Fatespinner Patron

Your patron is the inscrutable power that is said to arbitrate the fate of man and beast, god and titan. The gods and titans have influence in the Astra and Crixos, the heavens and underworld, but these realms seemingly predate them. Oneiste may order the dance of the stars to influence the fates that she decrees from reading their conjunctions, but who begat the silver flame from which the stars are painted, and who set in motion the subtle flow that sweeps even stars and gods along in the Astra? Katabis and Persereka may divide the souls of the dead to pass the gates of the Beyond or be returned to the currents of the River of Souls, but who wrought the gates, and who arranged the river's many and ever-drifting inlets and outlets?   To you, these may seem to be one and the same: the actions of a primordial power or powers of destiny outside of mortal time, ruling among the titans or being the feared and suppressed parent(s) of the current gods. Or you may take a different view, that the world itself is an Entity more than the sum of its parts and existing in power and influence beyond the control or understanding of those who created and shaped it, in turn guiding the paths of all connected with it. Or perhaps you feel that this is an entirely natural and automatic process, dictated by the motions and phases of the moons, the wandering planets, the comets, and other celestial influencers in an impossibly complex dance, one whose pattern only you and a select few others like Oneiste herself can see. Either way, you are an oracle of sorts, and your powers tug at the boundaries of time and space.  

Expanded Spell List

The Fatespinner adds the following spells to your warlock spells known at the designated class levels. Note that you know the Augury spell at 1st level, and can cast it as a 1st level spell instead of as a 2nd level spell, but only with your warlock spell slots.   1st: guiding bolt, augury*
3rd: levitate, locate object
5th: clairvoyance, call lightning
7th: arcane eye, divination
9th: legend lore, geas  

Fate’s Bidding

Starting at 1st level, you are expected to read the path of Fate each morning to learn what is planned for you. You can cast one divination spell without expending a spell slot immediately after completing a short or long rest. If you do so, you gain temporary hit points equal to your warlock level plus your Wisdom modifier (minimum of 1), which last until expended or until after your next long rest. You must choose a spell that you could normally cast.  

Shielding Aurora

Also at 1st level, you can invoke the Fatespinner's power to protect you from harm. As a bonus action, you create a whirling aurora drawn from either the mysterious stars of the Astra or the river of souls in Crixos, that swirls around you with a coruscating brilliance or darkness. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant (Astra) or necrotic (Crixos) damage equal to your warlock level + your Wisdom modifier. This also raises or lowers the light level within 10 feet of you by one step, but you suffer no drawbacks of this other than the obvious. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Otherworldly Blast

Your first level Warlock bonus damaging cantrip must be Eldritch Blast specifically, but you still get to choose your other two first level cantrips as normal. However, your Eldritch Blast does not deal Force damage like other warlocks, instead doing either radiant or necrotic damage, chosen by you each time you use it.  

Smooth the Weave

Starting at 6th level, you can stabilize the weave of Fate to smooth out any bumps and frayed ends. As a reaction when a creature you can see would roll with advantage or disadvantage, including you, you can negate the advantage or disadvantage and cause the creature to make the roll normally. When you take a reaction in which you would have to roll with either advantage or disadvantage, you may use this ability as part of that same reaction. You can smooth the weave a number of times per day up to your proficiency bonus, and then you can't do so again until you finish a long rest.  

Sidereal Refuge

Also at 6th level, you gain the ability to step into a sidereal refuge. As an action, you disappear from the world for a brief moment and enter the void between the worlds, taking advantage of its timeless nature. While in your sidereal refuge, you can take two actions to cast spells or use items or abilities that target only you; any area effect of these powers is wasted, as only you exist in that space. After using those two actions, you return to the space you occupied and your turn ends. Once you use this feature, you can't use it again until you finish a short or long rest.  

Far Wanderer

At 10th level, you no longer need to breathe, and you gain resistance to radiant, necrotic, and force damage.  

Fatespinning

Starting at 14th level, you gain a sense of possible futures and how to avoid them. As a reaction after any action by any creature you can see including yourself, you may roll back reality to before that action takes place. All effects of the action are undone, including any resources spent in enacting or reacting to it, except for the reaction you used for Fatespinning which remains expended. The turn then resumes, but the creature is unable to take that action this round and must do something else. It may attempt the undone action again in a future round starting with its next turn, if the circumstances still support it deciding to act in that way, but this is a new event based on the state and position of everyone in the encounter at that time, and any rolls would be made anew. Once you use this ability, you cannot use it again until you complete a short or long rest.  

Sidereal Sequestration

Also at 14th level, you gain the ability to sequester yourself and your allies in the space outside reality. By performing a special ritual over the course of 1 minute, you shift yourself and up to ten willing creatures you can see to the beyond. You and those creatures gain the benefits of a short rest while sequestered in the beyond. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. Once you use this ability, you cannot use it again until you complete a long rest.

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