Seems to me to Portent dice is the essential precedent here...and not a dissimilar ability, though your Witch's Fate twisting is more directly intentional...
You're also using the d20 to effect d20 rolls...I, personally, think the roll to match another's roll in order to work is a bit fiddly and makes it altogether less useful/under-powered as a class feature...even with adv./dis., you're making a fundamental and unique ability of the Witch a 10% chance for success?
Be that as it may, I see no problem (O- or U- P) with using the Diviner precedent whole hog. Make the Scarlet Witch power, verbatim, "twice per long rest" thing. I would also make it automatic. Unlike the Diviner power, you [the Witch] can decide when you're going to use this power, roll your d20 and make the person replace their roll (for an attack, save, whatever) with yours. OR, if that seems like it could also be un-useful -you go to hex an enemy and roll/give them a nat 20 instead! Oops!- you could say the witch declares a ROUND in which they will be Twisting Fate.
It takes their action for the round. They roll their d20 for that round, and then can decide where their roll replaces another as the round progresses. So low rolls they can just assign to the enemies, high rolls to their friends (NEVER to themselves!). While sometimes a change they want to make will be apparent (cursing an obviously superior foe with a low roll), undoubtedly, other times, yes, they will have to wait until the round (everyone else) is completed and then tell the DM where they want to intercede.
Just a thought. I think the idea of "matching" a roll is certainly a unique mechanic, but is it so unique that it makes the power nearly unusable? What good is a witch that can only accurately curse/hex/twist fate people 5 or 10% of the time?
You're also using the d20 to effect d20 rolls...I, personally, think the roll to match another's roll in order to work is a bit fiddly and makes it altogether less useful/under-powered as a class feature...even with adv./dis., you're making a fundamental and unique ability of the Witch a 10% chance for success?
Be that as it may, I see no problem (O- or U- P) with using the Diviner precedent whole hog. Make the Scarlet Witch power, verbatim, "twice per long rest" thing. I would also make it automatic. Unlike the Diviner power, you [the Witch] can decide when you're going to use this power, roll your d20 and make the person replace their roll (for an attack, save, whatever) with yours. OR, if that seems like it could also be un-useful -you go to hex an enemy and roll/give them a nat 20 instead! Oops!- you could say the witch declares a ROUND in which they will be Twisting Fate.
It takes their action for the round. They roll their d20 for that round, and then can decide where their roll replaces another as the round progresses. So low rolls they can just assign to the enemies, high rolls to their friends (NEVER to themselves!). While sometimes a change they want to make will be apparent (cursing an obviously superior foe with a low roll), undoubtedly, other times, yes, they will have to wait until the round (everyone else) is completed and then tell the DM where they want to intercede.
Just a thought. I think the idea of "matching" a roll is certainly a unique mechanic, but is it so unique that it makes the power nearly unusable? What good is a witch that can only accurately curse/hex/twist fate people 5 or 10% of the time?
Last edited: