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# Sorcerous Origin: Seer Casting knuckle bones or laying tarot cards, secluded in a room embroiled in a trance or reading the stars above, your magic comes from an esoteric source that some call fate. Perhaps you were born during an eclipse, while the planets were aligned, or was simply predicted by another powerful seer. Your birth was brought about by fate, and so are your powers. As a seer you excel at predicting what might happen next. As your power grows you will find you have met others in your dreams and even have the ability to nudge fate in your favor. ### Esoteric Mastery At 1st level your powers of divination are advanced beyond those of all others. All divination spells of 2nd level and higher are considered to be one level lower for the purposes of you gaining access to them. Additionally, divination spells of 2nd level or higher can be cast using a spell slot one level lower than usual. All divination spells count as Sorcerer spells for you.
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\columnbreak ### Witness Fate Also at 1st level, when you cast a Divination spell of first level or higher, you may glimpse the future. As you cast the spell, you may spend 1 sorcery point to roll a d20 and record it. Before your next long rest, when a character you can see would roll a d20, you may force that creature to use the recorded value instead. You must do so before the creature rolls. Each recorded roll may only be used once, and any that you do not use are lost when you complete a long rest. Furthermore, if you use an action on your turn to cast a Divination spell during combat, you may then take the Dodge action as a bonus action. ### Farsight At 6th level your dreams have become so powerful and reliable that you can be certain of their truth. When you complete a long rest, the DM rolls a d20 in secret. On a roll of 10 or higher the DM revels a scene to you that is important in the grand scheme of the world or provides you with information previously unknown to you. On a failure, the DM instead reveals a false scene. Regardless of if it is true or not, you witness the event as if you had cast scrying. There is no evidence of your viewing this moment except your own memory of what you saw. The events you see could be from the past, present, or future, thus there is no limit to what you might witness- enemies in a future dungeon preparing deadly traps, a noble in a far off land revealing secrets to their lover, or.a large battle to come between two nations you’ve never visited. The scene can be as short or long as the DM chooses, it might be a single sentence or you might witness a weeks worth of events in quick succession. ### Dream Faces At 14th level you have foreseen countless faces unknown to you in visions or dreams, however, when you meet these faces your understanding becomes clear. When you encounter a creature, you may use this feature to learn its its alignment, general personality, and one secret about it. You also learn if this creature will aid or hinder you, though the answer may be unclear or both. Once you use this feature you must complete a short or long rest before using it again. ### Weave Destiny At 18th level your powers of divination often predict catastrophe and heroism. When you record a roll with your Witness Fate feature you may alter that number by 5. You cannot make the number larger than 20 or smaller than 1.
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