Fatesmith (5e Class)

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Fatesmith[edit]

Obsessed with the subject of fate and destiny, fatesmiths seek to control it themselves, whether it be for selfish or selfless reasons. While many spellcasters can carry immense power, it cannot be overstated that a powerful fatesmith carries the futures of hundreds if not thousands on their back, with the capabilities of leading these souls to fortune or famine alike.

The Tangibility of Destiny[edit]

Most magical beings source their powers from an arcane source, whether that be study of the arcane, blood magic, nature, or even powers of the divine. Incredibly few magical beings have come into their powers from the realization that fate itself can serve as a magical source. While these potent strings of fate, more traditional arcana can be produced, but that would only be scraping the surface of the iceberg known as destiny. A skilled enough fatesmith can rewrite their own prophecies to improve their position, benefit others, or even to burn everything down, with little being capable of stopping these potential tyrants.

Creating a Fatesmith[edit]

When creating a fatesmith, it is incredibly important that you determine your goals. Do you wish to selflessly aid those around you? Instead, do you wish to lay waste to any who stand in your way, manipulating their futures to end in ruin? Maybe you wish to play as a wildcard instead, keeping your alignment just as unpredictable as your actions?

Quick Build

You can make a fatesmith quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution.
Second, choose the Hermit background.
Third, choose a hand crossbow, an arcane focus, and an explorer's pack.

Class Features

As a Fatesmith you gain the following class features.

Hit Points

Hit Dice: 1d6 per Fatesmith level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Fatesmith level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows
Tools: Weaver's tools
Saving Throws: Intelligence, Wisdom
Skills: choose three skills from Animal Handling, Arcana, History, Insight, Medicine, Religion, Sleight of Hand, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a hand crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, any simple weapon, and a dagger
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Fatesmith

Level Proficiency
Bonus
Cantrips
Known
Fate
Energy
Spell
Level
Features
1st +2 2 2 1st Spellcasting, Intertwined Destinies, Just in the Nick of Time
2nd +2 2 4 1st Forecasting Style
3rd +2 2 8 2nd Change the Odds
4th +2 3 12 2nd Ability Score Improvement
5th +3 3 16 3rd Puppet Strings
6th +3 3 21 3rd Forecasting Style Feature
7th +3 3 25 4th Tensile Strength
8th +3 3 30 4th Ability Score Improvement
9th +4 3 35 5th Harmonize, Shared Fates
10th +4 4 41 5th Forecasting Style Feature
11th +4 4 46 6th Luckless, Change the Odds Improvement
12th +4 4 52 6th Ability Score Improvement
13th +5 4 57 7th Familiarization
14th +5 4 63 7th Forecasting Style Feature
15th +5 4 69 8th Persuasive Networking
16th +5 4 75 8th Ability Score Improvement
17th +6 4 81 9th Joint Reflexes
18th +6 4 87 9th Collaborative Arcana
19th +6 5 94 9th Ability Score Improvement, Forecasting Style Feature
20th +6 5 100 9th Fate Machinist

Spellcasting[edit]

You’ve studied harder than even most wizards to understand why we do the things we do. As a result of this, you’ve discovered the tangibility of fate itself, and ways to manipulate fate to better suit your needs.

Cantrips[edit]

At 1st level, you know 2 cantrips of your choice from the fatesmith spell list. You learn additional fatesmith cantrips of your choice at higher levels, as shown in the Cantrips Known column of the fatesmith table

Fate Energy[edit]

Unlike traditional spellcasters, you do not utilize spell slots. Instead, the fatesmith table shows how much fate energy you have to cast your fatesmith spells of 1st level and higher. To cast one of these fatesmith spells, you must expend an amount of fate energy indicated by the spell's level on the Fate Energy Cost table below. For spells that have an effect when casting the spell at a level higher than the spell’s base level, you may expend an additional amount of fate energy equal to or less than your spellcasting ability score, with every 2 additional points of fate energy correlating to an additional spell level. You regain all expended fate energy when you finish a long rest.

Fate Energy Cost
Spell Level Fate Energy Cost
1st 2
2nd 3
3rd 5
4th 7
5th 10
6th 14
7th 20
8th 30
9th 40
Preparing Spells[edit]

You prepare the list of fatesmith spells that are available for you to cast, choosing from the fatesmith spell list. When you do so, choose a number of druid spells equal to your Intelligence modifier + your fatesmith level (minimum of one spell). The spells must be of a level no higher than what’s shown in the Spell Level column of the fatesmith table.

For example, if you are a 3rd-level fatesmith, your highest available spell level is 2nd level. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. Casting prepared spells do not remove them from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of fatesmith spells requires time spent in study and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your fatesmith spells. Your magic comes from the strings of fate, knowing their past, present, and future. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a fatesmith spell you cast and when making an attack roll one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting[edit]

You can cast a fatesmith spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus[edit]

If your hands are empty, you can use them as a spellcasting focus for your fatesmith spells as you manifest and manipulate the strings of fate in your hands. If you take the Warcaster feat, you can use your hands as a spellcasting focus if at least one of your hands is free, but you cannot use your hands as a spellcasting focus if both hands are holding something.

Intertwined Destinies[edit]

As an action, you can reach past the ethereal to connect your fate to a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw against your spell save DC, becoming magically tethered to you on a failed save. Creatures that fail this saving throw can make another Wisdom saving throw every 7 days, ending this effect on a success. A creature can willingly fail this save. On a success, the creature is not tethered to you and is made aware that something has happened, though they are not aware of exactly what happened nor that you were the cause of this feeling. Creatures that pass this saving throw are immune to its effects for the next 24 hours. You can tether a number of creatures equal to your Intelligence modifier + your proficiency bonus. You can untether to a single creature as a bonus action. If you die, any active tethers are severed.

When tethering to a creature, you must designate the tethered creature as either an accessory or a detractor. You are only able to apply tether-specific effects to one of these designations at a time, as focusing on the fates of all creatures at once is beyond even your power. As a bonus action, you can switch which designation you are focusing on. As a bonus action, you can change the designation of a tether creature from an accessory to a detractor, or a detractor to an accessory.

Just in the Nick of Time[edit]

As an action, choose up to 3 tethered creatures that you can see. These creatures must all be in your current focused designation. The targeted creatures must all make a Strength saving throw against your spell save DC, being pulled up to 30 feet towards you on a failed save. If a target's movement speed is reduced to 0 for any reason (e.g. the creature is unconscious, incapacitated, paralyzed, etc.), they are instead pulled up to 60 feet towards you.

If you target only one tethered creature, you can instead choose to draw yourself to the target, requiring no saving throw by you or the targeted creature. Doing so will move you up to 45 feet closer to the targeted creature.

Forecasting Style[edit]

At 2nd level, you develop a preference for how you alter destinies and manifest fate itself: Optimistic Melodies, Pragmatic Waves, and Pessimistic Interference, detailed at the end of the class description, or one from another source. Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 19th level.

Change the Odds[edit]

Beginning at 3rd level, you can reroute someone’s good luck to someone else. As a reaction when you or an accessory you can see gains a source of advantage on an attack roll, ability check, or saving throw, you can expend 2 points of fate energy to remove the source of advantage from that creature and instead give it to yourself or another accessory you can see to use on their next attack roll, ability check, or saving throw. The creature that originally had the source of advantage must make a Charisma saving throw against your spell save DC to resist this effect, though the creature can willingly fail this saving throw. If the original creature had multiple sources of advantage for the given roll, only one source is taken. You must be focused on accessories to use this feature.

At level 11, you are able to use this feature to take a source of advantage from a detractor instead of an accessory.

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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Puppet Strings[edit]

Beginning at 5th level, you realize the strings of fate are more closely attached to people than you initially thought. As an action, you can expend 12 fate energy points to choose a tethered creature that you can see within your current focused designation. The targeted creature must make a Wisdom saving throw against your spell save DC. On a fail, you gain temporary sway over the target’s fate, charming them and granting control over the target. You can force the targeted creature to either take an action, bonus action, or to use their movement speed at your discretion, after which the targets regain control of themselves and is no longer charmed by you in this way. If a targeted creature is unconscious, they will stand up before performing your desired task. If a creature can recognize that a task will directly harm itself, the task will not be performed.

At 15th level, you can control a second tethered creature that you can see at the cost of an additional 12 fate energy points (24 fate energy points in total). Both of these creatures must be in your current focused designation.

Tensile Strength[edit]

Beginning at 7th level, you gain the ability to reinforce the strings of fate you manipulate. You can now pull any number of accessories or detractors using the Just in the Nick of Time feature. Additionally, when attempting to pull detractors, you can forgo pulling them closer to instead knock them prone, still requiring a Strength saving throw as described in Just in the Nick of Time.

Harmonize[edit]

At 9th level, the universe itself seems to attune to you through these interconnected destinies, which in turn harmonizes you with your tethered allies. Any accessory in your tethered network can communicate telepathically with each other and you, granted they share a language. Any telepathic communication conducted from one accessory to another is heard by you as you act as the conduit between both accessories. Additionally, you gain advantage on any Wisdom (Insight) checks made towards a tethered creature as you can briefly dive into their minds.

Shared Fates[edit]

Beginning at 9th level, you begin to hone your skills when it comes to meddling with the fates of many. Any spell with a range of touch can be cast on any tethered creature that you can see, regardless of the distance between you and them. As a bonus action when casting a spell with a range of touch, you can expend an amount of fate energy equal to the amount you've expended to cast the spell (including any fate energy expended to upcast a spell) to attempt to grab multiple strings of fate, affecting multiple tethered creatures. All creatures must be in your current focused designation. Roll a d100, and if the result is less than or equal to 100 divided by the number of desired targets (rounding up), the spell succeeds in reaching all targets. Else, the spell only targets one tethered creature and still consumes fate energy.

Luckless[edit]

At 11th level, waiting for luck to be on your side becomes less needed. As a reaction when you or a tethered creature you can see rolls a d100, you can expend any number of fate energy points to either add or subtract that amount from the creature’s d100 roll.

Change the Odds Improvement[edit]

At 11th level, as a reaction when a detractor you can see gains a source of advantage on an attack roll, ability check, or saving throw, you can expend 4 points of fate energy to remove that source of advantage and give it to yourself or an accessory you can see to use on their next attack roll, ability check, or saving throw. The detractor must make a Charisma saving throw as described in Change the Odds. If the detractor has multiple sources of advantage, only one source is taken. You must be focused on the detractor designations to perform this.

Familiarization[edit]

Beginning at 13th level, your accessories are able to aid in influencing your fate as well. When you cast a spell that does not have a range of touch, you can expend 5 points of fate energy to have the spell originate from an accessory that you can see as if the accessory was the one casting the spell. If the spell has a range of self, the spell will target the accessory instead of you. If the spell has a range greater than 0ft, the range is centered on the accessory instead of you (e.g. if you casted fireball using this feature, the point you choose for the fireball can be anywhere within 150ft of a given accessory instead of anywhere within 150ft of you).

Persuasive Networking[edit]

At 15th level, you learn some more efficient ways to interweave your future with another’s. When attempting to create a new tether with a creature, you can expend 5 points of fate energy to impose disadvantage on the creature’s Wisdom saving throw to resist the effects of your tether. Alternatively, you can instead expend 20 points of fate energy to force the creature to fail the Wisdom saving throw. Expending a legendary resistance is the only way to counteract this effect.

Joint Reflexes[edit]

Beginning at 17th level, you can process and act faster with the assistance of your tethers, whether they want to help or not. If something would provoke you to use a reaction and you do not have a reaction available, you can expend 5 points of fate energy to take a reaction from a willing accessory. Doing so will consume the accessory’s reaction and give you an additional reaction to use this round. You must be focused on accessory tethers to perform this.

If you are focused on detractor tethers, you can instead attempt to steal a reaction from a detractor at the cost of 10 points of fate energy. The detractor must make an Intelligence saving throw against your spell save DC. On a failed save, the detractor’s reaction is consumed and you gain an additional reaction for this round.

Collaborative Arcana[edit]

Beginning at 18th level, you gain further insight into those you’ve intertwined destinies with, including their arcane abilities. As an action, you can attempt to cast a spell that is prepared or innately known by a creature that you can see in your current designation focus. Expend a number of fate energy points equal to double the spell’s level to cast a spell in this way on top of the normal cost to cast a spell of this level. You cannot cast the spell wish using this feature, nor can you cast any spells with a casting time of one reaction. Any spell with a casting time greater than an action will take its normal time to cast, and any spell with a casting time of a bonus action will still take an action to cast.

Fate Machinist[edit]

At 20th level, you now understand that one's fate not only overlaps with a few close compatriots and enemies, but also to an infinitely wider range of creatures. The limit on how many active tethers you can have is removed, though all tethers must still have either an accessory or detractor designation.

Forecasting Styles[edit]

Those who have harnessed the power of fate itself have manipulated it to see vastly different outcomes, from constructive support of those around you, to the destruction of any who stand in your way, to somewhere in the middle. Choose a forecasting style below or one from another source.

Optimistic Melodies[edit]

There is good in everyone and while some people haven’t realized that yet, you want to think the best of others. As such, keeping your allies in tip top shape is paramount to you. After all, big things can’t be accomplished without a little teamwork, right?

Optimist Features[edit]

Fatesmith
Level
Features
2nd Harmonic Spells, Regenerative Affinity
6th Clearing Their Path
10th Mystic Beneficiary
14th Absorbing Strings
19th Shape the Future

Harmonic Spells[edit]

Fatesmith
Level
Spells
2nd bless, healing word, shield of faith
3rd aid, blur, fortune's favor
5th beacon of hope, haste, revivify
7th aura of life, death ward, greater invisibility
9th greater restoration, holy weapon, mass cure wounds

Regenerative Affinity[edit]

Beginning when you delve down this path at 2nd level, you can ignore the verbal, somatic, and material components for any spell you cast that grants health to another creature than yourself.

Clearing Their Path[edit]

At 6th level, as a bonus action, you can expend 5 points of fate energy to remove one of the following conditions from all accessories: blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, stunned. You must be focused on the accessory designations to use this feature.

Mystic Beneficiary[edit]

At 10th level you learn how to spread your arcane wealth to those around you, improving their futures. As a bonus action, you can expend up to 40 fate energy points to give them to an accessory you can see. If the targeted creature does not have fate energy but does have spell slots, use the Fate Energy Cost table found in Spellcasting to convert the expended fate energy points to a spell slot. Only one spell slot can be given at a time using this feature. The creature must already have a spell slot of the level you are giving them (e.g. you cannot give a creature with 5th level spell slots a 9th level spell slot, but you can give them a 5th level spell slot). You must be focused on the accessory designations to use this feature.

Absorbing Strings[edit]

Beginning at 14th level, you can feel disturbances in the strings of fate to the point of recognizing someone in peril, and you can do something about it. Whenever you or an accessory you can see takes damage, you can redirect or disperse the damage amongst your tethers. You may disperse the incoming damage amongst you and your accessories in any way you see fit (one creature can take all the damage, the damage can be spread out amongst multiple creatures, or any combination). You must be focused on the accessory designations to use this feature.

Shape the Future[edit]

At 19th level, you can muster up enough energy to supercharge your allies, strengthening your chances of a positive outcome for you and your allies. As an action and a bonus action, you can expend 60 points of fate energy to grant the following effects to all current accessories:

  • Add 1d4 to all attack rolls, ability checks, and saving throws
  • Add 2d8 radiant damage to all weapon attacks
  • Increase your AC by 3
  • Gain advantage on all Strength and Dexterity checks and saving throws
  • Gain resistance to acid, cold, fire, lightning, psychic, and thunder damage
  • Immune to the charmed and frightened conditions
  • Increase an accessory's movement speed by 20 feet and triple their jump distance
  • An accessory's movement does not provoke opportunity attacks
  • Gain Truesight out to 120 feet
  • Gain an additional action as described in the spell haste
  • At the start of each of an accessory's turns, they regain 1 hit point

These effects will last until the end of your next turn and require concentration to maintain. While concentrating on this effect, your movement speed is 0, with nothing being able to increase your movement speed above 0. You must be focused on the accessory designations to use this feature.

Pragmatic Waves[edit]

Like waves in the ocean, fate can lead to good, and to bad. To rid the world of one side is to go against the very balance of nature itself. You may still have goals of your own, but you recognize that every yin must have its yang. These conflicts can’t just be black and white, and we shouldn’t be limiting others to one category or another, much like we shouldn’t focus on only one side of fate. You spend your time considering all sides of the argument before acting.

Pragmatist Features[edit]

Fatesmith
Level
Features
2nd Divergent Spells, Well Traveled
6th Turn the Tables
10th Reverberating Strings
14th Multitasker
19th Ebbs and Flows

Divergent Spells[edit]

Fatesmith
Level
Spells
2nd absorb elements, magnify gravity, sleep
3rd flaming sphere, mirror image, spike growth
5th antagonize, enemies abound, plant growth
7th confusion, otiluke's resilient sphere, storm sphere
9th animate objects, hallow, temporal shunt

Well Traveled[edit]

Beginning at 2nd level when you decide to broaden your experiences, you find many examples of the difficulties others have faced. As a result, you are immune to the effects of difficult terrain and any magical effects meant to slow you, but not restrain you.

Turn the Tables[edit]

At 6th level, you find yourself able to put your tethers in each other’s shoes. As an action, you can expend 10 points of fate energy to swap the locations of your accessories and detractors that you can see. You can treat yourself as either an accessory or a detractor for the purposes of this feature only. If the number of accessories and detractors is equal, you can choose which accessory is swapped with which detractor. If the number of accessories and detractors that you can see is unequal, each tethered creature in the fewer designation will swap places with a random tethered creature in the greater designation.

Reverberating Strings[edit]

Beginning at 10th level, your attunement to these strings of fate have honed your abilities to sense even the slightest reverberations in your tethers. As a reaction when a tethered creature damages or heals another creature (the target of the tethered creature does not have to be another tethered creature), you can expend 8 points of fate energy to send a copy of the action back towards the tethered creature, damaging or healing the tethered creature for the same amount they dealt to their target.

Multitasker[edit]

Beginning at 14th level, your quick thinking allows you to split your focus evenly. You no longer need to switch focuses between accessory and detractor designations. Any feature that requires a specific focus to work now ignores that limitation. Any feature that requires selected creatures to be of the same designation can instead use a mixture of tethered creatures from different designations.

Ebbs and Flows[edit]

At 19th level, you’ve grown aware of all the methods that can affect fate. As an action, you can expend 25 points of fate energy to take on a different fatesmith style. For 1d4 + 1 rounds, gain all of the features (excluding the additional spell lists) of a random Forecasting Style other than this one. Any fate energy costs that the other Forecasting Style require are doubled. When this effect ends, any lasting effects from the other Forecasting Style are ended.

Pessimistic Interference[edit]

Those who do bad are unlikely to change, so why even bother with them? You have goals of your own, and if others get in your way, why try to deal with them kindly? You control fate as it is. We can just simply… change their fate. It’s not like they can stop us, right? There are those who scheme against us in the shadows, we will find them and handle them accordingly.

Pessimist Features[edit]

Fatesmith
Level
Features
2nd Discordant Spells, Pursuance
6th Arcane Exorcist
10th Stack the Odds
14th Fate-bound Weak Points
19th Destiny Thief

Discordant Spells[edit]

Fatesmith
Level
Spells
2nd bane, hex, inflict wounds
3rd blindness/deafness, ray of enfeeblement, tasha's mind whip
5th bestow curse, fireball, slow
7th blight, dominate beast, raulothim's psychic lance
9th cloudkill, contagion, hold monster

Pursuance[edit]

Beginning at 2nd level when you start down this path of destruction, you find it easier to track detractors. While a detractor is on the same plane as you, you will always know which direction the given detractor is from you, and you have advantage on any Wisdom (Perception) and Wisdom (Survival) checks made to track a detractor. Additionally, ignore the invisible condition on any detractor. This does not remove the invisible condition from the detractor for any other creatures. You must be focused on the detractor designation to use this feature.

Arcane Exorcist[edit]

At 6th level, your fate altering abilities begin to affect those with arcane properties. Gain advantage on any attack roll against a detractor with the ability to cast spells (excluding spells cast through magic items such as the Cloak of Bats). If your actions require a detractor to make a Constitution saving throw to maintain concentration, they make the saving throw at disadvantage. You must be focused on the detractor designation to use this feature.

When you reach 14th level in this class, detractors additionally gain disadvantage on any saving throw against your magical effects.

Stack the Odds[edit]

Beginning at 10th level, you can reroute someone’s bad luck to someone else. As a reaction when you or an accessory you can see gains a source of disadvantage on an attack roll, ability check, or saving throw, you can expend 5 points of fate energy to remove the source of disadvantage from that creature and instead give it to a detractor you can see where they must make their next attack roll, ability check, or saving throw at disadvantage. If the original creature had multiple sources of disadvantage for the given roll, all sources are taken. You must be focused on the detractor designation to use this feature.

Fate-bound Weak Points[edit]

At 14th level, your experience with sabotaging others begins to show weak points to you. When dealing damage to a detractor, ignore any damage resistances that the detractor may have, and treat any damage immunities that the detractor may have as damage resistances instead. You must be focused on the detractor designation to use this feature.

Destiny Thief[edit]

At 19th level, disruption of another’s destiny becomes like second nature to you. As an action, you can expend 25 points of fate energy to steal a single feature from a detractor. This can be a race feature, feat, or class feature, though you cannot block a feature such as spellcasting or pact magic. Upon stealing said feature, the targeted detractor can no longer benefit from that feature for 1d4 + 1 rounds and you can benefit from this feature for the same duration, so long as you do not already have said feature. If the targeted feature has other abilities that rely on the feature (such as the Barbarian's Relentless Rage class feature relying on the Rage class feature), only the effects described in the targeted feature will be taken, though a feature that describes additional features gained at higher levels (such as the Fighter's Extra Attack class feature describing gaining a 3rd attack at level 11 and a 4th attack at level 20) will grant those extra features if the detractor has those abilities available themself. This ability ends early if you begin focusing on the accessory designation during its duration. You must be focused on the detractor designation to use this feature.

Fatesmith Spell List[edit]

You know all of the spells on the fatesmith spell list and additional spells based on your subclass.

Cantrips

acid splash, blade ward, chill touch, control flames, encode thoughts, friends, frostbite, guidance, gust, light, lightning lure, mage hand, magic stone, mending, message, mind sliver, on/off, prestidigitation, produce flame, ray of frost, resistance, shocking grasp, spare the dying, thaumaturgy, toll the dead, true strike, vicious mockery, virtue

1st Level

animal friendship, burning hands, cause fear, ceremony, chaos bolt, color spray, command, compelled duel, cure wounds, detect magic, entangle, expeditious retreat, feather fall, find familiar, gift of alacrity, guiding bolt, identify, mage armor, magic missile, remote access, sanctuary, shield, silvery barbs, unseen servant

2nd Level

air bubble, arcane hacking, arcane lock, barkskin, borrowed knowledge, calm emotions, cordon of arrows, darkness, darkvision, detect thoughts, digital phantom, dragon's breath, enhance ability, enlarge/reduce, enthrall, find steed, find vehicle, flock of familiars, gust of wind, healing spirit, hold person, immovable object, knock, lesser restoration, levitate, locate object, magic mouth, mind spike, misty step, pass without trace, silence, vortex warp

3rd Level

aura of vitality, call lightning, clairvoyance, counterspell, dispel magic, fast friends, galder's tower, glyph of warding, haywire, hypnotic pattern, invisibility to cameras, leomund's tiny hut, life transference, nondetection, remove curse, thunder step, tiny servant, wind wall

4th Level

arcane eye, charm monster, compulsion, dimension door, divination, find greater steed, freedom of movement, gravity sinkhole, leomund's secret chest, synchronicity, system backdoor, widogast's vault of amber, widogast's web of fire

5th Level

bigby's hand, commune, contact other plane, control winds, dispel evil and good, far step, holy weapon, legend lore, mislead, modify memory, planar binding, scrying, skill empowerment, synaptic static, teleportation circle, wall of force

6th Level

arcane gate, blade barrier, contingency, disintegrate, eyebite, fizban's platinum shield, forbiddance, gravity fissure, heal, mass suggestion, mental prison, otherworldly form, scatter, true seeing, wall of thorns

7th Level

crown of stars, delayed blast fireball, etherealness, forcecage, mordenkainen's magnificent mansion, plane shift, power word: pain, regenerate, symbol, teleport, tether essence, whirlwind

8th Level

antimagic field, clone, control weather, dark star, demiplane, feeblemind, maze, mind blank, power word: stun, reality break, sunburst, tsunami

9th Level

astral projection, foresight, imprisonment, power word: heal, power word: kill, prismatic wall, ravenous void, time ravage, time stop, true resurrection

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the fatesmith class, you must meet these prerequisites: 15 Intelligence

Proficiencies. When you multiclass into the fatesmith class, you gain the following proficiencies: Weaver's tools, choose one skill from Animal Handling, Arcana, History, Insight, Medicine, Religion, Sleight of Hand, and Survival

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