addition, when a creature is turned to stone by your Boon of Euryale feature, you gain a number of temporary hit points equal to the largest hit die of that creature plus your Fate Weaver level.

You can use both of these features a total number of times equal to your Charisma modifier, regaining the ability to use them when you finish a long rest.

Aspect of The Jester

Aspect of The Jester (Level 1)

Filled with joy, laughter, and energy. Dancing across the battlefield with elegance and glee, skipping along the city streets with a smile. You take risks and usually expect reward, blind to your own shortcomings. But most of all, you entertain those around you with your extrovert nature.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Bonus Proficiencies

At 1st level, you gain proficiency in rapiers, one musical instrument of your choice, and your choice of either Performance or a set of artisan tools of your choosing.

Elusive Jester

Beginning at 1st level when you choose this subclass, you know just what to say to get yourself out of a mess you more than likely got yourself into. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10 by spending a fate die. When you do so, you then roll that fate die and add it to the total.

Inspiring Performance (Level 6)

At 6th level, you've become an inspiring performer that manages to put a smile on creatures at just the right time and boost their confidence in their own abilities. If you spend at least 10 minutes making an artistic performance, you can grant a number of creatures equal to your Charisma modifier temporary hit points equal to your level.

In addition, for the next 8 hours, creatures who benefited from this feature have advantage on saving throws against being charmed or frightened.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Skillful Jester (Level 10)

At 10th level, you have always kept your mind open to trying new things and can pick up skills on the fly. When you finish a long rest, choose any one skill of which you are not proficient in. You add half of your proficiency bonus to any ability checks using that skill until you next finish a long rest, after which you can choose the same skill or a different skill to gain this benefit.

Expertise (Level 10)

Also at 10th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 18th level, you choose two more of your skill or tool proficiencies to gain this benefit.

Boon of the Jester (Level 14)

At 14th level, you take unnecessary risks to get what you want or maybe just to have fun. As a reaction whenever you make an attack roll, ability check, or saving throw you can choose to roll at disadvantage instead by spending a fate die. You cannot benefit from any advantages when you do so. Also, you roll the fate die and add it to the roll. If you succeed, you automatically receive the best outcome of the result treating the d20 roll as a 20. On a failure, you automatically receive the worst possible outcome, treating the d20 roll as a 1 and doubling any damage dealt to you as a result if you were to take any.

You have a number of uses of this feature equal to your Charisma modifier, regaining all expended uses after a long rest.

Jester of the Weave (Level 18)

At 18th level, your ability to enthrall others with your performance becomes legendary. Whenever you make a Charisma (Performance) check, or an ability check using an artisan's tools, you can spend 2 fate dice to automatically treat the d20 roll as a 20. You must choose to do this before the roll.

You have a number of uses of this feature equal to your Charisma modifier, regaining all expended uses after a long rest.

Aspect of The Knight

Aspect of The Knight (Level 1)

As someone who can bend the very fabric of reality to your whim, you hold a great power. With that great power comes an even greater responsibility, a responsibility to protect those around you and alter their fates to more promising ones. You're a protective soul who likes to shelter your allies from harm behind a shield of protection.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Bonus Proficiencies

1st-level Knight Feature

You gain proficiency with light armor, medium armor, and shields. In addition, you gain proficiency in one of the following skills: acrobatics, athletics, perception, or survival.

Mystical Combat

1st-level Knight Feature

In addition to your magic, you've learned to wield certain weapons using your magical ability. During a short or long rest you can perform a 1-hour ritual and bond yourself with a singular weapon. You gain proficiency in that weapon if you did not already have it and you can use your spellcasting ability for its attack and damage rolls rather than Strength or Dexterity. You can also use that weapon as a spellcasting focus.

Your bond with that weapon breaks if you are not within 120 ft of it for any longer than 1 hour, if you die, or if your weapon is destroyed.

Typically, the way you'd roleplay using this feature is by having your weapon allow you to see the immediate movements of your enemies, allowing you to follow their movements and attack, however feel free to work with your DM on how you want to roleplay this feature.

Boon of Protection (Level 6)

6th-level Knight Feature

You can use your magic to protect nearby allies with a magical barrier to absorb incoming damage. Whenever you use your Boon of Fate feature, the affected creatures gain temporary hit points equal to 5 times the spell slot level used.

In addition, you can expend one of your Divination Dice to grant one creature you can see within 30 ft of you temporary hit points equal to the number on the divination die. Once you do so, you cannot do so again until you finish a short or long rest.

Extra Attack (Level 6)

6th-level Knight Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Obligation of The Bold and The Brave (Level 10)

10th-level Knight Feature

You can use your action to touch a creature and end one effect that is causing them to be charmed or frightened. You have a number of uses of this feature equal to your charisma modifier and regain all expended uses after a long rest.

Boon of the Knight (Level 14)

14th-level Knight Feature

You are immune to being charmed or frightened. In addition, whenever you magically bond with a weapon using your Mystical Combat feature, it becomes a magical weapon if it was not one already and gains a +1 bonus to attack and damage rolls. This bonus does not apply if it already had a magical bonus.

As a bonus action, you can magically call your bonded weapon so long as it is on the same plane of existence as you. If it is not on the same plane of existence as you, it takes an action to call it.

Knight of the Weave (Level 18)

18th-level Knight Feature

Reaching the pinnacle of your powers, you can now harness that magical might into protective energies far beyond what you could make previously. Whenever you cast a spell you create a magical ward that has a number of hit points equal to 5 times the level of the spell slot used. Whenever you or a creature within 30 ft of you takes damage, you can choose to subtract the damage from the ward's hit points instead. Using this feature on a creature other than yourself costs a reaction. If the damage reduces the ward to 0 hit points, you take any remaining damage, even if it is intended for another creature and the ward is destroyed.

You can only have one of these magical wards at any given time, however if you would cast a spell and the ward that would have been created would have more hit points, you can choose to destroy your previous ward and create the new one.

Alternatively, you can expend one use of your divination dice and create a magical ward without having to cast a spell. Doing so takes an action and the number of hit points it has is equal to the number on the divination die. Once you create a magical ward using a divination die, you cannot do so again until you finish a short or long rest.

Aspect of The Moon

Aspect of the Moon (Level 1)

You are normally calm and serene. You chose to walk down the path not of violence, not of bloodshed, but of healing. You are the calming sound of the ocean tides, you are the moonlight that heals wounds as weakened ones rest. People look up to you as your presence is soft and calming.

Healing Light

Starting at 1st level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 1 plus your proficiency bonus.

Barrier of Moonlight (Level 6)

Starting at 6th level, by spending a 10 minute ritual you can cast the spell Tiny Hut as a ritual spell. When you do so, creatures that take a rest inside the dome restore twice as many hit points on a short rest and restore 2 levels of exhaustion rather than 1 after a long rest. In addition, creatures who take a long rest replenish all of their hit dice instead of half. You can only cast Tiny Hut in this way if you are outside and the moon is out.

Nourishment of the Night (Level 10)

Starting at 10th level, while it is night and the moon is out you can perform a 10 minute ritual to ritual cast the spells Goodberry and Create or Destroy Water but can only create water. Once you have done so you cannot do so again until you complete a long rest.

In addition, when you are outside and the moon is out, when you cast a spell that would restore hit points, the spell restores an additional amount of hit points equal to half your fate weaver level (rounded down).

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Boon of the Moon (Level 14)

Starting at 14th level, when you heal a creature using a spell slot of 1st level or higher, you can spend a fate die as a reaction and roll it. Your healing gains a magical bonus to the roll equal to the number rolled on the fate die.

In addition, your healing energy flows like an ocean's waves. When you restore hit points to a creature other than yourself using a spell slot of 1st level or higher, you regain hit points equal to two rolls of your fate die.

Weaver of the Moon (Level 18)

Starting at 18th level, you have mastered the art of healing, so much so that it is second nature to you. You can cast healing word at its lowest level without spending a spell slot. You can cast healing word in this way a number of times equal to your charisma modifier, regaining all expended uses after you finish a long rest.

In addition, you can perform a 10 minute ritual and spend a 1st level or higher spell slot to transform a flask or a bottle of ordinary water into purified drinking water with healing properties. The water heals for as much as an ordinary potion of healing and has the ability to cure a creature of any disease or poison when consumed.

You can only perform this ritual up to three times per day during a short or long rest while outside and the moon is out. You regain the ability to perform this ritual when you finish a long rest.

Aspect of The Phoenix

Aspect of the Phoenix (Level 1)

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.

That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Those of this aspect can use their powers to pull themselves back from the brink of death, and all too often their own rash nature or reliance on destructive magic is what puts them there in the first place.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Ignite

At 1st level, you gain the ability to start fires with a touch. You learn the Produce Flame cantrip and it doesn't count against your total known cantrips. If you already have this cantrip, you can choose a different cantrip from the Fate Weaver spellcasting list.

Additionally, as an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. The object cannot be worn or carried by anyone other than you when you do so. If you choose, the object can take fire damage equal to your proficiency bonus, and continue to do so at the start of each of your subsequent turns thereafter.

A creature may use their action to put out the flames on the object, or you may choose to put out the flames (no action required).

Mantle of the Phoenix

Starting at 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action by spending a fate die, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute you gain the following benefits and you can spend another fate die as a bonus action to prolong your Mantle of the Phoenix for an additional minute:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

  • Any creature takes fire damage equal to your proficiency bonus if it hits you with a melee attack from within 5 feet of you or if it touches you.

  • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your proficiency bonus.

Flames of Rebirth (Level 6)

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the immortal flames of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to four rolls of your fate dice.

If you use this feature while under the effects of your Mantle of the Phoenix, this feature gains a bonus to its fire damage equal to your fate weaver level.

You can use this feature once, regaining the ability to do so when you finish a long rest or if you spend a use of your Spell Weaving feature to use it again.

Fueling the Fire (Level 10)

Starting at 10th level, if your Mantle of the Phoenix would end, as a reaction you can spend a hit die as if you were regaining hit points during a short rest. Instead of healing, you take damage equal to what you roll, and the duration of your mantle increases by a number of rounds equal to half the damage you took plus one round (to a minimum of 2 rounds). This damage cannot be reduced by any means.

When you use this feature, your body becomes scorched with burn marks as dark as coals. When your Mantle of the Phoenix ends, you gain a level of exhaustion for each time you use this feature that can only be removed when you finish a long rest.

Boon of the Phoenix (Level 14)

At 14th level, you learn the fire storm and investiture of flame spells and they do not count against your total number of prepared spells. When you cast either of these spells, you instantly enter your Mantle of the Phoenix (no action required) and without spending a fate die.

Form of the Phoenix (Level 18)

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Phoenix feature, you gain additional benefits:

  • Fiery wings sprout out from your back, granting you the ability to magically fly. You have a flying speed of 60 feet and can hover. Movement from this magical flight does not provoke opportunity attacks.

  • Once per turn whenever you cast a spell that deals fire damage, you can choose to ignore resistances and immunity to fire damage for that spell until the end of the current turn.

  • Your body becomes more akin to the fiery elemental your powers are drawn from. You can occupy a creature's space and vice versa. Whenever a creature starts its turn whilst occupying your space, it takes fire damage equal to two rolls of your fate die.

Aspect of the Skull

Aspect of the Skull (Level 1)

Some fortunes are not as fortunate as one would like, sometimes you get the worst possible outcome. Death however, becomes an opportunity for you. When your enemies fall to your deadly might, you can weave their death to your advantages. Before, the gods were in charge of those who've died, now you too can influence their fate.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Dead by Night, Rise by Dawn

Starting at 1st level, you can alter the fate of a creature that has recently fallen. You choose one corpse you can see that has been dead for no longer than 24 hours. At the end of a long rest, as long as the corpse has remained within 60 feet of you for the duration of the long rest, it rises from death and becomes your servant. The creature rises as an Avatar of Death, which you control, and it takes an appearance similar to that creature. You count as the summoner of this Avatar of Death and it loses its truesight and its armor class is 14 plus your proficiency bonus instead of its own armor class. It follows your commands to the best of its abilities, even if it would lead to its own demise. The Avatar of Death remains summoned until you dismiss it as an action, it is reduced to 0 hit points, or until a number of days pass equal to your Charisma modifier. You can only have one Avatar of Death summoned at any given time.

The Avatar of Death recalls the memories of the creature used for its summoning, but is reluctant to share any significant secret held by that creature, like the location of a treasury and how to infiltrate it for example. You can, however, persuade the Avatar of Death to reveal that secret by succeeding on a DC 20 Charisma (Persuasion) check. On a failed check, the Avatar of Death refuses to reveal that secret, and you cannot attempt to persuade it again until the next dawn. Any attempt to do so will be ignored by the Avatar of Death. On a success, it reveals the secret in full detail and it must answer honestly.

You can otherwise ask any number of questions to the Avatar of Death about that creature who was used for its summoning and it must answer honestly, unless it is a significant secret as mentioned above.

Withering Scythe

Also starting at 1st level, whenever you roll initiative or as a bonus action on your turn, you can spend a fate die to conjure a weapon of necrotic energy for one minute. You are proficient with this weapon and it counts as magical for the purposes of overcoming non-magical resistances. It's damage die is equal to your fate die and you use your Charisma modifier for its attack and damage rolls instead of Strength or Dexterity. On a successful hit, the target must pass a Constitution saving throw against your Spell Save DC or the creature cannot receive the benefits of healing until the start of your next turn.

The weapon generally takes the form of a Scythe, but you can choose the appearance of the weapon so long as it remains functional for its intended use.

The weapon is considered a martial melee weapon for the purposes of classifying it and has the versatile property. For the purposes of the versatile property, the damage die used when holding it with two hands is one size larger than your fate die. Ex. 1d4 becomes 1d6, 1d6 becomes 1d8, etc.

Shatter Fate (Level 6)

Starting at 6th level, when you would use your Fate Weaving feature to change the outcome of an attack targeted on you or an ally and the attack misses, the attacker feels a deep pain in their chest as necrotic energy fills their body. The target must make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature is stunned until the end of your next turn. Once a creature is stunned in this way, they cannot be stunned in that way again until they complete a short or long rest.

Return of the Skull Keeper (Level 10)

Starting at 10th level, you can use your control over death to conjure a powerful servant. As an action, by spending 3 fate dice you summon an Avatar of Death following its stat block accordingly. When the Avatar of Death is summoned, it resembles a creature you have previously killed, so long as they are still dead. The creature it resembles is your choice. The Avatar of Death remains for 1 minute or until it is reduced to 0 hit points, after which it vanishes.

You can summon the Avatar of Death in this way once, and you can only have one Avatar of Death summoned at any given time.

Boon of the Skull (Level 14)

Starting at 14th level you can imbue your weapon with even greater power than before. When you summon your Withering Scythe, you can spend an additional fate die to add another damage die to the weapon. In addition, you have resistance to necrotic damage and do not need to eat, drink, or breathe.

Weaver of the Skull (Level 18)

At 18th level, you no longer suffer the effects of old age and you cannot be aged magically. You can still die of old age, however your lifespan has been expanded. For each year you had left, and each year you had lived, you now gain 10 years of life. In addition, as a bonus action by spending a fate die you can inflict a curse to a creature that you can see within 60 ft of you. Roll the fate die, that creature receives a penalty to their AC equal to what you roll. This curse remains until the creature dies. A remove curse spell of 5th level or higher, or a Greater Restoration spell can remove its effects. Only one creature can suffer the effects of the curse at any given time and you can invoke this curse a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Aspect of The Star

Aspect of The Star (Level 1)

Gracious and inspiring, kind and hopeful for a better future. You imbue others with inspiration and aim to ensue hope onto others. Calling upon the power of the stars and what lies beyond, the power of hope is truly unrivaled, and your hope is stronger than most.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Starlight Companion

Starting at 1st level, you summon an extraplanar ally to aid you on your travels and keep you company. Use the Starlight Companion stat block for the purposes of this ally. You can summon this ally a number of times equal to your Charisma modifier, and they remain summoned until you dispel them as an action, they are reduced to 0 hit points, or if you are incapacitated. It uses your proficiency bonus rather than its own.

Shooting Stars

Also at 1st level, when you and a number of creatures equal to your Charisma modifier take a long rest, as part of that rest you can bend the course of fate to make shooting stars appear in the sky equal to the number of creatures benefiting from this feature. When the chosen creatures see these shooting stars they gain a single point of luck, as per the lucky feat. This point of luck lasts for 8 hours, and is consumed if it goes unused. A creature can only gain a single point of luck from this feature, and cannot gain any additional points until that point is consumed.

Nourishing Rest (Level 6)

Starting at 6th level, when you use your Shooting Stars feature you can wish upon the stars to keep you and your party refreshed and nourished for the day. You can ritual cast the spell Create Food and Water as part of that rest, and any food and water that isn't consumed at the end of the rest vanishes. You do not need to have the spell prepared in order to cast it in this way.

Cleansing Touch (Level 10)

At 10th level, your touch gains a certain healing property. As an action, you can touch a creature and spend a fate die to remove a disease or poison from them. You can use this cleansing touch a number of times equal to your Charisma modifier, regaining all expended uses after a long rest.

Boon of the Star (Level 14)

Starting at 14th level, when you cast a spell that requires a form of diamonds for a material component, costly or otherwise, you can instead spend a fate die for every 100 gp the diamond is worth to use in place of that material component.

In addition, you are immune to disease and poison.

Weaver of the Star (Level 18)

Starting at 18th level, when you use your Shooting Stars feature, each creature that benefits from it is cured of all disease and poisons. In addition, at the end of the long rest they gain a number of temporary hit points equal to your level.

In addition, when you summon your Starlight Companion you gain Inspiration, see page 125 of the Player's Handbook for the Inspiration rules.

Also, when you use your Nourishing Rest feature, you can instead cast the Heroes' Feast without requiring material components.

Aspect of The Sun

Aspect of The Sun (Level 1)

The Aspect of the Sun is normally bright and cheerful. You are a beacon of inspiration to your allies, and a friend to most. You choose not to harm those who do you no wrong and wish to empower your allies with the riches of the Sun. Your favorite fortunes are those of love and compassion, a bright future and a better tomorrow. You praise the Sun for all the nourishment it provides, and bless it for the light it donates. Only you can rival the shining Sun.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Shining Energy

Starting at 1st level, as an action you can begin to emit a bright aura of light for 1 hour. Your aura sheds a bright light for 30 ft. and dim light for an additional 30 ft. In addition, each friendly creature within the bright light of the aura adds a +1 bonus to their AC and saving throws. In addition, you can use your Fate Weaving feature to instead add radiant damage to an attack or spell that deals damage equal to what you roll on the fate die.

When your Shining Energy ends you cannot use the benefits of it again until you finish a long rest. You can still emit an aura of light as described above freely, but only out to half the normal range.

Empowering Sun (Level 6)

Starting at 6th level, as an action you can target a number of creatures within 60 ft of you equal to 1 plus your Charisma Modifier (minimum of 1) and empower them with your presence. They each have advantage on ability checks using one ability score of their choosing for the next hour. Once you give the benefits of this feature you cannot do so again until you finish a long rest.

Beacon of Heroism (Level 10)

Starting at 10th level, you become a beacon of power to your allies. You and each friendly creature within 30 ft of you is immune to being frightened and has advantage on saving throws against being charmed. They also have advantage on Death Saves. You cannot provide any of these benefits if you are not conscious.

In addition while they are conscious and within range they gain temporary hit points equal to your Charisma Modifier at the start of each of their turns while you are conscious.

Boon of the Sun (Level 14)

Starting at 14th level, no darkness can impede you or your allies' vision. As an action you can emit a bright light from your hands, granting you bright light in a 60 ft radius sphere. This light can penetrate regular darkness as well as magical darkness. Alternatively you can spend an action to dispel magical darkness as if you were casting the Dispel Magic spell. If the source of the magical darkness is of a spell of 4th level or higher, you make an ability check using your Spellcasting Ability as normal.

Weaver of the Sun (Level 18)

At 18th level, your devotion to the Sun has paid off and you have become a shining example of a Sun Weaver. Each friendly creature within your Beacon of Heroism adds an additional amount of radiant damage equal to your Charisma Modifier whenever they roll for damage. In addition, you can create a special artifact that only you can use. As a one hour ritual, you can create one of the following Artifacts of the Sun:

Weapon of the Sun

You create a single-handed melee weapon made of pure light energy. This weapon deals 2d10 radiant damage and can use your Charisma Modifier for the attack and damage rolls. You are proficient with this weapon and it has a magic bonus of 1.

Alternatively you can transform a melee weapon that you are proficient with into a "Weapon of the Sun" which changes the damage type from slashing, piercing, or bludgeoning to radiant and it gains a +1 magic bonus if it did not already have one.

While wielding your Weapon of the Sun, whenever a friendly creature within range of your Beacon of Heroism rolls for damage, they cannot roll any lower than 2 on their damage dice.

Shield of the Sun

While your Shield of the Sun is equipped, whenever a friendly creature within range of your Beacon of Heroism gains temporary hit points, they gain an additional amount equal to your proficiency bonus. In addition, the bonus your Shining Energy provides becomes equal to your Charisma modifier.

Charm of the Sun

While wearing your Charm of the Sun, creatures benefiting from your Beacon of Heroism are immune to being charmed and have advantage on saving throws against spells and magical effects. If a creature was already charmed, the charm ends.

You can only have one of your Artifacts of the Sun created at a time. During a short or long rest, you can spend a one-hour ritual to destroy your previous Artifact and create a new one.

Aspect of The Vizier

Aspect of The Vizier (Level 1)

Fate weavers by nature have the ability to see into the weave of fate, but few have mastered the art as well as the aspects of the vizier. The future is theirs to see and weave to their whim. Many viziers are often summoned by kings and queens to learn of their fateful demise in hopes to avoid it. Most viziers, however, serve the world as fortune tellers for trade. They offer advice to those misguided, give hope to those who seek love, and give confidence to those who doubt themselves.

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Eyes of The Vizier

1st-level Vizier Feature

You know the guidance cantrip and it does not count against your total number of fate weaver cantrips. If you so choose, you can cast the spell with a range of 60 feet.

Each time you cast guidance on a creature, other than yourself, you gain a +1 bonus to ability checks to a maximum bonus equal to your proficiency bonus. You lose this bonus whenever you begin a short or long rest or if you cast guidance on yourself.

Once you lose the bonus, you cannot gain it again until you finish a long rest.

Gaze of the Vizier

1st-level Vizier Feature

You can pry into the aspects of other creatures. As an action you can make a Wisdom (Insight) check against an opposing Charisma (Deception) check. On a successful save, you learn the creature's type, its current hit points, and its armor class. If any of the aforementioned aspects change, you do not learn the change.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest.

Shield of the Vizier (Level 6)

6th-level Vizier Feature

Whenever you cast a divination spell using a spell slot of 1st level or higher, you gain a number of temporary hit points equal to your proficiency bonus plus the level of the spell.

Vizier's Divination (Level 6)

6th-level Vizier Feature

After a roll is made for an ability check, attack roll, or saving throw from a creature within 30 feet of you, you can use your reaction to replace the roll with one of your divination dice after the roll is made. After you do so, you lose the divination die.

You can use this feature once, regaining the ability to do so after a short or long rest.

Visions of The Vizier (Level 10)

10th-level Vizier Feature

During a short rest you can reroll one of your unspent divination dice. If you don't have any divination dice remaining, you can roll a new one. Once you do so, you cannot do so again until you finish a long rest.

Boon of The Vizier (Level 14)

14th-level Vizier Feature

You can use Vizier's Divination twice per short or long rest instead of once. In addition, creatures have disadvantage on saving throws against your divination spells and the duration of divination spells are doubled if they have one.

You can cast the Find the Path spell once without expending a spell slot regardless if you have the spell prepared or not. Once you do so you cannot do so again until you finish a long rest.

Vizier of the Weave (Level 18)

18th-level Vizier Feature

Whenever you cast a divination spell, such as Divination or Commune, that has a cumulative percent chance to give you either no answer, no reading, or a random reading, and your roll would determine one of those outcomes; you can choose to ignore that roll and gain the most honest and truthful reading anyways.

Once you do so you cannot do so again until you finish a long rest, and when you do so you have a guaranteed chance for that effect happening on your next casting of that spell, regardless if you have finished a long rest or not.

In addition, once as an action you can cast the Foresight spell regardless if you have the spell prepared or not. Doing so still spends the spell slot. When you cast the spell in this way, it only lasts for 1 minute instead of its normal duration. Once you do so you cannot do so again until you finish a long rest.

Aspect of The Void

Aspect of The Void (Level 1)

On occasion, your divination drifts off to an endless expanse of nothingness. When your divination fails, you find yourself staring into the abyss while the abyss stares back into you. This is what brings you true excitement, because it also brings you true fear.

Mere words cannot describe the creatures that exist in this plane, or rather, don't exist? Aberrations tossed aside, sealed away by the gods. Only you can see them, and they can only see you. What is the meaning of this connection, why is this happening? Was this fated to happen, or did your desire for more will it to happen?

At each indicated Fate Weaver level, add the listed spells to your spells prepared. They do not count towards your limit.

Empty Fortune

Starting at 1st level, you can briefly predict an outcome and force it into existence. This outcome is usually disinteresting, obvious, and completely mundane.

Whenever a creature would roll an ability check, attack roll, or saving throw, as a reaction you can spend a fate die to automatically treat the roll as a 10 on the d20. You must choose to do so before the roll is made, or before the roll is known.

You have a number of uses of this feature equal to your proficiency bonus, regaining spent uses after a long rest.

Disastrous Fortune

Also at 1st level, whenever a creature within 10 ft of you rolls a 1 on the d20 for an ability check, attack roll, or saving throw they feel overwhelmed with anguish and self doubt.

That creature takes 1d10 force damage and at the start of its next turn it must pass a Wisdom saving throw against your spell save DC. On a failed save, they spend their action sulking in their failure, and their turn ends.

The damage of this feature increases by 1d10 when you reach 5th, 11th, and 17th levels in this class.

Call to the Void (Level 6)

Starting at 6th level, when you fall to 0 hit points, you can spend a spell slot of any level to reach out to a being from the void. They assume your body and it continues to fight on in your stead.

Your body remains at 0 hit points but continues to stand. You can move and take actions as normal, however you still make death saving throws at the start of your turn. Your body remains active until you either pass or fail 3 death saves, after which your body either dies after 3 failed death saves, or falls unconscious after 3 successful death saves. If you take damage while in this state, you automatically gain one failed death save.

Toying with death comes at a cost, when this state ends you gain 1 level of exhaustion. Each consecutive use after the first temporarily damages your soul. The next time you use this feature after the first, you spend a hit die and reduce your hit point maximum by an amount equal to what you rolled. This reduction cannot be restored until after you've completed a long rest, after which you regain any hit points lost as a result of this feature. If this feature would reduce your hit point maximum to 0, you die and cannot be restored to life by any means short of a wish spell.

At the end of each of your turns, you make a Wisdom saving throw against your spell save DC, on a failed save the creature of the void becomes one step closer to taking over your being. If you fail this saving throw 3 times, you gain a personality trait that would correspond to that being. Work with the DM on the specifics of this trait, or roll on the following table:

Creatures of The Void Personality Traits
d12Personality Trait

1

You like to ramble and repeat some of the things you say, incessantly.

2

Everything has the right to be set free, no one has the right to imprison others, for any reason.

3

You're constantly hungry and never satisfied with any amount of food.

4

Death is a mercy to fools who stand in your way, afterall, they don't have to serve an eternity in the void, so they're the lucky ones.

5

Why bother with matters that don't affect me? Too much effort for something that I don't get anything in return.

6

The gods should pay for their past crimes against me, and never trust a deity. They just take advantage of you and throw you away when they're done with you.

7

Why can't anyone see that abomination, it's literally standing next to them.

8

Sometimes I just go completely blank for a moment.

9

I like to keep secrets, after all even if I tell the truth would they even believe me?

10

I can't help but continue to talk, the silence is even worse than all the voices.

11

Sometimes I unexpectedly say things to people when I'm trying to talk to the void.

12

I believe the void is watching me, even now.

If you accumulate 6 or more personality traits, you begin to lose any semblance of yourself that remains. The being from the void attempts to fully take over your body as you've allowed it passage into this world and its thirst for freedom becomes overwhelming.

When you next complete a long rest, you awaken in an empty, black space, infinite in expanse. Before you, a shadowy gray spirit of the being from the void hovers in front of you, and demands you to do battle with it in a clash of wills. You are alone in this fight, and the creature uses the Avatar of Death for its stat block, treating you as its summoner, only instead of only having half of your hit points, it has the same amount of hit points as you do.

If you decline, the being takes over your body. Effectively, the DM controls your character. If you accept this battle, you cannot leave the realm until you have defeated the spirit.

If you win the fight, you lose all the personality traits you had gained, and the creature of the void obeys you without question going forward, no longer requiring you to make Wisdom saving throws when you use the Call to the Void feature.

If you lose the fight, you die, and the creature takes over your body. Your mind then goes into the being's original body and you are trapped in the void where it once was prisoner.

Empty Fate (Level 10)

Starting at 10th level, when you have no uses of your fate dice remaining you gain the following benefits, as you're at your peak when you have nothing left:

  • You can hover up to 10 ft above the ground. You can ascend or descend as part of your movement without spending any additional movement.

  • Whenever you take damage, as a reaction you can reduce that damage to 0 as a reaction as you send that damage to the empty void. You can do so a number of times equal to your proficiency bonus, regaining spent uses after a long rest.

  • You and your equipment being worn become weightless, giving you advantage on ability checks and saving throws made to avoid or escape being grappled or restrained. Objects as large or larger than you do not gain this benefit.

Boon of The Void (Level 14)

At 14th level, whenever you fall to 0 hit points, instead of using your Call to the Void feature, you can instead send your body to an extradimensional space for 1 minute. While there, your body remains in stasis and is stable until it leaves that space.

A 5 ft diameter black circular portal is left occupying the space you were in previously. A creature cannot enter the portal unless it passes an Intelligence (Arcana) check against your spell save DC. If it enters the portal, it appears next to your unconscious body. If you take damage, you gain one failed death save. When you accumulate 3 failed death saves, you die.

If you die while in this space, your body and any other creature inside the space appears within 5 ft of the portal back in the original plane it was spawned in.

This space resembles The Void, as it is an infinite black space, but is merely an illusion of it.

Weaver of The Void (Level 18)

Your commitment to the unknown has granted you untold powers, and the ability to imprison those who are most deserving of it. At 18th level, you learn the Imprisonment and Ravenous Void spells and they do not count against your total number of prepared spells.

When you cast either spell, you do not require material components. For the purposes of the spell, The Void itself counts as the material used for Imprisonment and if you successfully imprison a creature, they are sent to the void and cannot escape.

The casting time of both spells becomes an action if they weren't already, however you can only cast either spell in this manner once, regaining the ability to do so after a long rest.