1. Objects

Fate Twister

Fate Twister was the artifact for the chosen champion of Zortea. It manifested as an impossibly twisted wand which had no discernible start or end, but with paths branching and converging all across the length of the item. The head of the wnad is an open circle with a small singularity spinning and pulling in the air nearby. To those not attuned to the item, the singularity appears as a perfect gemstone, a glowing orb, or another arcane focus-type of item that they would be drawn towards.

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Properties

While wielding the Fate Twister, you have a +2 bonus to spell attack rolls and saving throws and you are immune to the following conditions: grappled, restrained.

Doom Foretold. As a bonus action, target a creature within 30 feet of yourself and invoke that creature's doom. While the target is on the same plane of existence as you, you can sense the direction to its location, and you know the direction of its movement if it's in motion. Additionally, once per turn when you deal damage to the doomed creature, you can roll 1d6 and add the number rolled to the damage roll. These benefits persist for 1 hour or until you target another creature with this effect.

You can also change your known Metamagic options whenever you finish a long rest. In addition, you gain the following three Metamagic options to choose from:

  • Delayed Spell. When you take the Ready action to ready a spell that targets a point within its range, you can spend 3 sorcery points to choose a point you can see within that spell's range. Readying this spell doesn't require concentration, can be released as a reaction within 1 minute, and when the spell is released, it targets the chosen point (even if you can no longer see it) and is cast as though you were in the same space as when you took the Ready action. A spell readied in this way fades and has no effect if it's not released within 1 minute. You can only have one spell readied at a time in this way.
  • Emergency Spell. When a creature hits you with an attack or you take damage, you can use your reaction and spend 6 sorcery points to cast a spell that has a casting time of 1 action or bonus action.
  • Expanded Spell. When you cast a spell that affects an area such as a line, cone, or sphere, you can spend 2 sorcery points to increase its area of affect. A line's length increases by 15 feet, a cone's size increases by 5 feet, a cube's size increases by 5 feet on a side, a sphere's radius increases by 5 feet, and a cylinder's diameter or height increases by 5 feet or 10 feet, respectively (your choice).

Exalted

To the champion of Zortea, the Fate Twister gains the following properties:

Battle Foreknowledge. When you roll initiative, you can choose to add or subtract your proficiency bonus from the total roll.

Twist of Fate. When a creature within 60 feet of you makes a saving throw or an attack roll, you can use your reaction to alter the outcome, turning a failed saving throw into a successful one, a missed attack roll into a hit, or vice versa. This ability supersedes legendary resistance. Once this property is used, it can't be used again until the next dawn.

Mutable History: When spending at least 1 hour of downtime studying history with an appropriate tome or in a repository of knowledge, you can alter the events of one historical event or individual. The event must be resolved in present time, and the affected individual (if any) must be dead or otherwise incapable of action and agency currently. Any historical change cannot alter the outcomes of more than one creature. For example, writing the early death of a historic general would not alter the lives and fates of their subordinates or enemies. However, history would be changed around that individual / event to accommodate the change, and today's perception of that historical event / individual would be impacted. Once this property is used, it can't be used again.