School of Fate

A wizard who studies fate looks for the patterns between time and space and learns to manipulate the energy therein. These wizards gain spells with a wide range of damage to maximize this manipulation

Timeline of Least Resistance

Starting at 2nd level, whenever you level up, instead of rolling for hp, you may roll the hit dice twice and take the better result.



Take Twenty

Starting at 2nd level, you can call on the optimal timeline for a given action, but be at the fate of the unverse for the remainder of the day. Once per long rest, you may replace an ability check or attack roll as if you had rolled a 20 on the dice. After expending this ability, every natural 20 you roll for the remainder of the day is treated as a 1.


Threads of Fate

Starting at 6th level, you can manipulate your fate in more subtle ways. You have a pool of threads of fate, simply known hereafter as threads. You have an amount of threads equal to your proficiency modifier plus your Charisma modifier.

You can use a thread to reroll a damage die. You can reroll as many damage dice as you desire, spending a thread on each die.

You can attempt to reroll a damage die a second time, but its thread cost is equal to the spell's level (minimum 1).

At the end of a short rest, you may attempt to regain some threads. Roll a d20. On a number equal to or higher than your level, you gain half your threads back. Once you have attempt this, you must complete a long rest to regain this feature. At the end of a long rest, you gain all your threads back.


Serendipitous Defense

Just because an attack hits you doesn't mean it has to hurt. Starting at 10th level, you can use your threads in an additional way.

When a creature hits you with an attack roll, you can spend 2 threads to take the minimum damage.


Power of Fortune

Starting at 14th level, you have learned how to search deeper into discarded timelines. Whenever a creature within 30 feet of you rolls a critical, 20 or 1, you regain 1 thread.