Fate's Dealer (5e Class)
Fate Dealer[edit]
Once upon a time in a mythical land, there was a legendary warrior who wielded deadly cards. The warrior was known for their ability to foretell the future with startling accuracy: with each flip of the card they could see the path that destiny had laid out before them and use this knowledge to outwit their opponents in battle. Their skill in the art of divination was matched only by their proficiency in using their cards for combat, making them a formidable opponent on the battlefield. Inciting both fear and awe as they make fate into reality is the fabled Fate Dealer.
This class was inspired by Card Dealer and Jester, placing greater emphasis on the Major Arcana and Sins.
Creating a Fate Dealer[edit]
"When fate comes knocking, which side of the door will you be on?" |
Ever wanted to play as a Fortune Teller who takes matters into their own hands? Have an interest in Tarot Cards or the Major Arcana? Ever wanted to use cards as a weapon? If you answered yes to any or all of these questions, then a Fate Dealer might just be the class for you. This class also specializes in randomness and chaos because even the best fortune teller can't choose what's going to happen; they can only reveal it.
Embrace the chaos, embrace the future, embrace fate.
- Quick Build
You can make a Fate Dealer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background. Third, choose the Scimitar and Entertainer's pack as your equipment.
Class Features
As a Fate Dealer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Fate Dealer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fate Dealer level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Scimitars, Shortswords
Tools: Playing Card Set
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Arcana, Insight, History, Perception, Performance, Persuasion, Religion, and Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) a scimitar
- (a) An entertainer's pack or (b) An explorer's pack
- Leather armor and a set of playing cards
Level | Proficiency Bonus |
Features | Tampered Fate | Fortune's Favor |
---|---|---|---|---|
1st | +2 | Divination Cards, Revelation | - | - |
2nd | +2 | Tampered Fate, The Dealer | 1 | - |
3rd | +2 | Destined Path, The Fool | 1 | - |
4th | +2 | Ability Score Improvement | 1 | - |
5th | +3 | Extra Attack, Tampered Fate (2) | 2 | - |
6th | +3 | Fortune's Favor | 2 | 2 |
7th | +3 | Destined Path (2) | 2 | 2 |
8th | +3 | Ability Score Improvement | 2 | 3 |
9th | +4 | Tampered Fate (3) | 3 | 3 |
10th | +4 | Fate's Momentum | 3 | 3 |
11th | +4 | Virtues & Vices | 3 | 3 |
12th | +4 | Ability Score Improvement | 3 | 4 |
13th | +5 | Tampered Fate (4) | 4 | 4 |
14th | +5 | Destined Path (3) | 4 | 4 |
15th | +5 | The Jester | 4 | 4 |
16th | +5 | Ability Score Improvement | 4 | 5 |
17th | +6 | Tampered Fate (5) | 5 | 5 |
18th | +6 | Destined Path (4) | 5 | 5 |
19th | +6 | Ability Score Improvement | 5 | 6 |
20th | +6 | Providence | 5 | 6 |
Divination Cards[edit]
The calling of any fortune teller is their deck of cards, and as a Fate Dealer you are no different. You will use your specialized deck of fortune cards for all of your abilities, and they will also be your primary weapon.
You are proficient with Divination Cards, which are specialized melee weapons with the light, finesse, and thrown (30/60) properties that deal 1d6 slashing damage on a hit. You can draw a Divination card as part of an attack you make with the weapon.
During a long rest you can perform a 1 hour ritual to magically create a new deck of 52 divination cards, but doing so causes all previous divination cards to evaporate.
Divination cards are blank until used for an ability, after which they are expended.
Revelation[edit]
You can perform a one minute ritual and expend a divination card to reveal the daily fortune of a willing creature that you can see. The card revealed imposes a magical effect that warps the creature's fate for the day. When the ritual ends, roll on the table below to determine the magical effect.
Revelation Effects last until dusk, or until the end of a long rest. A creature can only be under the effects of one Revelation each day.
Roll 1d100 + 1d4 - 2, then divide by 2 (rounding down) - or 1d52 - 1 online:
You can also use a standard deck of 52 cards, which is simpler (see association table below).
- 0. The Fool
You can choose to add 1d6 to any attack roll or saving throw you make, after the roll is made. After doing so, set aside a d6 which you must subtract from your next attack roll or saving throw.
- 1. The Magician
You add a 1d3 bonus whenever you make a skill check you are proficient in.
- 2. The High Priestess
You have advantage on insight checks.
- 3. The Empress
Whenever you would regain hit points, regain that many plus 1d4.
- 4. The Emperor
You can cast the spell command by expending a hit die. Each subsequent cast using this effect costs an additional hit die more. Charisma is your spellcasting ability for it.
- 5. The Hierophant
Choose one skill that you are proficient in, you can add 1d6 to any checks made for that skill.
- 6. The Lovers
Before this effect ends, you may choose a single willing creature within 60ft to be bonded with. After you choose a creature, you gain resistance to all damage. Whenever you take damage, the other creature also takes that much damage. Additionally: while you are more than 60ft from the creature, or haven't chosen a creature, you have disadvantage on all ability checks and attack rolls.
- 7. The Chariot
Whenever you move at least 20ft in one turn, your next attack roll gains advantage.
- 8. Strength
You have advantage on Wisdom saving throws.
- 9. The Hermit
While more than 60ft away from other creatures, you are under the effects of the guidance spell.
- 10. Wheel of Fortune
You score a critical success when you roll a 19 or 20 on a d20 roll for an attack roll or ability check. You score a critical failure whenever you roll a 5 or lower on a d20 roll for an attack roll or ability check.
- 11. Justice
You may cast the spell compelled duel once. This effect is restored after completing a short rest. Charisma is your spellcasting modifier.
- 12. The Hanged Man
Any creature within 30 feet of you falls under the effects of the enthrall spell. In combat, enemies within 30ft are significantly more likely to attack you (DM's discretion).
- 13. Death
While you have this effect, the DM may force you to reroll 1 ability check, attack roll, or saving throw with disadvantage before the end of the day.
- 14. Temperance
Whenever you would have to roll a d20 for an ability check, attack roll, or saving throw, you may instead choose to use a 10 as your result.
- 15. Devil
You sprout devilish wings and grow horns. You gain resistance to fire damage and a fly speed equal to your walking speed. Your maximum hit points are decreased by an amount equal to twice your level.
- 16. The Tower
Whenever you roll a 16 on a d20 while performing a skill check, attack roll, or saving throw, you must immediately roll on the wild magic table. This can occur no more than once every 10 minutes.
- 17. The Star
Whenever you make an ability check, attack roll, or saving throw, you can choose to add +1 to the result. You must do so after rolling, but before the result is declared. You can use this effect up to 8 times, and you may use this effect multiple times on the same roll.
- 18. The Moon
You have advantage on Stealth checks made in dim light or darkness.
- 19. The Sun
You emit a dim light in a 10ft radius and you regain 1 hit point every 10 minutes.
- 20. Judgement
If you start your turn with 0 or fewer hit points, you immediately regain 10% of your maximum hit points (rounded up). This effect can only occur once.
- 21. The World
You can cast the spell Augury as a ritual.
- 22. Three of Cups
You automatically fail saving throws against being charmed or feared.
- 23. Eight of Cups
You have disadvantage on persuasion, deception and performance checks.
- 24. King of Cups
When you make persuasion roll, you can treat any number on the d20 of 9 or less as though you rolled a 10.
- 25. Ace of Cups
You can communicate telepathically to any creature you can see, provided the creature is within 60ft of you. You can instantaneously share words, images, sounds, and other sensory messages with the other creature, and the target recognizes you as the creature it is communicating with. A creature can comprehend no more than its intelligence allows. Your communication doesn't give the creature the ability to respond to you telepathically.
- 26. Three of Pentacles
Any magical item attunements you have are broken. You cannot attune to magical items.
- 27. Eight of Pentacles
Prices of items and services are doubled when you attempt to make a purchase.
- 28. King of Pentacles
You appear vastly wealthy to those who perceive you. You have a +5 to deception checks made to pass yourself off as royalty, or someone of high status. A creature with Truesight can see through this effect.
- 29. Ace of Pentacles
After you make an attack roll, ability check or saving throw, but before an outcome has been determined, you may spend 1 gold piece you are carrying to reroll a d20. The cost of using this effect increases tenfold for the rest of the day every time you use it. Spent gold magically explodes into golden sparkles around you.
- 30. Three of Swords
You lose proficiency with all weapons.
- 31. Eight of Swords
When you go to take the Attack action, you must succeed a DC 12 Wisdom saving throw or have disadvantage on all attack rolls this turn.
- 32. King of Swords
You gain a +2 bonus to weapon attack rolls.
- 33. Ace of Swords
Your weapon attacks deal an additional 1d4 damage.
- 34. Three of Wands
When you cast a spell, you lose 1d4 hit points plus an additional 1 hit point for each slot level beyond first. This effect does not apply to cantrips.
- 35. Eight of Wands
You lose one spell slot of each level you have, up to 4th level.
- 36. King of Wands
Your spell save DC increases by 1.
- 37. Ace of Wands
Whenever you cast a levelled spell, roll 1d8. On an 8 you do not expend a spell slot.
- 38. Lust
When you obtain this revelation, pick a creature type. You have advantage on attack rolls and ability checks against that creature type. You have disadvantage on attack rolls and ability checks against creatures that are not of that type.
- 39. Gluttony
Whenever you would regain missing hit points, regain that many minus 1 (minimum 1). Whenever you would gain temporary hit points, gain that many plus 3.
- 40. Greed
When you roll initiative, you can choose to add a +5 to your result. If you do, you have disadvantage on all attack rolls and saving throws until the end of your first turn.
- 41. Sloth
If you move 5ft or less on your turn, your AC is increased by 1 until your next turn.
- 42. Wrath
While your current hit points are less than half your hit point maximum, bludgeoning, piercing, slashing, and fire damage you deal is increased by 2.
- 43. Envy
After a creature deals damage to you, your next attack roll against them within 1 minute has advantage.
- 44. Pride
Whenever you score a critical hit with an attack roll, you may roll 1 additional die of damage. Whenever you roll a natural 1 on an attack roll you take 1d6 psychic damage.
- 45. Chastity
You cannot regain hit points through spells. You have advantage on all saving throws.
- 46. Charity
When you take the Help action, the creature you are helping can add an additional 1d4 to the result.
- 47. Diligence
Whenever you would roll for damage or healing, you instead take the average (rounded down).
- 48. Patience
You always go last in combat initiative. When you enter initiative, you gain temporary hit points equal to your level.
- 49. Humility
You do not gain any additional benefits for rolling a critical success. If you roll a 1 on a d20 for an attack roll, ability check or saving throw, you may reroll the die, but you must keep the second roll.
- 50. Kindness
Attack rolls you make have disadvantage. You can add 1d6 to all Charisma ability checks and saving throws you make.
- 51. Faith
All successful attack rolls against you count as critical hits. Your AC is increased by 3.
Tampered Fate[edit]
Starting at 2nd level you can slightly alter the properties of your divination cards by skewing the deck towards certain cards. Whenever you create a new deck of divination cards, you can choose to apply a number of different tamper effects up to your maximum. You can also add tampering effects to your deck over a short rest if it is not already at its maximum. While the cards are tampered, they count as magical for the purposes of overcoming resistances. The maximum number of tamper effects you can have active is displayed in the class table.
At 2nd level, you have access to the Sin Series of tamper effects for your divination cards.
- Lust
"A thorn'd rose in a sullen field."
You may add half of your Charisma modifier (rounded up) to your attack and damage rolls with divination cards.
- Gluttony
"Sweet, delectable blood..."
When you deal damage to a creature with a divination card, you gain temporary hit points equal to half your Fate’s Dealer level (rounded up).
- Greed
"It was meant for me. It all was."
Making a successful divination card attack against a creature lets you add 1d4 to your next attack roll or saving throw within 1 minute.
- Sloth
"Can't we all just calm down?"
Dealing damage to a creature with a divination card forces them to subtract 1d4 from their next attack roll before the start of your next turn. Applying this effect a second time imposes a 1d4 penalty on all their attack rolls until the start of your next turn.
- Wrath
"I'm not mad, I just don't like you."
Your divination cards deal an additional 1d6 fire damage. Your attack rolls are made with a -2.
- Envy
"Will you never have enough?"
The thrown range of divination cards is increased to 50/80. Thrown Divination cards can curve through the air, allowing you to hit creatures & objects behind cover (ignoring cover) as long as you know their exact location and there is a path the card can travel to reach them.
- Pride
"You dare stand before me when you should be kneeling?"
You score a critical hit on a roll of 19 or 20 with divination cards.
The Dealer[edit]
At 2nd level, your ability to handle cards has become peerless. You gain proficiency in the Sleight of hand skill. If you are already proficient in the skill, you gain expertise in Sleight of hand.
Destined Path[edit]
Beginning at 3rd level, you must choose your destined path as a Fate's Dealer. You can choose one of three options. To follow and guide the flow of fate, as a Fateweaver, to forcibly bend it to your will, as a Fatecarver, or to channel fate into your own being, as a Fatecursed. Your destined path grants you additional features at 3rd level, 7th level, 14th level, and 18th level.
These class options are detailed below.
The Fool[edit]
Also starting at 3rd level you are able to draw out the basic and most important card of the Major Arcana: the Fool.
As a reaction, a Fate's Dealer can pull out the Fool to push past misfortune. The card can be used in one of two ways.
- Upwards - Opportunity
After failing a saving throw, you can draw the Fool card to attempt the saving throw again as a Charisma saving throw.
- Reversed - Doubt
After a creature makes a successful attack against you and deals damage, you can draw the Fool card and make a Charisma ability check. If the result is equal or higher than the damage that would be dealt, the attack instead cuts into an illusion and you reappear anywhere you can see within 10ft of your initial location. If the result is lower than the damage dealt, this feature has no effect.
You need to finish a long rest before you can use this feature again, and using this feature expends 1 divination card
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fortune's Favor[edit]
Starting at 6th level you are able to draw out the power of the rest of the Major Arcana to help you. As an action, you may expend one divination card and roll 1d20 to gain a random Favor effect from the table below. This feature can be used a number of times as displayed in the class table, and is refreshed after a long rest.
You may only have one Favor effect active at a time, activating an additional Favor effect causes the previous effect to end.
The Save DC for Fortune's Favor effects is equal to either your Spell save DC, Fatecarving DC, or Fatecursed DC, whichever is highest.
Fortune’s Favor effects end if you are incapacitated or die.
- 1. The Magician
For the next 10 minutes, you unite the elements Water, Earth, Wind and Fire around you. At the beginning of each of your turns, pick one: Water. You can suppress any one condition causing you to be Frightened or Charmed until the end of your turn. Earth. Your AC increases by 2 until the start of your next turn. Air. Your movement speed increases by 20ft until the end of your turn. Fire. Your weapon attacks deal an additional 1d6 fire damage until the end of your turn.
- 2. The High Priestess
For the next minute, you can use your bonus action on your turn to either enter or exit the Ethereal Plane. You can freely move in the Ethereal Plane, including through barriers on the plane you originated from, but your movement speed is set to 10ft and cannot be increased. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. If you return from the Ethereal Plane to a space occupied by a creature or object, you take 2d10 force damage and are shunted to the nearest open adjacent space. When this Favor effect ends, you are returned to the Plane where you activated this Favor effect if you are not already there.
- 3. The Empress
For the next 5 minutes, a 30ft radius around you is blessed with abundance and growth. Once on each of their turns, when an ally in this radius would roll to deal damage, restore hit points, or create temporary hit points, they may first set a number of die equal to half your Charisma modifier (rounded up) to their maximum value.
- 4. The Emperor
For the next 5 minutes, a faint shimmering light forms an ethereal barrier at a 10ft radius around you. Any attacks or spells made by hostile creatures outside the barrier targeting into the barrier are made as though the target had three quarters cover (a +5 to AC and Dexterity saving throws). As a bonus action on each of your turns, you can cause the barrier’s radius to increase to 20ft, or return to 10ft.
- 5. The Hierophant
For the next minute, a powerful divine energy begins to swirl around you in a 10ft radius. When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d6 radiant damage and immediately falls prone. On a successful save, the creature takes half as much damage and doesn't fall prone.
- 6. The Lovers
Choose a creature within 60ft to make a Wisdom saving throw. On a success, the target is unaffected. On a fail, the target is charmed for 1 minute as they fall madly in love with you. While charmed this way, you can attempt a DC15 Charisma check at the start of each of their turns to choose what general course of action they shall take on that turn. If the creature is asked to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act, it may choose to not do so and instead take the dodge action on that turn. The Charisma check for this effect is made at disadvantage if you or one of your allies attacked the target since the end of their last turn.
- 7. The Chariot
For the next 5 minutes, whenever you take the attack action on your turn you can make an additional attack. Additionally, after making a successful weapon attack you can immediately move 5ft without provoking opportunity attacks.
- 8. Strength
For the next minute, at the start of each of your turns you regain 2d6 hitpoints.
- 9. The Hermit
For the next 5 minutes, if you end your turn more than 20ft away from any other creature you become affected by the spell sanctuary.
- 10. Wheel of Fortune
For the next 10 minutes, you are able to use a number of luck points equal to 1d3 plus your Charisma modifier. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. All luck points granted by this effect are lost if this Fortune's Favor effect ends.
- 11. Justice
For the next minute, the first time a creature damages you in a turn it must make a Charisma saving throw. On a success, the target takes 1 radiant damage. On a fail, the target takes half the damage it dealt to you as radiant damage (rounded up).
- 12. The Hanged Man
Choose a target within 60ft, weighing no more than 2000 pounds, to make a Charisma saving throw. An object fails automatically. On a success, the target is unaffected. On a fail, the target floats upwards 60ft and remains suspended in the air. A creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. As a bonus action on each of your turns, you may move a suspended target up to 30ft, though you cannot change their altitude. A creature can repeat the saving throw at the end of each of its turns to end the effect. This effect lasts up to 10 minutes.
- 13. Death
Choose a creature you can see within 60ft, that creature must make a Charisma saving throw. On a success, the creature is unaffected. On a failure, all attacks against that creature will deal an additional 1d6 necrotic damage for the next minute.
- 14. Temperance
For the next 5 minutes, calmness radiates in a 30ft radius around you, as the ground lightly ripples at your feet. If a hostile creature starts its turn within this radius, it must make a Charisma saving throw. If it fails, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three on its turn.
- 15. The Devil
For the next minute, a 10ft radius sphere around you is filled with magical darkness. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. You are able to see normally through this darkness.
- 16. The Tower
Upon drawing this card, a 15ft radius around you resonates with the faint sound of whispers and cackling. At the start of each of your subsequent turns you can choose to have this effect continue only if you sacrifice half your current hit points (rounded up). Any hostile creature that enters this radius or starts its turn inside must succeed a Wisdom saving throw or become frightened of you. While frightened by this effect, a creature must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If the creature ends its turn outside of this radius, the effect ends for that creature.
- 17. The Star
For the next 5 minutes, you and any allies within 30ft of you are under the effects of the bless spell.
- 18. The Moon
For the next minute, at end of each of your turns, you can teleport up to 10ft to a place you can see and become invisible until the start of your next turn or until you take damage.
- 19. The Sun
For the next minute, you are illuminated with a warm glow. A 20ft radius around you is filled with bright light, and a 20ft radius beyond that is filled with dim light. When you or an ally starts their turn within either radius, they gain temporary hit points equal to your Fate's Dealer level. When you reach 11th level in this class, this is considered sunlight.
- 20. Judgement
For the next 10 minutes, you gain a 40ft fly speed as you gain spectral wings (angelic or demonic, your choice). Once before this effect ends, if you would fail a saving throw, you may end this effect to succeed instead.
Fate's Momentum[edit]
Starting at 10th level, the hand of fate allows you to push forward better than before. If you use your action to use Fortune's Favor, you can immediately use your bonus action to then make a divination card attack with that card. If it hits, the attack deals an additional 1d10 radiant damage. The card then evaporates.
Virtues & Vices[edit]
Starting at 11th level, your ability to tamper with the deck is enhanced. You can now access the virtue series of Tampered Fate, which augments divination card abilities.
- Chastity
"Grace is found within purity."
You gain 2 additional uses of the feature 'The Fool' when you apply this tampered effect. Your maximum number of uses is increased to 3.
- Charity
"To succeed alone is to not succeed at all."
When you activate Fortune's Favor and gain an effect, you can use your reaction to give the effect to a willing ally within 60ft. They now control the effect. It still uses your save DC, but will end if they become incapacitated or die.
A Fortune's Favor effect controlled by an ally does not count as an active Favor effect for yourself.
Only one ally can be affected by a Charity Fortune effect at a time.
- Diligence
"Concentrate, and you will see improvement."
When you use Fortune's Favor or Revelation, you may choose to reroll the result. You must keep the second effect.
- Patience
"Wait, as the fruits of victory may ripen."
You regain 1 use of Fortune’s Favor when you take a short rest.
- Humility
"I stand before you, your lowly servant."
You can have two different Fortune's Favor effects active at the same time.
If you activate a third effect, you can choose which of the two effects you wish to replace.
- Kindness
"You are forgiven: pray it stays that way."
Your Fatecarving DC, Fatecursed DC and/or Spell Save DC each increase by 1.
- Faith
- (Fateweaver)
"It is not my choice. It never was."
Cards charged with Divination Burst no longer explode. Charged cards lose their detonation abilities. Attacks with charged cards now deal an additional 2 points of radiant damage, plus an additional point of radiant damage for each spell slot level beyond first.
- Faith
- (Fatecarver)
"I do not merely believe, I am certain."
When you use Fatecarving to evoke a tampered effect, it will no longer be removed from the deck after 1 minute. After evoking a tampered effect, that effect cannot be evoked again for 30 minutes. This refers to the tampered effect, and not the specific evocation. (Each virtues series can be evoked once every 30 minutes.)
- Faith
- (Fatecursed)
"Your pity is misplaced."
You can choose to lose as many maximum hit points as the necrotic damage you take, before rolling, to activate an Empowered Retribution. Empowered effects: Pestilence's effect deals an additional 1d8 acid damage. War's effect also requires a Charisma saving throw if a creature attempts to use teleporation or interplanar travel to leave the area. Famine’s damage is increased to 2d8, and temporary hit points is increased to 1d8. Death's effect also grants a 50ft hover speed for its duration. Maximum hit points lost through this effect are restored after a long rest.
The Jester[edit]
Starting at 15th level, the Fool's effect is enhanced as you are able to pull out its true potential.
- Upright - Opportunity
When you succeed on a saving throw using Opportunity, you take no damage if you would otherwise take half. Additionally, you gain advantage on your next attack roll or saving throw before the end of your next turn.
- Reversed - Doubt
Add your Fate's Dealer level to your rolls for Doubt. When you successfully dodge an attack using Doubt, the triggering creature must make a Charisma saving throw against your Fortune's Favor DC, becoming incapacitated until the end of the current turn on a failure.
Providence[edit]
At 20th level, you have achieved mastery over fate itself. Through a sufficient offering, or through brute force, you can shape the truth to your will. When you use Revelation, instead of rolling for the table, you can expend and roll 6 hit dice, losing that much maximum HP, to choose which Fortune you want to reveal for a creature. When you use Fortune's Favor, instead of rolling for the table, you can expend and roll 2 hit dice, losing that much maximum HP, to choose which Favor effect you receive. Do not add your Constitution modifier to the hit die rolls.
You can restore 25 maximum hit points that were lost through this feature when you finish a long rest.
Fateweaver[edit]
A Fateweaver aims to work in tandem with the flow of reality. Rather than fighting or changing the truth, they simply try to adopt a new perspective, that can ever so slightly shift the world around them. Their divination cards carry the additional ability to manifest these slight shifts into magic phenomenon. Most of their powers will not physically change the world, but will thin the veil between what is real and what is merely possible.
Level | Spells Known | 1rst Level | 2nd Level | 3rd Level | 4th Level |
---|---|---|---|---|---|
3 | 3 | 2 | - | - | - |
4 | 4 | 3 | - | - | - |
5 | 4 | 3 | - | - | - |
6 | 4 | 3 | - | - | - |
7 | 5 | 4 | 2 | - | - |
8 | 6 | 4 | 2 | - | - |
9 | 6 | 4 | 2 | - | - |
10 | 7 | 4 | 3 | - | - |
11 | 8 | 4 | 3 | - | - |
12 | 8 | 4 | 3 | - | - |
13 | 9 | 4 | 3 | 2 | - |
14 | 10 | 4 | 3 | 2 | - |
15 | 10 | 4 | 3 | 2 | - |
16 | 11 | 4 | 3 | 3 | - |
17 | 11 | 4 | 3 | 3 | - |
18 | 11 | 4 | 3 | 3 | - |
19 | 12 | 4 | 3 | 3 | 1 |
20 | 13 | 4 | 3 | 3 | 1 |
- Guiding the Flow
Starting at 3rd level you gain the primary ability of the Fateweaver, which allows you to shift the perspective of truth to manifest magical change in the world. Spellcasting.
- Spell Slots
The Fateweaver's table shows how many spell slots you have with which to cast your spells of 1st level and higher (1/3 caster). To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from either the cleric or warlock spell lists, but they must be from the divination, illusion or enchantment schools of magic.
You learn an additional spell of your choice at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class you can choose one of the spells you know and replace it with another spell from the same spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Fate Dealer's spells, since your power derives from your presence within the world’s grand story.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.
- Ritual Casting
You can cast a known spell as a ritual if that spell has the ritual tag and is from the divination school of magic. Doing so expends one divination card.
- Spellcasting Focus
A Fateweaver may only use their divination cards as a focus for their spells.
- Divination Burst
Starting at 7th level, you are able to channel the raw power over reality into a single divination card.
By expending a spell slot, you can cause a divination card to become overcharged for 1 minute. A charged card can be used in one of two ways:
1. Burst:
A charged card that hits a target as part of an attack will instantly explode, dealing 2d10 radiant damage to the target plus an additional 1d10 for each spell slot level beyond first. All creatures within 5ft of the target must make a Dexterity saving throw against your spell save DC, taking half the explosion's damage on a failure, and no damage on a success.
2. Detonation:
Any number of charged cards can be detonated as an action wherein all creatures within 5ft of the card(s) must make a Dexterity saving throw against your spell save DC, each taking the full explosion’s damage (see above - Burst) on a failure and half as much on a success. If multiple cards explode simultaneously, a creature in range makes one Dexterity save for all the cards.
Charged cards will automatically detonate after the 1 minute has passed, following the above detonation rules.
You cannot use a charged card to activate any divination card abilities (Such as Fortune's Favor or the Fool).
- Arcane Flow
Beginning at 14th level, you have tuned yourself into the flow of the minor arcana, which grants you its blessings.
You may permanently add the following spells to your spell list, which do not count against your known spells.
1. Cups: Fast Friends.
2. Pentacles: Incite Greed.
3. Swords: Haste.
4. Wands: Ashardalon's Stride.
You may also use this feature to cast one of these spells without expending a spell slot or requiring material components. You must finish a long rest before you can use this benefit again.
- The Final Arcana
At 18th level, you have gained the ability to access the final Arcana as you find yourself fully in tune with reality. As an action, you may expend one divination card, drawing '21: The World' from the divination card deck, which allows you to immediately take 3 turns as if you had cast time stop. You gain 1 level of exhaustion when the effect ends.
This feature can be used once, and is refreshed when you finish a long rest.
Fatecarver[edit]
A Fatecarver is not quite as in tune with the concepts of flow and truth as their Fateweaver counterpart, they are more focused on the physical world, and the material changes that can occur within it. A Fatecarver is able to read the whims of the world, and use this knowledge to best find how to take advantage of it. There is no such thing as a perfect destiny, and in that imperfection there is possibility. While some may fear it, a Fateweaver lives for it. They will seek out everything that is possible within the deepest recesses of what others claim is the ordained truth.
- Fatecarving
At 3rd level, you gain the ability to manifest your own Fate in a way exclusive to a Fatecarver. Your ability to tamper with fate grows beyond the confines of the spiritual.
When you make a successful attack with a divination card while the deck is tampered, after the attack roll, but before damage, you can evoke an active Tampered effect to force a change in the world around you.
Once you have evoked a Tampered effect, it will be removed from the deck after one minute and cannot be reapplied until you have created a new deck. If you evoke the same Tampered effect a second time within the minute, it is instantly removed after the attack.
Your Fatecarving DC is equal to: 8 + your proficiency bonus + your Charisma modifier.
FATECARVING FOR DUMMIES: In essence, Fatecarving works similarly to a paladin's smite. It is applied after you have made a successful attack, as a free action, and cannot miss. You may only activate the Fatecarving effect of a Tampered effect that was applied to the deck through the 2nd level feature, Tampered Fate. After activating a Fatecarving effect, the passive Tampered Fate effect, from the second level feature, will be removed after 1 minute has passed. This allows you to retain the passive benefit for the rest of a combat. Alternatively, you can evoke the same Fatecarving effect again within 1 minute, instantly removing the Tampered Fate effect and losing its passive bonus. After a Tampered Fate effect has been removed by Fatecarving, that same effect cannot be reapplied until you have finished a long rest. Though, you can apply a different effect over a short rest through the second level feature.
- Lust
"Yet it cannot be sullen in my presence."
Evocation: As the card hits a creature, it must succeed a Wisdom saving throw or be unable to attack you or target you with a harmful spell until the end of their next turn. The creature can still subject you to area effects, such as a fireball’s explosion.
- Gluttony
"If only there was enough."
Evocation: As the card hits a creature, you can evoke this effect to regain hit points equal to half the damage that will be dealt (rounded up).
- Greed
"So why do I not have it."
Evocation: As the card hits a creature, it must succeed a Charisma saving throw against your Fatecarving DC or suffer a 1d4 penalty on all their saving throws until the end of your next turn.
- Sloth
"Or... whatever."
Evocation: As the card hits a creature, it must succeed a Strength saving throw against your Fatecarving DC or be restrained until the end of their next turn.
- Wrath
"...and everybody else."
Evocation: As the card hits a creature, it explodes. The attack's damage becomes entirely fire damage, and you may reroll any 1 you roll on any damage die for this attack's damage. Each other creature within 10ft of the target must succeed a Dexterity saving through against your Fatecarving DC or take the same fire damage on a failure, or half as much on a success.
- Envy
"Maybe you'll finally have enough."
Evocation: As the card hits a creature, your card can ricochet to another creature within 10ft. Make another attack roll against a different creature within 10ft, with a -1 to hit. If that hits, the card can potentially ricochet again. The card can ricochet an amount of times up to your Charisma modifier (min 1). Each time apply a cumulative -1 to hit. Each ricochet must hit a different creature. Roll damage only for the initial attack, and all creatures hit take the initial damage.
- Pride
"Lower."
Evocation: As the card hits a creature, it must succeed a Constitution saving throw against your Fatecarving DC or become lacerated. The Constitution saving throw is made with disadvantage if the attack roll was a critical hit. While lacerated a creature takes 1d6 slashing damage at the end of each of their turns and their movement speed is reduced by 10ft. Laceration ends if the creature recovers any hit points, or if a creature within 5ft uses their action to succeed a DC 10 Medicine check.
- Virtuous
"Lend me your strength."
Evocation: As the card hits a creature, they take additional radiant damage equal to 1 + your Charisma modifier.
This Fatecarving option is unlocked at 11th level with the virtue series. All virtue series Tampered effects have the same Evocation.
- Reconstructed Will
Also at 3rd level, you gain the ability to forcibly rebuild the fate which you have carved.
When a Tampered Fate effect is removed from the deck as a result of Fatecarving, you can use your reaction to immediately apply a new effect to the deck. The new effect cannot be one that has already been removed from this deck of divination cards through Fatecarving.
You can use this feature once, and usage is restored when you finish a long rest, or create a new deck of divination cards.
- Sharpened Manifestations
At 7th level, you are able to carve deeper with your divination cards and abilities. When you evoke a Fatecarving effect as part of an attack, that attack deals an additional 1d6 slashing damage.
The maximum number of Tampered Fate effects you can apply to a deck is increased by 1; beyond what is shown in the table. It will become 3 immediately, then 4 at 9th level, 5 at 13th level, and 6 at 17th level.
- Fated Strike
When you reach 14th level, your attacks have become powerful to defy causality. You score a critical hit on a roll of 19 or 20 with Divination cards, increased to a roll of 18-20 with Pride's tampered effect.
- The Lost Arcana
At 18th level, you have become able to glimpse the Final Arcana, yet, it is beyond your grasp. Try as you might, you cannot become one with The World. Though you can reach its strength.
As an action, you can channel The Lost Arcana. In an instant, you can perform 1d4 + 3 Divination card attacks divided as you choose on any creatures you can see within 30ft of yourself, as you break the laws of the world. They can be melee or ranged (thrown) attacks. Only the final attack can evoke a Fatecarving effect, but the Sharpened Manifestations damage bonus will apply to all the attacks if the final attack carries an evocation. These attacks all occur simultaneously, as a single instance of damage (divided among creatures). Creatures cannot take reactions during this effect.
Your final position when this effect ends can be anywhere you can see, within 30ft of your initial position.
You gain 1 level of exhaustion when this effect ends.
This feature can be used once, and is refreshed when you finish a long rest.
Fatecursed[edit]
The Fatecursed is the final, and possibly most pitiful of those who practice the art of worldly divination. The Fatecursed does not typically choose this path, but is forced into it, through an external force or will. Their very existence is an oddity, where the strings of fate converge. The name "Fatecursed" is less literal, and more of a figurative name given to those who have this existence. It can be either positive or negative, but will always come with a large burden being placed upon them. That being said, a Fatecursed can manipulate their nature to their own benefit.
- Fate’s Curse
At 3rd level, a Fatecursed is able to pull the strings of fate surrounding them to force a shift in the world. It is not something they can directly control, and will always result in a negative backlash from the fates. Thus, the changes a Fatecursed is able to draw out are unstable and dangerous. However, through careful action, it is possible to dictate in what form this backlash will appear.
As a bonus action, a Fatecursed may take 2d6 necrotic damage to channel 1 of 4 retributions from the world. This damage cannot be reduced in any way. Retribution effects last their full duration; unless a different effect is activated or if the Fatecursed is incapacitated.
Your Fatecursed DC is equal to: 8 + your proficiency bonus + your Charisma modifier.
- 1. Pestilence
The backlash of the world manifests as a sickly plague before you. A line 20 feet long and 5 feet wide in front of you becomes filled with toxic blight. When a creature enters the area for the first time on a turn or starts its turn there, they must succeed a Constitution saving throw against your Fatecursed DC or take 1d6 poison damage and become poisoned until the start of their next turn. A creature takes half as much damage and is not poisoned on a success. This retribution lasts for 1 minute.
- 2. War
The backlash of the world manifests into a large area centered on you, stirring a need for battle and bloodshed. A 40ft radius around you is considered the “battlefield”. If a creature inside tries to willingly move out of the battlefield's area for the first time in a turn, it must first succeed a Charisma saving throw against your Fatecursed DC. On a failure, the creature is unable move outside the area that turn. This retribution lasts 1 minute.
- 3. Famine
The backlash of the world manifest as an area of oppression, wherein a bell rings siphoning the vitality of all inside. When you channel this retribution, from a spot you can see within 40ft, all creatures within a 10ft radius of that spot must succeed a Constitution saving throw against your Fatecursed DC, taking 2d4 necrotic damage on a failure, or half as much on a success. If this effect deals damage to a creature, you or one ally within 40ft gains 1d4 temporary hit points. This retribution is instantaneous.
- 4. Death
The backlash of the world manifests into the area around you, as the pale chill of death resonates. Whenever you move within 5ft of a creature for the first time this turn, that creature takes 1 point of cold damage and must then make a Constitution saving throw against your Fatecursed DC. On a failure, that creature is stunned until the start of its next turn. On a success, the creature suffers no adverse effects. You do not provoke opportunity attacks while retribution: Death is active. This retribution lasts until the end of the turn.
- Spiritual Resilience
Also starting at 3rd level, as one who is subjected to the various whims of the world at every turn, your endurance is bolstered to meet your truth.
Your hit die for each level in the Fate's Dealer class becomes a d10 instead of a d8, and will be applied for all future levels in this class. Immediately increase your maximum hit points by 3.
- Strings of Fate
Beginning at 7th level, you can cause the influence of the fates to bind to those around you. This allows you to share the burden of the Fatecursed with others.
As a bonus action, you may channel the ties of the world into a divination card for 1 hour. That divination card carries Fate’s curse. If that divination card comes into contact with another living creature within 40ft of you, that creature must succeed a Charisma saving throw against your Fatecursed DC, becoming “bound by fate” on a failed save. A creature does not know it made this saving throw whether it succeeded or failed. After forcing a creature to make this saving throw, the divination card loses this ability unless this feature is used again.
This feature can be used a number of times equal to your Charisma modifier. Usage is restored after finishing a short or long rest.
Creatures that are "bound by fate" take the same necrotic damage as you whenever you activate a retribution effect. This damage cannot be reduced in any way. This also causes creatures to become aware they are "bound by fate".
As long as at least one creature is "bound by fate", you can have up to two different retribution effects active at one time. When activating a third simultaneous effect, you must choose which of the two you will replace. If you had two effects active and no creature is “bound by fate” any longer, you must choose an effect to be lost.
A creature is no longer bound by fate if it moves more than 40ft away from you; and any creature aware it is "bound by fate" understands this is how to end this effect.
- Ties of Fate
Also at 7th level, whenever you make a deception, insight, intimidation or persuasion check against a creature that is "bound by fate", you may add 1d6 to the result.
- Eternal Curse
At 14th level, you can share an even greater burden upon your enemies through the strings of fate.
When a creature "bound by fate" rolls a saving throw against one of your abilities or spells, they must subtract 1d4 from the result.
- The World
By reaching 18th level, a Fatecursed becomes one with the world itself, as the strings of fate fully converge within their existence. Through this nature, a Fatecursed obtains the essence of the world’s eternity.
If a Fatecursed is killed by anything other than old age, they are automatically resurrected in 1d4 hours with a number of hit points equal to 1 + their Constitution modifier (minimum 1). This effect also restores missing body parts, removes all diseases and poisons affecting the Fatecursed and restores any reduction to ability scores and maximum hit points. This does not remove curses or exhaustion. Upon resurrection through this effect, the Fatecursed gains 1d4 levels of exhaustion that can only be removed through finishing a long rest, or through the Wish spell.
If a Fatecursed reaches 6 or more levels of exhaustion, instead of dying, they remain unconscious until they have taken sufficient long rests to reduce their exhaustion below 6. If killed in this state, their soul is destroyed, and they cannot be resurrected by any means short of a Wish spell.
Association Table[edit]
This is the association table if you wish to use a deck of cards for Revelation:
2 of Clubs -> Lust
3 of Clubs -> 3 of Wands
4 of Clubs -> Gluttony
5 of Clubs -> Greed
6 of Clubs -> Sloth
7 of Clubs -> Wrath
8 of Clubs -> 8 of Wands
9 of Clubs -> Envy
10 of Clubs -> Pride
Jack of Clubs -> The Fool
Queen of Clubs -> The World
King of Clubs -> King of Wands
Ace of Clubs -> Ace of Wands
2 of Diamonds -> The High Priestess
3 of Diamonds -> 3 of Pentacles
4 of Diamonds -> The Emperor
5 of Diamonds -> The Hierophant
6 of Diamonds -> The Lovers
7 of Diamonds -> The Chariot
8 of Diamonds -> 8 of Pentacles
9 of Diamonds -> The Hermit
10 of Diamonds -> Wheel of Fortune
Jack of Diamonds -> The Magician
Queen of Diamonds -> The Empress
King of Diamonds -> King of Pentacles
Ace of Diamonds -> Ace of Pentacles
2 of Hearts -> Chastity
3 of Hearts -> 3 of Cups
4 of Hearts -> Charity
5 of Hearts -> Diligence
6 of Hearts -> Patience
7 of Hearts -> Humility
8 of Hearts -> 8 of Cups
9 of Hearts -> Kindness
10 of Hearts -> Faith
Jack of Hearts -> Strength
Queen of Hearts -> Justice
King of Hearts -> King of Cups
Ace of Hearts -> Ace of Cups
2 of Spades -> The Hanged Man
3 of Spades -> 3 of Swords
4 of Spades -> Temperance
5 of Spades -> The Devil
6 of Spades -> The Tower
7 of Spades -> The Star
8 of Spades -> 8 of Swords
9 of Spades -> The Sun
10 of Spades -> Judgement
Jack of Spades -> Death
Queen of Spades -> The Moon
King of Spades -> King of Swords
Ace of Spades -> Ace of Swords
Fateweaver Spell List[edit]
A Fateweaver can learn all of the spells on the basic cleric and warlock spell lists that are from the divination, enchantment, and illusion schools of magic.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fate Dealer class, you must meet these prerequisites: 13 Dexterity and 13 Charisma.
Proficiencies. When you multiclass into the Fate Dealer class, you gain the following proficiencies: Light Armor, Simple Weapons, and Playing Cards.
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