The Fate Weaver (5e Class)

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The Fate Weaver[edit]

Creating a Fate Weaver[edit]

When creating a Fate Weaver, think of them as someone who sees and shapes destiny. Maybe they were a scholar, a prophet, or just someone who started noticing strange patterns in the world. They don’t force change—they guide it, nudging fate one thread at a time.

Quick Build

You can make a Fate Weaver quickly by following these suggestions. First, Intelligance should be your highest ability score, followed by Wisdom. Second, choose any Background corresponding to the way you learned how to cast spells.

Class Features

As a Fate Weaver you gain the following class features.

Hit Points

Hit Dice: 1d6 per Fate Weaver level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Fate Weaver level after 1st

Proficiencies

Armor: None
Weapons: Daggers, quarterstaffs, slings, light crossbows
Tools: Weaver’s tools or calligrapher’s supplies
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Fate Weaver

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Fate Sight 4 2 2
2nd +2 Loom of Fate 4 3 3
3rd +2 Weave Path 4 4 4 2
4th +2 Ability Score Improvement 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Loom of Fate Feature, Weave Path Feature 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement 5 9 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 Weave Path Feature 6 11 4 3 3 3 2
11th +4 Loom of Fate Feature, Fate Snap 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 Twisting Threads 6 13 4 3 3 3 2 1 1
14th +5 Weave Path Feature 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 Loom of Fate Feature, Imprint Fate 6 15 4 3 3 3 2 1 1 1 1
18th +6 Weave Path Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Fatewoven Apotheosis 6 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You know two 1st-level spells of your choice from the Fate Reweaver spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the Fate Weaver Spell List. You learn additional Fate Weaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fate Weaver table.

Spell Slots

The Fate Weaver table shows how many spell slots you have to cast your 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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Fate Weaver Spell List.

The Spells Known column of the Fate Reweaver table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Fate Reweaver spells you know and replace it with another spell from the Fate Reweaver spell list, which also must be of a level for which you have spell slots. You prepare and cast spells using Intelligence as your spellcasting ability. Your spell list focuses on divination, enchantment, and chronomancy.

Spellcasting Ability

Intelligence is your spellcasting ability for your Fate Weaver spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Fate Weaver spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Fate Sight[edit]

Starting at 2nd level, you perceive glimpses of future events. When you or an ally within 30 feet makes a d20 roll, you can choose to roll a d6 and either add or subtract it from the roll (your choice). You can use this ability a number of times equal to your Intelligence modifier (minimum 1). Regain on long rest. Starting at certain levels in this class, you gain new ways to manipulate these dice:

Weaver Path[edit]

At 3rd level, you choose a <Weaver Path. Choose between <Weave of Mercy, Ruin, or Balance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Reweaver's Touch[edit]

Beginning at 6th level, when you use a Loom Die, you can also add your Intelligence modifier to the result.

Multiplicity[edit]

By 11th level, you may roll a fourth Loom Die at the end of a long rest.

Loom Surge[edit]

At 17th level, once per long rest, when you use a Loom Die, you may immediately use a second Loom Die as part of the same reaction, affecting two rolls with one reaction. Both must be used before the result is known.

You gain a Loom Die (d6). When you finish a long rest, roll your Loom Die three times and record the results. You can substitute a creature's roll with one of your stored Loom Dice once per turn. Used dice are lost, and all refresh after a long rest.

Fate Snap[edit]

Starting at 11th level, once per long rest, as a reaction when a creature within 60 feet succeeds on an attack roll, saving throw, or skill check, you can force them to reroll the die and take the lower of the two results.

At 17th level, this ability no longer requires a reaction—you may use it freely once per round.

Twisting Threads[edit]

At 13th level, when a creature you can see within 30 feet is targeted by a spell, you can use your reaction to redirect that spell to a different valid target within range. You can use this feature a number of times equal to your Intelligence modifier per long rest.

Imprint Fate[edit]

Beginning at 17th level, as an action, you touch a creature and bind their fate to a destined moment. For 1 minute, the first time they succeed or fail on an attack roll, saving throw, or ability check, you record that number.

At any point within the next hour, you may:

  • Repeat the result on that same creature, forcing them to roll the same value again (no save)

or

  • Transfer the result to a creature you can see within 60 feet, forcing that creature to use that roll result instead of their own.

Once this ability is used, the effect ends. You can use Imprint Fate once per long rest.

Fatewoven Apotheosis[edit]

You have become a living embodiment of the Loom itself. Threads of destiny respond to your will without resistance. You gain the following benefits:

  • Infinite Threads: Your Loom Dice are no longer expended when used. Instead, you can use each of your stored Loom Dice once per round. They refresh after a long rest as normal.
  • Perfect Foresight: You are never surprised, and you gain truesight out to 60 feet.
  • Absolute Fate: Once per long rest, you can declare a creature’s fate. Choose a creature you can see within 120 feet. For 1 minute:
  1. All attacks against them are made with advantage.
  2. They automatically fail their first saving throw each turn.
  3. They cannot benefit from resistance or advantage granted by magical effects.

Fate Weaver Path[edit]

Weave of Mercy[edit]

You channel fate toward healing, protection, and second chances.

Soothing Thread

Beginning at 3rd level, when you use a Loom Die to aid an ally's roll, that ally regains hit points equal to the die roll + your Intelligence modifier.

Guarded Path

Beginning at 6th level, when a creature you can see within 30 feet takes damage, you may use your reaction to reduce that damage by your Loom Die + your Intelligence modifier. You may do this a number of times per long rest equal to your Intelligence modifier.

Destiny Echo

At 10th level, when a creature you affect with a Loom Die regains hit points or succeeds on a saving throw, they also gain temporary hit points equal to your Intelligence modifier.

Woven Resurgence

At 14th level, once per long rest, when a creature within 30 feet would drop to 0 hit points, you may cause them to instead drop to 1 and immediately heal for 2d8 + your Intelligence modifier.

Thread of Grace

At 18th level, while you have at least one Loom Die remaining, creatures you choose within 30 feet can’t be critically hit.

Weave of Ruin[edit]

You manipulate threads of entropy and decay, unraveling the destinies of your foes.

Mark of Undoing

Beginning at 3rd level, when you use a Loom Die to reduce a creature’s roll, they are cursed until the end of your next turn. The next time they take damage, they take additional psychic damage equal to the result of the Loom Die.

Unravel Defense

Beginning at 6th level, once per turn, when a creature under the effect of your Loom Die takes damage, reduce their AC by 1 until the end of your next turn (stacking up to -3). This applies only to creatures affected by a Loom Die you used this round.

Destiny Echo

At 10th level, when a creature fails a saving throw due to your Loom Die, you may target another creature within 30 feet to take half the effect of the failed save (damage or condition).

Collapse Fate

At 14th level, once per long rest, as an action, choose a creature within 60 feet. That creature must succeed a Constitution saving throw or take 8d10 force damage and become restrained until the end of their next turn. On a successful save, they take half damage and aren’t restrained.

Sever Thread

At 18th level, once per long rest, you may declare a creature’s fate severed. For 1 minute, that creature cannot benefit from advantage, healing, or reactions.

Weave of Balance[edit]

You see the cosmic pattern in all things and maintain harmony between extremes.

Mirror Thread

Beginning at 3rd level, when a creature within 30 feet rolls a natural 1 or 20, you can use your reaction to apply the same outcome (success or failure) to a second creature within 30 feet.

Equal Weight

Beginning at 6th level, when you use a Loom Die to affect a creature’s roll, you may immediately affect a second creature within 30 feet with the same Loom Die. This second use is halved (rounded down).

Destiny Echo

At 10th level, when you cause a creature to succeed or fail a roll using a Loom Die, you may grant another creature within 30 feet a +1d4 bonus or penalty on their next roll (your choice).

Harmonize Fate

At 14th level, you may maintain two opposing Thread Tension effects (e.g., one ally and one enemy) at the same time without expending additional uses.

Symmetry Surge

At 18th level, once per long rest, when a creature within 60 feet takes damage, you may redirect half that damage to another creature of your choice within 30 feet of the original target.

Fate Weaver Spells[edit]

You know all of the spells on the basic Fate Weaver spell list and additional spells based on your subclass.

Threadpull[edit]

Conjuration cantrip

Casting Time: 1 bonus action

Range: 30 feet

Components: V

Duration: Instantaneous

You tug at a creature’s thread of fate, briefly disrupting their path. Choose one creature you can see within range. They must succeed on a Strength saving throw or be pulled 5 feet in a direction of your choice. This movement does not provoke opportunity attacks.

If the creature fails the save by 5 or more, they also have disadvantage on their next attack roll or ability check before the end of their next turn.


1st Level

Alarm

Bane

Bless

Charm Person

Command

Comprehend Languages

Detect Magic

Disguise Self

Feather Fall

Gift of Alacrity (EGtW)

Heroism

Identify

Silvery Barbs (SCoC)

2nd Level

Aid

Augury

Blur

Calm Emotions

Detect Thoughts

Enhance Ability

Fortune's Favor (AI)

Hold Person

Mirror Image

See Invisibility

Suggestion

Zone of Truth

3rd Level

Bestow Curse

Blink

Clairvoyance

Counterspell

Dispell Magic

Haste

Hypnotic Pattern

Major Image

Nondetection

Tongues

4th Level

Arcane Eye

Banishment

Compulsion

Confusion

Divination

Greater Invisibility

Hallucinatory Terrain

Phantasmal Killer

Polymorph

5th Level

Dream

Dominate Person

Geas

Legend Lore

Modify Memory

Rary’s Telepathic Bond

Scrying

Synaptic Static

6th Level

Contingency

Disintegrate

Eyebite

Mass Suggestion

True Seeing

Word of Recall

7th Level

Etherealness

Forcecage

Plane Shift

Project Image

Reverse Gravity

Sequester

Teleport

8th Level

Antimagic Field

Control Weather

Dominate Monster

Feeblemind

Maze

Mind Blank

9th Level

Foresight

Gate

Power Word Kill

Time Stop

Wish (DM's discretion; may only alter fate, not replicate spells above 7th level)

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Fate Weaver class, you must meet these prerequisites: Intelligence 13 or more and Wisdom 13 or more

Proficiencies. When you multiclass into the Fate Weaver class, you gain the following proficiencies:

  • Daggers, quarterstaffs, slings, light crossbows
  • Weaver’s tools or calligrapher’s supplies
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