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Fatewoven are fortune tellers, soothsayers, and students of fate and destiny. Not content to merely exist within the web of fate, fatewoven wish to pluck its strings and read its patterns. Their motivations are as varied as fate itself; some wish to avert great disasters or fulfill ancient prophecies, while others seek to stack the deck of life in their favor.

1st LevelTangled Destiny

When you take this archetype at 1st level, your connection to the weave of fate begins to manifest in tangible ways. You learn the guidance cantrip and choose one of the following:

Destined Curse

You can use a bonus action to place a curse on a creature you can see within 30 feet. The curse lasts for 1 minute and ends early if you or the target dies, if you are incapacitated , or if you use another bonus action to end the curse. The curse has the following effects:

  • When you deal damage against the cursed creature, it takes an additional 1d4 force damage. This extra damage increases by 1d4 at 10th level, and again at 15th and 20th level.
  • You gain a pool of destiny dice, which begins empty. Each destiny die represents a small adjustment you can make to the web of fate. Whenever the cursed creature rolls with advantage or disadvantage , add one destiny die to this pool. When a creature other than you that you can see rolls a d20, you can spend a destiny die (no action required) to add 1d4 to the roll or subtract 1d4 from it. The pool disappears when you finish a short or long rest .

Once you have used this feature, you must finish a short or long rest before you can do so again.

Step Through the Web

You can use a bonus action to teleport up to your speed to an unoccupied space you can see. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a short or long rest .

6th LevelCautious Premonition

At 6th level, you can focus your connection to fate to determine the outcome of an action you are about to take. After you declare your action but before you resolve it, you can choose to have a premonition. Roll a d20. This roll will be used as the first attack roll or ability check you make during the action, if you perform the action. You can then decide whether to proceed with the planned action, accepting the rolled result, or take a different action, discarding the result.

If you choose not to proceed with the action, you can either take a completely different action (casting a spell or making an ability check instead of making a weapon attack, for example) or do nothing, but you can’t take another action of the same type (such as casting a different spell or attacking with a different weapon). Your premonition only reveals the result of a single d20 roll; if you roll with advantage or disadvantage , you learn the result of only one of the two dice. Similarly, if you have an ability that would allow you to reroll, you do not get to see the reroll.

You can use this feature a number of times equal to your proficiency bonus, but never more than once per turn. You regain all uses when you finish a long rest .

10th LevelOverwhelming Visions

At 10th level, you can open a creature’s senses to the full scope of possibilities before it. As an action, you force vivid visions of discarded pasts and possible futures into the mind of a creature you can see within 60 feet. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 8d8 psychic damage and is stunned until the end of your next turn. On a success, the target takes half damage and isn’t stunned. Furthermore, a creature that successfully saves against the effect finds the wash of possibility insightful, gaining advantage on the next ability check or saving throw it makes before the end of your next turn. Once you have used this ability, you must finish a long rest before you can do so again.

14th LevelPluck the Strands

At 14th level, you gain the ability to influence fate directly. As a bonus action, you can select a number of creatures that you can see up to your spellcasting modifier. Until the start of your next turn, the creatures you choose have advantage on attack rolls , ability checks , and saving throws . Once you have used this ability, you must finish a long rest before you can do so again.