Fatespinner- Sorcerous Origin for 5e Dungeons and Dragons

Fatespinner- Sorcerous OriginFatespinner 1

While other sorcerers were born from a sordid tryst between dragons or fae with lesser mortals, you were conceived by the very cosmos themselves.  Within you lies the ability see and manipulate the strands of fate.  Your eyes crackle with lightning blue energy and your veins seem to have a soft glow, as the very power of the cosmos surges through your body.

You know that fate is yours to manipulate and that the power to move mountains or to control and destroy lesser being lies at your fingertips.  You are your own master and those that attempt to state otherwise generally end up dead by your hand.

Spin Fate: At 1st level a fatespinner is able to tap into the threads of what will be and manipulate it.  The fatespinner gains advantage on one roll of their choosing.  A fatespinner can use this ability once per day and must take a long rest before they can use it again.

Fatespinner 2

Fickle Finger of Fate: At 6th level the fatespinner can tap into the threads of fate and affect another creature.  The creature must succeed Wisdom save, DC 16, or gain disadvantage on their next roll.  A fatespinner can spend 5 sorcerery points and increase the number of disadvantage rolls to 3.  A fatespinner can use this ability once per day and must take a long rest before they can use it again.

Commune With the Cosmos: At 6th level the fatespinner can spend 5 sorcery points and cast the Augery spell (PHB, pg 215).  A fatespinner can use this ability once per day and must take a long rest before they can use it again.

Deny Fate: At 14th level a fatespinner can attempt to deny the cosmos of that which they hunger for most- the life essence of the sorcerer.  When the fatespinner is dropped to zero HP they can use this ability to gain an automatic success on one of their death saves.  Further a fatespinner can spend 7 sorcery points to gain another immediate success (or a total of 14 for two successes).  A fatespinner can use this ability once per day and must take a long rest before they can use it again.

Resist Fate: At 18th level a fatespinner can alter the outcome of fate.  By weaving the cosmos they are able to allow themselves (or one other friendly target within 120’) to reroll one failed roll (including failed death save).  A fatespinner can use this ability once per day and must take a long rest before they can use it again.

Seal Fate: At 18th level a fatespinner is able to manipulate the outcome of fate against a fallen comrade.  A fatesinner can use this ability to give a fallen ally an automatic success on one of their death saves.

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Other 5e Goodies

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Arcane Archer- Ranger Archetype

Oath of the Fallen- Paladin oath

Blood Mage- Sorcerous origin

Goblin Race

CLAPtrap race

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

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