Fateweaver (Wizard Tradition)

by Ghosthack9

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Fateweaver

Fateweaver

Chance is not as random as many believe it to be. As a fateweaver, you endeavor to pierce the fog of probability and manipulate the course of events in your favor. Queens and criminals alike seek out the services of fateweavers, for there is power and wealth to be gained when one has no need for luck.

Leverage

Starting at 2nd level, when you choose this school, your arcane calculations enable you to apply a magical nudge to the probability of events around you. You have a pool of fate-altering Leverage Points equal to your wizard level + your Intelligence modifier.

When you or a creature you can see within 60 feet is forced to make a saving throw, you can expend leverage to decrease the result, or the DC, of the saving throw by the number of leverage points spent. You may choose to use leverage before or after the roll, but before an outcome is determined. You can manipulate a roll in this way only once per turn.

You regain all expended Leverage after completing a long rest.

Reversal of Fortune

At 6th level, When you or a creature you can see within 30 feet has Advantage or Disadvantage on a roll, you can use your reaction to reverse their fortune- Advantage becomes Disadvantage and vice versa. If other factors would cancel out the advantage or disadvantage a creature has before Reversal of Fortune is applied, this feature has no effect.

You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.

Improved Leverage

At 10th level, you are able to deftly manipulate probability to your greatest advantage. You are now also able to use your Leverage points to decrease a skill check DC or the result of a skill check made by you or a creature you can see within 60 feet.

Chain Reaction

Beginning at 14th level, you have mastered the cascading ripples of fate. After a creature you can see within 30 feet makes an attack roll or saving throw, you can use your reaction to cause all other attack rolls, or saving throws, the creature makes until the start of your next turn receive the same roll.

You can use this feature twice, and regain all uses after completing a long rest

 

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