Fate Manipulator (5e Class)

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Fate Manipulator[edit]

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From unknown author
[1]

He was a successful wizard, he lived his life experimenting and contributing to the nation with his powerful magic, but even he no longer knew how to escape death. She was a simple peasant who served a family of nobles, without ever having touched magic or even considered going into battle. On the day their souls were to be taken, a small battle between the gods occurred (more like an argument between them), but it was enough for the wizard to take his tome one additional time in his life... Enough for the servant survive the poisoned soup intended for his master. After this unsuccessful visit, the wizard realized that all the knowledge he had was perhaps not that important, perhaps instead of worrying about death, why not become stronger than it? The peasant woman notices that she can see threads of several different colors in the air, connecting the entire world, and using the spoon that had been placed in her mouth, she tears the thread connected to it.

The Fate Manipulator is usually someone who, for some reason, has avoided the eyes of all the most powerful beings in the multiverse and fallen out of the cogwheel of fate. Even those with a history of success as a general, or a wizard with countless years of study cannot escape the cogwheel of fate, and will require a great coincidence to escape it.

Cogweel of Fate[edit]

Despite not being exactly a being, the cogwheel of fate detaches those who try to move its gears, and misalign them.

Other cultures do not see fate as a cogwheel, but rather threads connecting everyone to each other and leading to events. Still others see it as a road, and even if there are crossroads, they will all lead to the same destination, and that is why fate can be called destiny.

But it is a fact that regardless of the correct representation, the being went against destiny, and this could lead to changes elsewhere, to which Fate will have to adjust to balance the entire multiverse.

Creating a Fate Manipulator[edit]

A Fate Manipulator is a curious magic user, who like the sorcerer, magic came to him without wanting it. They harness the energy of destiny itself to use their powers, manipulating reality as a whole.

They are similar to bards in that they are very charismatic beings, but the reason for their charisma is completely different. Because they are looking from the outside at destiny, and can read all the nuances of the world, they usually know the best ways to act in every situation they find themselves in.

The manipulator's strengths can be varied, such as focusing on using their deceptions and persuasions to get the effect they desire. They can be strong spell casters as well. They can do very well with their skills in and out of battle.

Quick Build

You can make a Fate Manipulator quickly by following these suggestions. First, Charisma, followed by Dexterity, and Constitution. Second, choose the Entertainer or Planar Philospher background.

Class Features

As a Fate Manipulator you gain the following class features.

Hit Points

Hit Dice: 1d8 per Fate Manipulator level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fate Manipulator level after 1st

Proficiencies

Armor: Light
Weapons: Simple, hand crossbow, longsword, rapier, short sword, whip
Tools: One instrument of your choice, one Artisan's Tools of your choice
Saving Throws: Charisma, Constitution
Skills: Choose four from Arcana, Acrobatics, Deception, Intimidation, Insight, Perception, Persuasion, Performance, Sleight of Hand

Equipment

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

  • (a) Whip or (b) Rapier or (c) Any simple weapon
  • (a) Entertainer's Pack or (b) Explorer's Pack
  • Leather Armor and a dagger
  • A tattoo, object or other bond from the break with Fate
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Fate Manipulator

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Snap, Deceive Fate 2 4 2
2nd +2 Fate's Bond 2 5 3
3rd +2 Read Close Fate 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 [[#|]] 3 8 4 3 2
6th +3 Fate's Bond 3 9 4 3 3
7th +3 Good or Bad Fate 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Read Fate 3 12 4 3 3 3 1
10th +4 Fate's Bond 4 14 4 3 3 3 2
11th +4 [[#|]] 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 [[#|]] 4 16 4 3 3 3 2 1 1
14th +5 Fate's Bond 4 18 4 3 3 3 2 1 1
15th +5 Manipulate Reality 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Fate Changer Aura 4 20 4 3 3 3 2 1 1 1 1
18th +6 [[#|]] 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Fate's Bond 4 22 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You draw on the world energy at your own desire, to fuel your spells.


Cantrips

At first level you know 2 cantrips of your choice from the bard spell list/Sorcerer spell listList. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fate Manipulator's table.


Spell Slots

The Fate Manipulator's table shows how many spell slots you have to cast your spells of 1st level and higher. 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.

For example, if you know the 1st-level spell Bane and have a 1st-level and a 2nd-level spell slot available, you can cast Bane using either slot.


Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the bard spell list/Sorcerer spell list.

The Spells Known column of the Fate Manipulator's table shows when you learn more Fate manipulator spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 Fate Manipulator's spells you know, and replace it with another spell from the bard spell list/Sorcerer spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Charisma is your spellcasting ability for your manipulator spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a manipulator spell you cast and when making an attack roll with one.


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 manipulator spell as a ritual if it is a spell you know and that spell has the ritual tag.


Spellcasting Focus

Manipulators use their hands, voices, and thoughts as a focus for their manipulator spells.


Fate Snap[edit]

Starting at 1st level, you create a wave of changes that redirect all the attention to you. Every creature, at your choice, within 30 ft. They must succeed a Wisdom saving throw from your Spell save DC or stop what they are doing to pay attention to you. An affected creature loses it's next action. You may use this ability a number of times a day equal to your Proficiency Bonus per rest.

At 5th level, any creature that fails a saving throw against your Fate Snap must succeed an additional Wisdom saving throw to resist talking to you. They do not have to tell you the truth or even be nice while speaking, but if they fail the saving throw, they must speak to you for as long as you carry on the conversation. Any violent action taken against the effected creature will nullify this effect.


Deceive Fate[edit]

At 1st level, you now are deceiving the Fate. You stop aging physically, both naturally and magically, you are immune to being aged. Additionally you cannot die from old age and are immune to nonmagical diseases.


Fate's Bond[edit]

When you broke with Fate, it left parts of its power with you in the form of an object, mark on your body or other way of identifying this break, while creating a unique bond with you.

At 2nd level, that symbol revels its true power to you, some of these bonds are Dragon king's Bond, Phoenix Bond, Humanity Bond all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th and 20th levels.


Read Close Fate[edit]

Starting at 3rd level, you starts to learn how to read the fate. It gives you some benefits.

  • At 3rd level, you have advantage against effects that can cause Charm or Fear and anyone trying to persuade, act, deceive or intimidate must do so with disadvantage.


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.

If your DM allows the use of feats, you may instead take a feat.


Fate's Owner[edit]

At 5th level, you are able to separete yourself from the rest of the world, creating a temporary plane of existence where only yourself matter, where Fate does not have power.

Using an action you create a plane that exists for 1d4 + Charisma mod rounds, and as part of the same action you can go to there. While a temporary Plane of your creation exists, you may choose to either exist in the real world or Plane Shift to your created Plane at cost of 10ft of movement. Additionaly, you can use your reaction to scape an attack directed to you, planeshifting to your plane.

You can control the laws within your created plane of existence. While in your Plane, you may move around freely. You became immune to any damage but psychic. While in your created Plane, you do not exist in the real world and cannot be effected by anything that happens there.

Additionaly, on your next turns you can try to send a creature to your plane. The target must make an Charisma saving throw with your Spell save DC. On a successful save, nothing happens and the target stays in reality. On a failed save, the target is plane shifted, and, if you want to, you can make it take 1d8 of psychic damage every turn it starts in your plane. When the target's turn ends, it can make another Charisma saving throw with your Spell save DC. On a successful save, it scapes from your plane. On a failed save nothing more happens.

Everyone that had entered in the plane, once it returns, come back to the same place where they were before entering the plane.

Your plane can be represented in countless ways, an erupting volcano, a dense forest, a calm beach, or simply a white room. But the plan will always have a size equal to 50ft x 50ft. Once the plane's time ends, everyone in the plane is forcibly expelled and returns to the same place where they were before entering the plane.


Good or Bad Fate[edit]

At 7th level, you can choose what everyone else can see about you.

If you want that your alingment be evil, then your character will be perceived as Evil regardless of you real alignment. And the same goes to Good, if you want that your character to be perceived as Good, than everyone will perceive as a Good person, that cannot do any wrong, regardless of you real alignment.

Even magics like detect evil will not work correctly.


Read Fate[edit]

Starting at 9th level, you can read the immediate Fate of the people almost perfectly.

  • At 9th level, you gain immunity to Charm and Fear.

Manipulate Reality[edit]

At 15th level, you start to learn how to change upcoming events.

You have trickster's dices equals to your proficiency bonus, and regain all the uses after a short rest.

A trickster's dice can be used in one of the following:

  • When a creature that you can see within 120 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to make a little change in that reality. You roll 1d10 die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage.
  • Whenever you would make a deception or disguise kit check, you may choose to automatically succeed instead of rolling or if your roll fails, you may have it succeed instead.


Fate Changer Aura[edit]

At 17th level, as a bonus action, you can assume a magically presence that changes the Fate around you for 1 minute or until you are incapacitated.

For the duration, whenever any creature tries to attack you, the attacker must make a Charisma saving throw against your spell save DC.

On a failed save, the attack misses. Furthermore, it gains disadvantage on any saving throw it makes against your spells or abilities on your next turn. On a successful save, the attacker has disadvantage on attack rolls.

Once you assume Fate Changer Aura, you can't do so again until you finish a long rest.


Dragon king's Bond[edit]

Your Fate is Dragon[edit]

Starting at 2nd level, the bond you had with fate become a dragon, and the power of both starts to combine.

Select on of the following dragons, the damage type associated with each dragon is used by features you gain later.

Breath Weapon
Dragon Damage Type Breath Weapon Wyrmling Breath Weapon Young Breath Weapon Adult Breath Weapon Ancient
Black Acid 5 by 20 ft. line (Dex. save) 5 by 40 ft. line (Dex. save) 5 by 60 ft. line (Dex. save) 10 by 90 ft. line (Dex. save)
Blue Lightning 5 by 20 ft. line (Dex. save) 5 by 40 ft. line (Dex. save) 5 by 60 ft. line (Dex. save) 10 by 90 ft. line (Dex. save)
Brass Fire 5 by 20 ft. line (Dex. save) 5 by 40 ft. line (Dex. save) 5 by 60 ft. line (Dex. save) 10 by 90 ft. line (Dex. save)
Bronze Lightning 5 by 20 ft. line (Dex. save) 5 by 40 ft. line (Dex. save) 5 by 60 ft. line (Dex. save) 10 by 90 ft. line (Dex. save)
Copper Acid 5 by 20 ft. line (Dex. save) 5 by 40 ft. line (Dex. save) 5 by 60 ft. line (Dex. save) 10 by 90 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save) 30 ft. cone (Dex. save) 60 ft. cone (Dex. save) 90 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save) 30 ft. cone (Dex. save) 60 ft. cone (Dex. save) 90 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save) 30 ft. cone (Dex. save) 60 ft. cone (Dex. save) 90 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save) 30 ft. cone (Dex. save) 60 ft. cone (Dex. save) 90 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save) 30 ft. cone (Dex. save) 60 ft. cone (Dex. save) 90 ft. cone (Dex. save)


Metalic Breath Weapon
Breath Weapon
Dragon Breath Name Breath Description Breath Weapon Wyrmling Breath Weapon Young Breath Weapon Adult Breath Weapon Ancient
Brass Sleep Breath The dragon exhales sleep gas in a cone. Each creature in that area must succeed on a DC (8 + Constitution + Proficiency Bonus) Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. 15 ft. cone 30 ft. cone 60 ft. cone 90 ft. cone
Bronze Repulsion Breath The dragon exhales repulsion energy in a 30 ft. cone. Each creature in that area must succeed on a DC (8 + Constitution + Proficiency Bonus) Strength saving throw. On a failed save, the creature is pushed some feet away from the dragon. 30 ft. away 40 ft. away 60 ft. away 60 ft. away
Copper Slowing Breath The dragon exhales gas in a cone. Each creature in that area must succeed on a DC (8 + Constitution + Proficiency Bonus) Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. 15 ft. cone 30 ft. cone 60 ft. cone 90 ft. cone
Gold Weakening Breath The dragon exhales gas in a cone. Each creature in that area must succeed on a DC (8 + Constitution + Proficiency Bonus) Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 15 ft. cone 30 ft. cone 60 ft. cone 90 ft. cone
Silver Paralyzing Breath The dragon exhales paralyzing gas in a cone. Each creature in that area must succeed on a DC (8 + Constitution + Proficiency Bonus) Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 15 ft. cone 30 ft. cone 60 ft. cone 90 ft. cone

You gain the following feats:

  • Dragon Tongue. You can speak, read and write Draconic. You also have advantage on any Charisma check you make against Dragons.
  • Dragon bond. With your shared bond, the dragon always knows what you want from him and what he wants from you. Furthermore, you can enjoy telepathic communication between you two, without any limitation.
  • Draconic Majesty. While you are wearing no armor, your Armor Class becomes 10 + Dexterity + Charisma.

You now have a Dragon company. The dragon can be of any chromatic or metalic dragon.

On this level it has the follow stats:


Dragon Wyrmling

Medium dragon, alignment: same as yours


Armor Class 16 (natural armor)
Hit Points 20 (3d8+6)
Speed 30 ft, fly 60 ft, swimming 30ft, Burrow 30ft


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

Saving Throws Dexterity, Constitution, Wisdom, Charisma
Skills Perception +4, Stealth +2
Proficiency Bonus 2
Damage Immunities Based on the dragon's type
Senses passive perception 14, Blindsight 10 ft., Darkvision 60 ft.
Languages Draconic


Amphibious. The dragon can breathe air and water.

ACTIONS

Bite. Melee Weapon Attack: Strength + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier piercing damage. (If a chromatic dragon then add 1d6 of dragons type damage)

Breath Weapon (Recharge 5–6). The shape, type of damage depend on the type of dragon and dragon's age, as described in the table above. The DC is 8 + Constitution + dragons' proficiency bonus. The damage is 4d6.



Metalic Breath Weapon. Metalic dragons has an additional breath, also described above.

Phoenix Bond[edit]

Humanity Bond[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Fate Manipulator class, you must meet these prerequisites: Charisma 13.

Proficiencies. When you multiclass into the Fate Manipulator class, you gain the following proficiencies: Light armor, simple weapon.

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