The Weaver Patron

by Bubz

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Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

The Weaver

Your patron is a mysterious being existing near the threads of fate and fortune. Unpredictable and capricious, they wield the ability to steal luck or bestow misfortune upon those they favor (or disfavor). Patrons of this kind may include Tymora, the goddess of luck whose luck favors the bold; an Archfey who delights in manipulating others fortune for their amusement; or even an ancient Luckeater, that has fed on more than enough good fortune.

Expanded Spell List

The Weaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Weaver Spells
Spell Level Spells
1st Bane, Silvery Barbs SCC
2nd Enhance Ability, Blur
3rd Bestow Curse, Nondetection
4th Locate Creature, Greater Invisibility
5th Modify Memory, Passwall

Twist of Fate

At 1st level, the power from your patron allows you to grant others your good fortune. As a bonus action, you can choose one creature within 30 feet of you. That creature gains advantage on their next attack roll, or saving throw. In exchange, you have disadvantage on attack rolls and saving throws until the end of your next turn.

You can use this feature twice, and you regain all expended uses when you finish a long rest.

Borrowed Luck

Starting at 6th level, you can take the luck of others for yourself. When a creature within 30 feet of you is about to make an attack roll, ability check, or saving throw, you can use your reaction to declare that you are stealing their roll. When the creature rolls the die, you record the number rolled before any modifiers or bonuses are applied.

You can replace one of your own attack rolls, ability checks, or saving throws with the stolen number.

If the creature rolls with advantage or disadvantage, you steal the number from the die that is used in the final result. Alternatively, you can discard the roll to regain one expended use of your Twist of Fate feature.

The stolen number remains with you until you use it, steal another number, or finish a long rest. Once you steal a roll, you cannot do so until you finish a short or long rest.




Fate Giver

At 10th level, when you steal a roll using your Borrowed Luck feature, you can choose to have the target reroll the attempt and use the new roll.

Additionally, you can use your reaction give the stolen roll to another creature within 30 feet that is making an attack roll, ability check, or saving throw. If the creature is unwilling, it must succeed on a Charisma saving throw against your spell save DC or take the result.

Curse of Misfortune

Starting at 14th level, you can curse a creature with misfortune. As an action, you can target one creature within 60 feet to be cursed.

The target must make a Charisma saving throw against your warlock spell save DC or be cursed with misfortune for 1 minute or until your concentration is broken (as if you are concentrating on a spell). While cursed:

  • The target has disadvantage on all attack rolls, ability checks, and saving throws.
  • You can use your Borrowed Luck feature to steal their rolls without expending its use, and you can steal either dice roll if they roll at disadvantage.

The curse ends early if the creature dies, you die, or you are incapacitated. Once you use this ability, you can’t use it again until you finish a long rest.

Sisters of Fate
By Adrian Platt

 

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