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Arcanist

Fate Weaver

For reasons that even the most experienced sages do not know and that Mystra has chosen to not divulge, the Weave is interconnected with the force of Fate. Meddling with the Weave to alter fate is a taboo that earns the ire of Mystra and forces a form of Mystra’s Choice upon the Arcanist that meddled with Fate. A special creature made by Mystra follows Fate Weavers and reports their actions directly to Mystra. If a Fate Weaver abuses their abilities too much they are struck down on the spot for their taboo actions.

Mystra’s Poor Choice:

You have made Mystra’s Poor Choice by choosing to not die upon choosing to work with Fate. You have the following curses forced upon you that can only be undone by Mystra:

  • When you die your body disintegrates.

  • When you die you are reincarnated as a Will o’ Wisp.

  • Your spirit cannot be communicated with using the spell Speak with Dead or similar effects.

  • You do not gain the Backlash Immunity feature at 20th level.

Spellcasting: Spells cast by one meddling with Fate are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand becomes a withered hand covered in a thin veil or similar unsettling appearance of ill omen.

Subclass Features

Lv 3

Origin Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Level Prepared Spells
3Fortune’s Favor, Guidance, Pass Without Trace, Protection from Evil and Good, Silvery Barbs
5Intellect Fortress, Motivational Speech
7Complusion, Freedom of Movement
9Far Step, Modify Memory

Fate Weaving

Working with the power of Fate you can cause a multitude of effects as it is worked with. You can use your Weaving feature to use the following effects:

Influence Fate As a reaction, when a creature makes a D20 test within 60 ft of you can remove any advantage or disadvantage and then impose advantage or disadvantage.

Influence Failure/Success: As an action, you touch a creature and taint their fate for good or ill. For the next minute the target’s critical success range is increased by 3 (17-20) or their critical failure range is increased by 3 (1-4).

Influence the Past: As a reaction, you force a target within 60 ft of you to reroll one D20 test that occurred within the last minute and they must take the new result. Events following that event occur without regard to any changes from this feature.

Mystra’s Baleful Specter

An unstoppable force has latched itself to you and reports your actions directly to Mystra. An Invisible creature that is Immune to all damage, conditions, spells, and features lingers in the space 5 ft directly behind you. It is undetectable by any means other than revealing itself to attack. Once revealed it appears as a withered humanoid torso with long grey hair and beard with long claws that trail gray mist. It always remains on the same plane of existence as you. It can only be removed by the death of Mystra or your own demise.

You can use an action to attempt to influence Mystra’s Baleful Specter. You must succeed a DC 15 WIS check and on a failed save Mystra’s Baleful Specter attacks you twice. On a successful save you influence it and can use it to attack a creature within 5 ft of you once on each of your turns for the next minute. After the duration it will attack you twice and it is then Immune to your influence for 24 hours. It will also attack you if you use your Fate Weaving feature more than twice per long or short rest, each time you use your Fate Weaving feature.

Baleful Claw: Mystra’s Baleful Specter makes a claw attack that automatically hits a target within 5 ft of it dealing XD4 Force damage where X is the target’s level or CR. Damage dealt this way cannot be prevented by any means.

Lv 5

Fortell

You can use your Fate Weaving feature as a reaction to attempt to solidify a Fate of your choosing. You target one creature within 60 ft of you that is attempting a D20 test and the target either rolls 3D20 and takes the highest result or roll 3D20 and takes the lowest result.

You can use this feature once per long rest.

Lv 7

Luck Aura

Fate bends around you. Creatures of your choice within 15 ft of you have an increased critical success range of 1 (19-20).

Lv 9

Resilient

Those of faint body and mind cannot hope to meddle with Fate. You gain Resistance to one damage type of your choice that is not Bludgeoning, Piercing, or Slashing.

Mystra’s Baleful Specter

The force trailing you grows in power in order to deal with your growing might. Mystra’s Baleful Specter attack deals an additional 5 damage. The first turn Mystra’s Baleful Specter is under your influence, it can make two attacks.

Lv 11

Fortell

You are more adept at forcing Fate’s hand. You can use your Foretell feature twice per long rest.

Luck Aura;

Your presence has a greater effect on Fate. Your aura increased to 30 ft.

Lv 13

Impede Fate

You can use your Fate Weaving feature as an action to touch yourself or an ally to protect them from Fate. For the next minute when a creature attacks them apply the following correlating affect:

  • 5 or less on the D20 result: The attack becomes a critical failure.

  • 6-10 on the D20 result: The attack becomes a miss.

  • 11-15 on the D20 result: The attack has a 1D4 penalty applied before the attack can hit you, possibly causing it to miss.

You can use this feature once per long rest.

Lv 15

Rewrite Fate

You can force an outcome of your desire. You can use a reaction when a D20 test is made within 30 ft of you to make the outcome of the D20 result any number that is not a 1 or 20. Once you use this feature you gain 1 level of Exhaustion.

You can use this feature once per long rest.

Mystra’s Baleful Specter

The force trailing you grows in power in order to deal with your growing might. Mystra’s Baleful Specter attack deals an additional 10 damage. The first turn Mystra’s Baleful Specter is under your influence, it can make three attacks.

Lv 17

Control Fate

You can bend Fate to your whims. At the start of each day you can roll 1D20 and record the result. When a creature makes a D20 test within 60 ft of you, you can use your reaction and change the outcome of the D20 test to the recorded value.

You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1).

Fortell

You are more adept at forcing Fate’s hand. You can use your Foretell feature three times per long rest.