Fate's Dealer (5e Class)

From D&D Wiki

Jump to: navigation, search

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]

maxresdefault%2B%25281%2529.jpg
"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

Table: The Fate Dealer

Level Proficiency
Bonus
Features Tampered Fate Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Divination Cards, Revelation
2nd +2 Tampered Fate, Expertise 1
3rd +2 Spellcasting, The Fool 1 3 2
4th +2 Ability Score Improvement 1 4 3
5th +3 Extra Attack, Tampered Fate (2) 2 4 3
6th +3 Fortune's Favor 2 4 3
7th +3 Divination Burst 2 5 4 2
8th +3 Ability Score Improvement 2 6 4 2
9th +4 Tampered Fate (3) 3 6 4 2
10th +4 Fate's Momentum 3 7 4 3
11th +4 Virtues & Vices 3 8 4 3
12th +4 Ability Score Improvement 3 8 4 3
13th +5 Tampered Fate (4) 4 9 4 3 2
14th +5 Fated Strike 4 10 4 3 2
15th +5 The Jester 4 10 4 3 2
16th +5 Ability Score Improvement 4 11 4 3 3
17th +6 Tampered Fate (5) 5 11 4 3 3
18th +6 The Final Arcana 5 11 4 3 3
19th +6 Ability Score Improvement 5 12 4 3 3 1
20th +6 Providence 5 13 4 3 3 1

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 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 spend one minute and expend a divination card to reveal a creature's daily fortune. The card revealed takes a magical effect that warps the creature's fate for the day.

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):

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 +3 to any ability check, attack roll, or saving throw you make, after the roll is made. Doing so gives you disadvantage on your next roll of one of those types.

1. The Magician

You gain a +2 bonus to any skill checks or saving throws you are proficient in.

2. The High Priestess

You gain Truesight up to 30ft.

3. The Empress

Whenever you make a roll with advantage, you can roll 2 additional dice instead of 1.

4. The Emperor

You can cast the command spell by expending a hit die. Charisma is your spellcasting ability for it.

5. The Hierophant

Choose one skill that you are proficient in, you gain a +5 bonus to all 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. Whenever you take damage, the two of you take half (rounded down) instead. Additionally: while you are more than 60ft from them, or haven't chosen a creature, you have disadvantage on all ability checks and attack rolls.

7. The Chariot

Whenever you take the Dash action in combat, you can make one free weapon attack as part of the same action.

8. Strength

You are under the effects of the heroism spell. You gain 2 temporary hit points in place of any spellcasting modifier.

9. The Hermit

While more than 15ft away from other creatures, you are under the effects of the guidance spell.

10. Wheel of Fortune

You have a -3 to all attack rolls and ability checks. You score a critical success when you roll an 18, 19 or 20 for either of these rolls.

11. Justice

You may cast the spell compelled duel at will. 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

You have disadvantage on all saving throws.

14. Temperance

When you take damage, you take half immediately (rounded down), and the other half at the end of your next turn.

15. Devil

You sprout demonic 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.

17. The Star

You gain a +1 to all ability checks, attack rolls, and saving throws.

18. The Moon

You have advantage on Wisdom saving throws.

19. The Sun

You emit a dim light in a 10ft radius and you regain 1d4 hit points every 10 minutes.

20. Judgement

If you drop to 0 hit points, you immediately regain half your maximum hit points (rounded up). This effect can only occur once.

21. The World

You can cast Divination once.

22. Three of Cups

You automatically fail saving throws against being charmed or feared.

23. Eight of Cups

You have disadvantage on Charisma ability checks and saving throws.

24. King of Cups

You have advantage on Charisma ability checks and saving throws.

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 +10 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 1d4 hit points 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.

36. King of Wands

Your spell save DC increases by 1.

37. Ace of Wands

Whenever you cast a levelled spell roll 1d4, on a 4 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, you gain twice that many temporary hit points instead.

40. Greed

You can take a second action instead of a bonus action on your turn. If you do, you suffer 1 level of exhaustion.

41. Sloth

If you move 5ft or less on your turn, your AC is increased by 2 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

All other creatures within 10ft of you suffer a -1 to attack rolls and saving throws.

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 3 psychic damage.

45. Chastity

You cannot regain hit points through any method other than by rolling hit dice. You have advantage on all saving throws.

46. Charity

You suffer a -2 to all ability checks and attack rolls. Friendly creatures within 30ft benefit from a +1 to all ability checks and attack rolls.

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 the effects of the sanctuary spell until you take your first turn. Use a spell save DC of 20.

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 or ability check, you may reroll the die, but you must keep the second roll.

50. Kindness

Whenever you deal damage, deal half as much (rounded up). You may add 1d6 to all attack rolls, saving throws and ability checks you make.

51. Faith

All successful attack rolls against you count as critical hits. Your AC is increased by 4.

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 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 the damage dealt (rounded up). The maximum amount of temporary hit points this effect can create is equal to your Fate Dealer level + charisma modifier.

Greed

"It was meant for me. It all was."

Hitting a creature with a divination card lets you add 1d6 to your next attack roll or saving throw within 1 minute. This effect does not stack.

Sloth

"Can't we all just calm down?"

Hitting a creature with a divination card reduces their movement speed by 10ft and grants you +1 to AC until 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

"Here, you can have this too."

Your critical range with divination cards is increased by one, and you roll one additional damage die on a critical hit.

Pride

"You dare stand before me when you should be kneeling?"

Hitting a creature with a divination card forces them to subtract 1d4 from their next attack roll or saving throw within 1 minute. This effect does not stack.

Expertise[edit]

At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Playing Cards. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Spellcasting[edit]

Starting at 3rd level you can draw on the innate power of the divination cards to cast spells.

Spell Slots

The Fate Dealer'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 their power derives from their ability to wield fate.

Spell save DC = 8 + your proficiency bonus + your Charisma

Spell attack modifier = your proficiency bonus + your Charisma

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 Fate Dealer may only use their divination cards as a focus for their spells.

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, the 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. If you succeed a saving throw using this effect, you take no damage if you would otherwise take half.

Reversed - Doubt

After a creature makes a successful attack against you, but before damage is rolled, you can draw the Fool to make a Charisma ability check with a DC equal to half of the attack roll (rounded up). If you succeed, the attack cuts into an illusion and you reappear within 10ft of your location.

You need to take a short/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 equal to your proficiency bonus, 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 at the end of the turn.

Cards that cause a saving throw or create a spell effect use your spell save DC.


1. The Magician

A chosen item within 60ft gains a +2 magical bonus for 10 minutes. This works on armor, weapons, ammunition, and spellcasting focuses.

2. The High Priestess

Until you leave the spot where you drew this card, you are under the effects of foresight.

3. The Empress

For the next 5 minutes, a 30ft radius around you is blessed with abundance and growth. Any allied creature within this radius regains the maximum number of hit points possible from any healing and gains the maximum number of hit points possible from any effect that creates temporary hit points.

4. The Emperor

For the next 5 minutes, a faint shimmering light forms an ethereal barrier in a 15ft 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).

5. The Hierophant

For the next minute, a powerful divine energy begins to swirl around you in a 15ft 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 make 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 15ft away from any other creature you become affected by the spell sanctuary.

10. Wheel of Fortune

For the next 10 minutes, whenever you would make an ability check, attack roll, or saving throw, you can choose to roll 1d2 instead of a d20. Treat a 1 as such, and a 2 as a 20.

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 is unaffected. On a fail, the target takes half of the damage it dealt to you as radiant damage (rounded up).

12. The Hanged Man

Choose a target within 60ft, weighing no more than 1000 pounds, to make a Charisma saving throw. 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 non-creature remains suspended for 10 minutes. A creature can repeat the saving throw at the end of each of its turns to end the effect.

13. Death

Choose a creature you can see within 60ft. For the next 5 minutes, all attacks against that creature will deal an additional 1d4 necrotic damage.

14. Temperance

For the next 10 minutes: Your weapon attacks deal 1 additional point of damage. Your AC increases by 1. Your spell save DC increases by 1. Your movement speed increases by 10ft.

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 may teleport up to 15ft to a place you can see and become invisible until the start of your next turn.

19. The Sun

You create a 10 ft radius of sunlight within 60ft for 1 minute. Upon entering the radius for the first time on a turn or if they start their turn inside, a friendly creature gains one luck point until the start of their next turn. 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.

20. Judgement

Choose a creature within 60ft to make a Charisma saving throw. On a success, the target is unaffected. On a fail, the target becomes vulnerable to one damage type of your choice for 1 minute. This effect can remove damage resistance, but has no effect on a creature with damage immunity. At the end of each turn, if the creature took damage of the selected damage type, it may attempt the the saving throw again to end the effect.

Divination Burst[edit]

Starting at 7th level, you are able to charge a divination card with divine energy as a bonus action. By expending a spell slot, you can cause a divination card to become charged for 1 minute.

A charged card that hits a target 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. Additionally, any number of charged cards can be detonated as a bonus action wherein all creatures within 5ft of the card must make a Dexterity saving throw against your spell save, each taking the half the explosion's damage on a failure. If multiple cards explode simultaneously, a creature makes one Dexterity save for all the cards. Charged cards also detonate after 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).

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.


Additionally, you can add your Charisma modifier to your initiative rolls.

Virtues & Vices[edit]

Starting at 11th level, your ability to tamper with the deck is enhanced. You can now access the virtues series of Tampered Fate, which augments divination card abilities.

Chastity

"Grace is found within purity."

You may use The Fool twice every short/long rest, instead of only once.

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.

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, activating an additional Allied Favor effect causes the previous effect to end at the end of the turn.

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 a 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 spell save DC increases by 1.

Faith

"I do not merely believe, I am certain."

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.

Fated Strike[edit]

When you reach 14th level, your critical strikes are enhanced by the Minor Arcana. When you score a critical hit with a divination card, roll 1d4 to determine how your attack will be affected.

1. Cups

As the attack is made, the card begins to drip black ooze and a low hum can be heard. Each enemy creature within 10ft of the target must succeed a Charisma saving throw against your spell save DC or be frightened of you until the start of your next turn.

2. Pentacles

As the attack is made, the card glows gold, creating a bright flash upon contact. A 10ft radius around the creature becomes filled with golden sparkles until the start of your next turn. Any creature, other than you, within this radius is considered blinded.

3. Swords

As the attack is made, the card turns into a spectral sword. After you roll damage for this attack, you may set up to three damage die to their maximum value.

4. Wands

As the attack is made, the card bursts into a large flame. A creature that is hit ignites, until a creature takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns.

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 immediately gain 3d10 temporary hitpoints. If the saving throw was triggered by a magical effect or spell, you can also gain a 1st level spell slot. If gaining the spell slot exceeds your maximum, it is lost if not used within one minute.

Reversed - Doubt

When you successfully dodge an attack using Doubt, the card explodes. If the triggering creature is within 30ft, they must make a Constitution saving throw against your spell save DC. On a failure, the creature takes 3d10 radiant damage and is blinded until the start of their next turn. On a success, the creature takes half as much damage and isn't blinded. You can also reappear anywhere up to 30ft away, instead of 10ft.

The Final Arcana[edit]

Starting at 18th level, you have the ability to access the final Arcana: the World. As an action, you may expend one divination card, drawing 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.

Providence[edit]

At 20th level, you have achieved mastery over fate itself. When you use Revelation, you can expend and roll 5 hit dice, losing that much maximum HP, to choose which Fortune you want to reveal for a creature. When you use Fortune's Favor, you can expend and roll 2 hit dice, losing that much maximum HP, to choose which Favor effect you receive.

You can restore 25 maximum HP that was lost through this effect after each long rest.

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

Fate Dealer Spell List[edit]

You know 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.

5.00
(one vote)

Back to Main Page5e HomebrewClasses<!-gets ability from a separate source, often doesn't have spellcasting->

Home of user-generated,
homebrew pages!


Advertisements: