Fortune Teller (5e Class)
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- 1 The Fortune Teller class
- 1.1 Intro
- 1.2 Creating a Fortune Teller
- 1.3 Class Features
- 1.3.1 Table: The Fortune Teller
- 1.3.2 Epitaph
- 1.3.3 Foresight
- 1.3.4 Predictable Opponents
- 1.3.5 Mind's Eye
- 1.3.6 Ability Score Improvement
- 1.3.7 Unpredictable
- 1.3.8 Iron Will
- 1.3.9 Calculated Risk
- 1.3.10 Fake Out
- 1.3.11 Weak Spot
- 1.3.12 Middle Path
- 1.3.13 Erasure
- 1.3.14 As Above, So Below
- 1.3.15 Time Stop
- 2 Fortune Teller House
- 3 Multiclassing
The Fortune Teller class
Legends tell of a man with strange powers, they say he could see the future. His tribe members feared his strange powers and so they sentenced him to death. However, as he thrown from the cliff to his death it is said that his will to stay alive and escape death, caused him to sprout great and majestic wings and fly to safety, they say that this man was the first fortune teller...
Creating a Fortune Teller
- Quick Build
You can make a Fortune Teller quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background. Third, choose Deception, Persuasion, and Sleight of Hand as your skills.
As a Fortune Teller you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons and Martial Weapons
Tools: Any 1 Artisan Tool, the Dice Set and the Playing Card Set
Saving Throws: Charisma and Dexterity
Skills: choose 2 from: Sleight of Hand, Deception, Performance, Insight, Persuasion, Intimidation plus any 1 skill of your choice
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortbow and 20 arrows
- (a) a whip or (b) a scimitar
- a scholar's pack, leather armor and 5 daggers
- If you are using starting wealth, you have 2d4*10 gold in funds.
|2nd||+2||6||Predictable Opponents, Mind's Eye|
|3rd||+2||8||Fortune Teller House|
|4th||+2||10||Ability Score Improvement|
|6th||+3||12||Fortune Teller House Feature|
|8th||+3||14||Ability Score Improvement, Calculated Risk|
|10th||+4||19||Weak Spot (Once Daily)|
|11th||+4||25||Fortune Teller House Feature|
|12th||+4||25||Ability Score Improvement|
|14th||+5||32||Weak Spot (Twice Daily)|
|15th||+5||40||Fortune Teller House feature|
|16th||+5||40||Ability Score Improvement|
|18th||+6||55||As Above, So Below|
|19th||+6||75||Ability Score Improvement, Weak Spot (Thrice Daily)|
Fortune Tellers use epitaph points to activate various features, as you level up the max amount of epitaph points you can have increases All epitaph points are regained at the end of a long rest
Epitaph Saving Throws
If a Fortune Teller class feature forces someone to make a saving throw use this formula to specify the DC of the saving throw unless otherwise specified:
8 + proficiency + Charisma
Epitaph Action Limit
The EAL is the amount of times you may use features that use epitaph points per long rest, it is calculated using this formula:
(Charisma modifier x 5) + (Level/2 (rounded up))
You may not use a feature that uses epitaph points if you have reached your EAL
As a bonus action or as a reaction you may spend 1 epitaph points to see a into the near future, when you use this feature you may choose one of three things to happen:
1. Until the start of your next turn enemies attacking you gain disadvantage on their attack roll.
2. Until the start of your next turn you gain advantage on saving throws.
3. Until the start of your next turn you gain advantage on attack rolls.
Starting from level 2 as a free action after you deal damage to an opponent you may spend 2 epitaph points to force the opponent to make a Dexterity save, on a fail all attacks targeting this opponent gain advantage until the start of your next turn
Starting from level 2 creatures you touch are unable to lie without your detection, if a creature you are touching tells a lie, that creature must make a Wisdom saving throw (DC equal to Epitaph saving throw) on a fail the dm must tell you that they have lied. On a pass they becom immune to this effect for a day
Ability Score Improvement
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.
Starting from level 5 when you gain advantage on a dice roll you may spend 5 epitaph points to add half your proficiency bonus (rounded up) to the roll, you may do this even if you already add your proficiency bonus to the roll.
Starting from level 7 as a reaction you may spend 5 epitaph points to ignore a condition, you may only disable each type of condition once per long rest (ex. blinded).
Starting from level 8 after you successfully deal damage to an enemy using a melee attack, you may spend 6 epitaph points to immediately make another attack roll against the enemy, however if you miss that opponent may immediately make an attack roll against you.
Starting from level 9 as a bonus action you may spend 3 epitaph points to disable an opponent up to 15ft away's opportunity attack and reaction for this round.
Starting from level 10, after you successfully hit an opponent with an attack, before rolling for damage you may force the enemy to make a Dexterity save, on a fail they become vulnerable to that damage type until the start of your next turn. You may only use this ability if they are not resistant or immune to the type of damage you are doing. The amount of times you can use this ability changes depending on your level.
Starting from level 13 you may spend 10 epitaph points to rewind time forcing you, a willing ally or an enemy that you can see to re-roll all die involved in one particular action. (ex. re-roll damage). You may use this ability on other people's turns and can use it multiple times in the same turn, however you can only re roll the die of any thing once. (ex. can't force someone to re roll the same saving throw more then once)
Starting from level 16 as a reaction you may spend 20 epitaph points to negate the effects of an action, reaction, bonus action or active ability that targets you or anyone within 10ft of you. Things such as spell slots or ammo are still spent and cool downs are still applied however any/all effects of the erased action may be ignored (ex. damage). If the erased action came from an enemy the remainder of that enemies turn is skipped (if it is that enemies turn). If the erased action had multiple targets it negates the effects for any/all of them.
As Above, So Below
Starting from level 18 you may spend 15 epitaph points to copy a feature (background, racial or class) or spell that an enemy or teammate that you can see has used since the beginning of your last turn, you may use this ability when you would use the copied feature/spell normally and expend the appropriate action type (ex. action for meteor swarm, reaction for shield). You may use Charisma as the feature's/spell's modifier instead of it's original modifier. If the feature/spell does not have a duration (ex. Changelings change appearance ability) the feature/spell lasts until you take a long rest.
At level 20 as a bonus action or reaction you may spend 20 epitaph points to stop time, if time was stopped on your turn your attacks become unblockable and opponents fail all saving throws automatically. Opponents may not use any reactions or make opportunity attacks while time is paused, however passive abilities still take effect, if you were touching an enemy before time was stopped and are not after time has resumed or have attacked an enemy during time stop, that enemy becomes unnerved and gains disadvantage on attacks and saving throws until the start of your next turn.
You may use this ability on other peoples turn, immediately take your turn with the effects of a normal time stop, after the time stop ends the current enemies turn continues assuming that they are still alive, if they are not alive or are unable to do their turn the person with the next highest initiative goes instead. After using this ability you may not use it again for 1d6 rounds.
Fortune Teller House
As you grow stronger, your powers begin to diversify granting you new powers and strange abilities, allowing you to use your will to alter reality in different ways.
Upon reaching level 3 you must pick one of the houses to become your Fortune Teller house or subclass. This subclass will grant you new features at levels 3, 6, 11 and 15. You may not change your Fortune Teller House once you have gained features from it.
House of Spirits
Fortune Tellers of the House of Spirits are able to manipulate the afterlife and souls to their wills, allowing them to use frightening and unnatural skills in combat and gain powers from those they slay
Speak with Dead
Starting from level 3 you may call upon the spirit of someone that has passed away, you must concentrate for 10 minutes and expend 2 epitaph points to do so. The spirit may not be summoned if they have died more then 100 years ago and the spirit must come unless their is something that prevents them from being called. The spirit will remain on the physical plane for 10 minutes or until you send them away, whichever comes first.
Starting from level 3 when an opponent dies within 10 ft of you, you may spend 2 epitaph points to absorb their spirit, temporarily increasing the modifier of one your abilities by one until the end of your next turn. This effect can stack and you may use this ability on other people's turns.
Starting from level 6 after you successfully deal damage to an opponent you may spend 6 epitaph points to recover hp equal to half the damage that was dealt.
Starting from level 11, when you defeat an opponent you may spend 4 epitaph points to deal any excess damage to all opponents within 5ft of you. Starting from level 15 you may spend another 5 epitaph points to increase the range to 10ft and deal triple the excess damage done.
Starting from level 15 when you use the Spirit Absorption feature you may spend another 8 epitaph points to make another attack against an opponent 5ft away from you, you may use this ability on other people's turns and you may use this ability multiple times in the same turn. This ability does not count towards the epitaph action limit.
House of Tarot
Fortune Tellers of the House of Tarot use their powers to reshape reality and shift space. Manipulating their enemies and supporting their allies
Starting from level 3 at the start of your turn gain 1d4 temporary hp if you start your turn next to an ally, in addition at the start of your turn all allies adjacent to you may gain 1d6 temporary hp. the hp gained changes depending on your level. level 6: 1d8 level 11: 2d6 level 15: 2d8
Starting from level 3 instead of moving you may spend 2 epitaph points to swap places with a willing ally that you can see or swap the places of 2 willing allies that you can see (this does not activate opportunity attacks or reactions).
Starting from level 6 instead of moving you may use the shuffle feature on an enemy that you can see, you must spend epitaph points equal to the enemy’s challenge rating (minimum of 1) minus your Charisma modifier. The enemy must make a Wisdom saving throw and on a fail, has their position swapped with either you or a willing ally. You must always spend at least 1 epitaph point to use this ability.
Starting from level 11 when you use the shuffle feature to swap the places of yourself or allies, the swapped target(s) may immediately move up to half their movement speed or perform a basic attack action. Additionally when you use this ability to swap the position of an enemy, that enemy gains disadvantage on their their next die roll.
Starting from level 15 when you use the shuffle or reshuffle feature, you may spend extra epitaph points to use either feature again. The cost for using the feature(s) more then once is regular cost + the amount of times you've used one of the two features on your turn. You may use this feature as many times as you want on your turn.
Starting from level 15 if an ally that you can see within 20ft of you would take enough damage to drop them below 0 hp, you may instead spread the damage between yourself and any willing allies within 10ft of you.
House of Bone
Fortune Tellers of the House of Bone are able to harden their body and become as unbreakable as their wills.
Starting from level 3 after you deal damage to a target with a melee attack you may spend 4 epitaph points to lower their ac by 1d4 until the start of your next turn, the die changes to 1d6 at level 6, 1d8 at level 11 and 1d10 at level 15.
Blood and Bone
Starting from level 6 when you drop below 3 quarters of your hp rounded up you may gain ac equal to your Charisma modifier for x rounds where x is equal to your charisma modifier divided by 2. You may only use this feature once per long rest
Starting from level 11 when you successfully hit a creature, you may spend 6 epitaph to ignore resistances and immunities for the attack.
Starting from level 15 when you drop below 0 hp, you may temporarily lower your ac by half to gain hp equal to your ac before the reduction, you may only do this once per long rest and your ac goes back to normal after a long rest.
Starting from level 15 when an ally within 5ft of you is targeted by an attack you may spend 8 epitaph points to force the opponent to attack you instead and increase your ac by your Charisma modifier until the start of your next turn, this effect does not stack.
House of Ash
Fortune Tellers of the House of Ash are able to manipulate heat, burning all that oppose them in a scorching flame or freezing them in an arctic cold.
Starting from level 3 you gain an immunity to fire damage and gain the ability to cast the cantrips Control Flames, Frostbite and Produce Flame using charisma as the modifier.
Blazing Fury/Freezing Rage
Starting from level 3 after successfully deal damage to an opponent using a melee attack you may spend 4 epitaph points to change your damage type to fire or cold and deal one extra die of damage. If you use this ability in Flame/Frost King Mode you may add your Charisma modifier to your damage roll as well as the regular modifier.
Starting from level 6 when you are damaged by a melee slashing or piercing attack you may spend 5 epitaph points to force the opponent to make a Dexterity save, on a fail they take fire or cold damage equal to half the damage dealt.
Starting from level 11 all fire or cold damage of your choice dealt within 50ft of you ignores resistances and immunities and deals 1 extra die of damage.
Flame/Frost King Mode
Starting from level 15 as a free action on your turn you may activate either Flame/Frost King Mode, while in this mode all damage that you and allies within 30ft of you do is considered fire or cold damage and you do not have to spend epitaph points to activate the Blistering/Chilling Blood ability, however this mode is too powerful for you to maintain and for every turn you spend in this mode you take fire or cold damage equal to the amount of rounds in this mode squared + the damage you have taken from this ability since activation, this damage is not affected by resistances or immunities. You may only use this ability once per long rest
House of Flight
Fortune Tellers of the house of flight use their powers to manipulate the winds and fight foes with their powerful wings and razor sharp feathers.
Starting from level 3 you grow feathered wings, these wings can look like the wings of any bird that exists in real life. These wings are proportional to your size, however they cannot be used to fly or glide, if you already have wings you do not grow new ones. As an bonus action you may make an melee attack with these wings, you have proficiency in this attack and on a hit it deals 1d6 + Dexterity slashing damage.
This attacks damage changes depending on your level. Level 6: 1d8 Level 11: 1d10 Level 15: 1d12.
Starting from level 3 as an action you may shoot your razor sharp feathers as a ranged attack, these feathers have a range of 90ft and on a hit deal 1d12 damage + Dexterity you have proficiency in this attack.
This damage changes depending on your level. Level 6: 1d12 + 4 Level 11: 2d8 Level 15: 2d8 + 4
Fight and Flight
Starting from level 6 you gain a flying speed of 60ft if you already had a flying speed it is now increased by 30ft.
Starting from level 11 as an action you may force an amount of enemies equal to or lower then your Charisma modifier (minimum of 1) up to 90ft away from you to make a constitution saving throw, on a fail the range of all their spells and ranged attacks are reduced by 40ft (minimum of 5ft) for 1 minute. This effect does not stack.
Starting from level 15 you may create huge breezes with your majestic wings, as an action you may create an extremly powerful gust of wind, all creatures in a 120ft line must make a Constitution save and on a fail are pushed back to the end of the line, if they are unable to do so because of an object or creature, both things take 1d10 bludgeoning damage per 5ft left to travel + Charisma (ex. 10ft = 2d10 + Charisma). However, this action is taxing on your wings and you will not be able to fly or use any House of Flight features for 1d4 rounds.
House of Numbers
Lucky Guess Starting from level 3 whenever a die is rolled you may say which number you think the die is going to land on, if you are right you may change the die to any face
Lucky Streak Starting from level 6 whenever you make a successful guess you gain a streak point, these streak points only go away when used. A streak point can be used to gain an extra move or bonus action on your turn, use any Fortune Teller class feature without expanding epitaph points or contributing to the EAL or to gain hp using hit die
Playing With Fire Starting from level 11 whenever you take or deal damage you may roll a d20. If you roll above ten, you deal double damage or take no damage, however if you roll below ten you deal no damage or take double damage. On a ten nothing changes
House of Chaos
Starting from level 3 when you take a short or long rest you may convert 4 Epitaph points into 1 Chaos Points or vice versa, Chaos points are required to use this sub classes features. Your epitaph points + your chaos points (each chaos point equals 4 epitaph points) may never be above your max epitaph points. Using features that cost chaos points do contribute towards your EAL (epitaph action limit)
Starting from level 3, as a free action you may spend 1 chaos point to take a second action or bonus action on your turn. Starting from level 11, when you use this ability, you may instead take a second turn immediately after your current turn instead of just a second action. (you may not use this ability twice in the same turn or on a turn gained using this ability)
Starting from level 6 whenever you re-roll a die, you may spend 1 chaos point to roll it again (you may use this ability multiple times on the same die roll)
Starting from level 11, when initiative is rolled you may spend 2 chaos points to choose your placement in the initiative order, after using this ability you may change your placement at the end of each round for 1 chaos point (ability must have been activated at the start of combat to use this effect). Starting from level 15 when you activate this ability you may also spend chaos points to swap the placements of allies and enemies at the cost of 1 chaos point per swap.
Starting from level 15, as a free action you may spend 5 chaos points to temporarily swap your hp and your epitaph points, your epitaph points can go above the max using this ability, however your EAL stays the same. Both your hp and your epitaph points return to normal at the end of a long rest.
Starting from level 15, whenever you use a class feature you may spend x chaos points, then roll 2 d20s, if the numbers are within x numbers of each other (x being the amount of chaos points spent) then you may immediately perform the feature again without spending any points or resources if needed and ignoring any cool downs, you do not need to pick the same target(s) when repeating a feature (this effect can be used on a repeated feature)
Prerequisites: To qualify for multiclassing into the Fortune Teller class, you must meet these prerequisites: Charisma 15 and Dexterity 13
Proficiencies: When you multiclass into the Fortune Teller class, you gain the following proficiencies: Any 1 skill of your choice, Light Armor, Simple Weapons and Martial Weapons