Fate Touched Sorcerer

A force of cosmic power has touched you and given you the power to see and control the fates of yourself and others. You can now look at the strands of fate and manipulate them as you see fit. Will this power burning inside of you cause you to seek out the world's best possible future? Or will you play with the futures' of others as a sick puppet master?

As a Fate Touched sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you with a shining awareness of the fates of the multiverse? Consult the Fate Touched origins table to help chose your origins.

#### Fate Touched Origins

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### Thread of Fate

At 1st level, your insight into the threads of possibility has given you the power to foresee and affect the fates of yourself and others. By preparing a ritual at the end of a long rest you are able to gain insight into these threads of possibility. Roll 1d20. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these Threads of Fate that you have seen. You make this decision after you see whether the roll succeeds or fails and you can replace a roll in this way only once per turn. Once you use a dice you can not use it again until you complete this ritual again. You can roll one additional d20 at 5th, 11th, and 17th level.

### Magic of Fate

*1st-level Fate Touched feature*

You learn additional spells when you reach certain levels in this class, as shown on the Fate Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. In addition you learn the cantrip Guidance and it does not count against your cantrips known and is a sorcerer cantrip for you.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

### Cosmic Fates

At 6th level, you can now manipulate the fates of others. Whenever a person within 60 feet of you makes an attack roll, ability check, saving throw, or rolls for damage you may spend a sorcery point and use your reaction to increase or reduce the roll by 1d6. Any damage is of the type the attack would produce increased by your manipulation of the fate of that swing.

### Far-Sighted Master

Starting at 14th level, you learn scrying as a 5th level spell that does not count towards your spells known. You can cast scrying without using a spell slot by expending 3 sorcery points. When you cast scrying in this way, you can choose to expend 2 additional sorcery points while concentrating on the spell. Doing so allows you to manipulate your view of the object or creature you are scrying on, including breaking line of sight on the creature or object.

### True Seer

At 14th level your abilities have progressed to the point where you can see the strands of fate connectin all things. You gain Truesight up to 60ft.

### Master of Fate

Starting at 18th level, you have learned how to gain a heightened awareness of the future and share that awareness with others. You learn the spell Foresight. It does not count against your number of sorcerer spells known. In addition, you can cast it on yourself once per day without expending a spell slot. When casting this spell this way it has a duration of 1 minute.