Made using Matthew Gravelyn’s ‘Create-a-Specialization’
Fateweavers have learned to see the world as a tapestry. They harness their abilities to see the greater whole of time, and learn how to subtly influence their own fate and the fates of their allies. In addition, Fateweavers learn to pluck at the threads of magic within the weave of magic itself and influence it to reveal truths about the world, aid their allies, and confound their foes.
When you adopt this specialty at 3rd level, you gain proficiency with Weaver’s Tools. If you already have this proficiency, you gain proficiency with another type of artisan’s tools of your choice.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fateweaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Starting at 3rd level, when a creature you can see within 60 ft. of you rolls an attack roll, damage roll, or rolls for healing, you can use your reaction to add a d6 to the result. Alternatively, you can roll a d6 to detract from a creature's attack roll, damage roll, or saving throw. You can choose to do this before or after the die is rolled, but before the result is announced. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you complete a long rest.
In addition, you can prepare an additional three items from the Replicate Magic Item infusion table (even if you do not have that infusion). These items must come from the Additional Replicable Magic Item chart found at the end of the class. You must be at least the level shown in this class to choose an item.
Stitch the Flesh, Sew the Wound
Starting at 5th level, your skills with sewing fabrics carry over well to magically knitting flesh back together. You gain proficiency in the Medicine skill if you did not have it already. If you already had proficiency in this skill, your bonus is doubled. In addition, you gain a 1d8 bonus to all healing spells you cast.
Cut the Strand of Fate
Starting at 9th level, you have learned how to pluck at the strands of fate themselves. As an action, you can force a creature that you can see within 60 ft. of you to make a Charisma saving throw. On a failure, the creature suffers disadvantage on all rolls until the end of your next turn. Once you’ve used this feature, you cannot do so again until you have completed a short or long rest.
Loom of Fate
Starting at 15th level, you can expertly manipulate the fates of yourself and your allies. When you or an allied creature within 30 ft. of you would fail an ability check or saving throw, you can use your reaction to cause them to succeed instead. Once you have used this ability, you must complete a long rest before you can use it again.
Additional Replicable Magic Items
For additional magic garments that the Fateweaver could craft, see here.