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, Dexterity
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 Fate's Owner 3 8 4 3 2
6th +3 Fate's Bond 3 9 4 3 3
7th +3 Evasion 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 Uncontrollable Person 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 Change the Natural 4 18 4 3 3 3 2 1 1
15th +5 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 Master 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 reaction. 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.

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 half you movement. Additionaly, you can use your reaction to scape an attack directed to you, planeshifting to your plane. At 13th level, plane shift costs 5ft.

The plane is a replica of the real world, and any movement you make there will also be carried out in the real world.

While in your plane, you can use a bonus action to teleport up to 10 * your Dexterity mod + 10ft.

While you are on your created Plane, you do not exist in the real world and cannot be affected by anything that happens there.

You, and only you, can see what happens in both, your created plane and the real world. The plane that you are not in, looks ghostly to you.

While in your created plane, you are immune to any damage but psychic.

Additionaly, on your next turns you can try to send a creature to your plane using an Action. 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 1d6 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. For a creature planeshifted, the plane looks as a ghostly picture of the real world, as if time has stopped. But can see anyone that possibly enter in the plane, like you or other creature.

Everyone that had entered in the plane, once it returns, come back to the same place where it is in the created plane, or if the space is occupied, the next one that it is not.

You can use this ability two times, before needing a long rest. The number of times you can use this ability increases to three on the 13th level.


Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Read Fate[edit]

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

At 9th level, you can choose two from Deception, Intimidation, Performance, Persuasion, Insight, Perception and gain proficiency in it. You also double your proficiency bonus in those skils.

You also learn what other minds try to say, even without actually know the creature language. You can understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Uncontrollable Person[edit]

Starting at 11th level, you gain immunity to be Charmed.

Additionaly, you have advantage to all tests to avoid or end the frightened condition.


Change the Natural[edit]

You learn how to change the natural order and can fly without wings, literally walking in the air.

Starting at 14th level, you gain fly speed equal to your movement speed, and you have the hover trait.


Fate Master[edit]

Starting at 17th level, you learn the spell Gate, this spell do not count for your known spells. You can cast it without using spell slots and without material components. You can use this trait once per long rest.

You can also cast this spell using any spell slots you have of the appropriate level and consuming the material component.


Dragon King's Bond[edit]

You start to regain a power of the Dragon of Fate. This subclass has optional features, when you have a dragon companion. It must be broken, so talk to your DM. Working with the optional features you still gain the main ones, but you gain a dragon companion and others features to work with the dragon correctly.


Draconic Tongue[edit]

Starting at 2nd level, you gain the the ability to speak, read and write Draconic.


Draconic Presence[edit]

Your presence starts to affect the world itself. The enemies dislike to attack you, they are affraid or owe of you, enough to miss their attacks.

Starting at 2nd level, while you are wearing no armor or shield, your Armor Class becomes 10 + Dexterity Modifier + Charisma Modifier.


Dragon Senses[edit]

Your eyes now is the same as a dragon, in appearance and functionality. Also your whole body has some features to detect the presense of others.

Starting at 2nd level, you gain 60ft of darkvision, and if you already have, increase in 60ft your darkvision. You also have now a tremorsense of 10ft.


Draconic Body[edit]

Starting at 6th level, the power of a dragon starts to flow in you.

While without wearing any armor or shild, you gain 10ft of speed.

You may add your proficiency bonus to Acrobatics check, and also, double your proficiency bonus to the check.


Ice and Fire[edit]

You, strong as a dragon, who manipulates the fate, cannot be affected for little things like weather.

Starting at 10th level, you gain immunity to weather, like extreme heat, extreme cold, strong wind and heavy precipitation. Additionally, you can hold your breath indefinitely while you’re not incapacitated.


Fate Changer Aura[edit]

At 20th 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 against you.

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

Dragon King's Bond (Optional Features)[edit]

Dragon Friend[edit]

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

Your dragon is special, choose an appearance from the metallic and chromatic dragons. It will not belong to that species, but it will have this appearance and this will tell you what breath and resistance it will initially have (More details about appearance in the monster manual).

With your shared bond, the dragon always knows what you want from him and you know what he wants from you. Furthermore, you can enjoy telepathic communication between you two, without any limitation, since the distance between you is no more than 1km. You and the dragon always know the localization of each other, even in different planes.

The dragon has its own turn, but you control its actions using your mental link. You choose whether it will act before or after your action.

Your Dragon cannot die, unless you die. Once its hit points decrease to 0, it returns to a egg form, and requires 1d8 days to rebirth with all its stats unchanged.

Dragon's Temporary Appearance
Dragon Dragon Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

On this level it has the follow stats:

Fate Dragon Wyrmling

Tiny dragon, alignment: same as yours


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


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

Saving Throws Dexterity +2, Constitution +3, Wisdom +2, Charisma +3
Skills Perception +4, Stealth +2, History +4
Proficiency Bonus 2
Damage Immunities Based on the table Dragon's Temporary Appearance
Senses Passive Perception 14, Blindsight 10 ft., Darkvision 60 ft.
Languages Draconic


ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.

Breath Weapon (Recharge 6). The dragon has a breath weapon based on the Dragon's Temporary Appearance and type in the table "Dragon's Temporary Appearance". You choose for the dragon to use its breath in a 15ft cone or in a 5 by 20ft line. The DC is 11. The damage is 2d8.



Dragon Friend (2)[edit]

Starting at 6th level, the dragon can magically polymorphs into a size smaller version of itself, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action.

The dragon magically grown and become more powerful. Now it has the following stats.

Fate Dragon Wyrmling

Small dragon, alignment: same as yours


Armor Class 17 (natural armor)
Hit Points 48 (8d8 + 16)
Speed 30 ft, fly 60 ft


STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 15 (+2) 13 (+1) 15 (+2)

Saving Throws Dexterity +4, Constitution +5, Wisdom +4, Charisma +5
Skills Perception +7, Stealth +4, History +5, Arcana +8
Proficiency Bonus 3
Damage Immunities Based on the table Dragon's Temporary Appearance
Senses Passive Perception 17, Blindsight 10 ft., Darkvision 60 ft.
Languages Draconic


ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage.

Breath Weapon (Recharge 6). The dragon has a breath weapon based on the Dragon's Temporary Appearance and type in the table "Dragon's Temporary Appearance". You choose for the dragon to use its breath in a 15ft cone or in a 5 by 20ft line. The DC is 13. The damage is 4d8.



Double Attack[edit]

Starting at 6nd level, when the dragon hits a creature, you can use your reaction to make an attack action with advantage (you can only cast cantripts in this reaction) on the same target your dragon hits.


Dragon Friend (3)[edit]

Starting from 10th level, the dragon finally loses its shell from Dragon's Temporary Appearance, and starts to grown its true form, a Fate Dragon.

The Dragon loses all the related thing it has with his temporary appearance. It includes, damage immunity, Breath Weapon.

The appearance usually has some references initially to its temporary appearance, but it becomes a completely "new" dragon, and as it approaches its full maturity, it increasingly leaves its characteristics behind.

It can be said to be like a gigantic chameleon, as it always seems to blend into its surroundings, almost as if it shouldn't exist, but is existence itself at the same time. Despite this, it is usually between the colors black and white.

The dragon magically grown and become more powerful. Now it has the following stats and actions.

Fate Dragon Wyrmling

Medium dragon, alignment: same as yours


Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft, fly 60 ft, climb 30 ft, swim 30ft


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 17 (+3) 13 (+1) 17 (+3)

Saving Throws Dexterity +4, Constitution +6, Wisdom +4, Charisma +6
Skills Perception +7, Stealth +7, History +6, Arcana +9
Proficiency Bonus 3
Damage Resistances Piercing, Slashing, Bludgeoning, Force
Senses Passive Perception 17, Blindsight 10 ft., Darkvision 120 ft.
Languages Draconic, Common, choose another language you know


Amphibious. The dragon can breathe air and water.

ACTIONS

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1d6 + 4 slashing damage plus 1d6 force damage.

Fate Breath(Recharge 5-6). The dragon exhales a wave of shimmering light in a 15ft cone or in a 5 by 20ft line (of your choice). Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 6d8 force damage and is magically weakened as it is desynchronized from the fate stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Dragon Force[edit]

Starting at 10th level, you are immune to your dragon's breath.


Dragon Friend (4)[edit]

Starting from 14th level, the dragon magically grown and become more powerful. Now it has the following stats and actions.

Young Fate Dragon

Large dragon, alignment: same as yours


Armor Class 19 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft, fly 80 ft, climb 40 ft, swim 40ft, burrow 40ft


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 20 (+5) 15 (+2) 17 (+3)

Saving Throws Dexterity +5, Constitution +9, Wisdom +6, Charisma +7
Skills Perception +10, Stealth +9, History +9, Arcana +13
Proficiency Bonus 4
Damage Resistances Piercing, Slashing, Bludgeoning
Damage Immunities Force
Senses Passive Perception 20, Blindsight 30 ft., Darkvision 120 ft.
Languages Draconic, Common, choose two languages you know


Amphibious. The dragon can breathe air and water.

ACTIONS

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 2d6 + 5 slashing damage plus 2d6 force damage.

Fate Breath(Recharge 5-6). The dragon exhales a wave of shimmering light in a 30ft cone or in a 5 by 40ft line (of your choice). Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 7d8 force damage and is magically weakened as it is desynchronized from the fate stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on two of these saves.



Dragon Rider[edit]

Starting at 14th level, the dragon becomes large enough to mount.

You don't need any kind of saddle to stay mounted, and yet, you get the bonuses as if you were wearing a saddle.

The cost to mount the dragon is 5ft of movement.

While mounted you aren't affected by attacks from the dragon like Wing Attack.

You have advantage on melee attack rolls against any unmounted creature that is smaller than the dragon. And, while mounted and your dragon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

You have advantage on the saving throw that try you to fall off your mount.


Dragon Friend (5)[edit]

Starting from 20th level, the dragon magically grown and become more powerful. Now it has the following stats and actions.

Adult Fate Dragon

Huge dragon, alignment: same as yours


Armor Class 20 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft, fly 80 ft, climb 40 ft, swim 40ft, burrow 40ft


STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 23 (+6) 23 (+6) 16 (+3) 20 (+5)

Saving Throws Dexterity +8, Constitution +12, Wisdom +9, Charisma +11
Skills Perception +15, Stealth +14, History +12, Arcana +18
Proficiency Bonus 6
Damage Resistances Piercing, Slashing, Bludgeoning
Damage Immunities Force
Senses Passive Perception 25, Blindsight 60 ft., Darkvision 120 ft.
Languages All


Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 2d6 + 7 slashing damage plus 2d6 force damage.

Fate Breath(Recharge 5-6). The dragon exhales a wave of shimmering light in a 60ft cone or in a 5 by 90ft line (of your choice). Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 8d8 force damage and is magically weakened as it is desynchronized from the fate stream. While the creature is in this state, attack rolls against it have advantage and it has the poisoned condition. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.


LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.

Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 60 feet of itself that is weakened by its Fate Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase.

Space Slip. The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.

Detect. The dragon makes a Wisdom (Perception) check.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 2d6 + 7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Action[edit]

Starting at 20th level, you are considered the lair of the dragon. Because of this, always that your dragon is within 480ft of you, on initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions centered in you; you can't take the same lair action two rounds in a row:

Fate Fling. The dragon attempts to fling a creature it can see within 60 feet of itself forward to another plane. The target must succeed on a DC 18 Wisdom saving throw or take 4d12 psychic damage and it is banned from the plane for 1 round where it is considered Stunned. The target vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.

Fate Lag. The dragon slows the fate for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can't take a reaction or a bonus action.

Dual Fate. The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon's spaces at the same time, the dragon is affected only once.

Phoenix Bond[edit]

You are a phoenix trying to raise up. You have an immortal soul that has a proposit to live, and will not die, until you reach it.

Flammable Magic[edit]

Starting at 2nd level, any spell you cast that deals fire damage, add your Charisma modifier to the fire damage it deals on a hit.


Strong Flame[edit]

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.


Fiery Death and Rebirth[edit]

Starting at 10th level, if you die, you explode. Each creature in 60-foot-radius sphere centered on you must make a Dexterity saving throw against your Spell save DC, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. The explosion destroys yours body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 6d6 fire damage to any creature that touches it, though no more than once per round. The cinder has resistance to all damage, and has HP equals to yours, and after 1d6 days, it hatches a new you.


Born in Flames[edit]

Starting at 20th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Humanity Bond[edit]

Calm Emotions[edit]

At 2nd level, you can cast Calm Emotions as a Cantrip.


Trick Reality[edit]

At 2nd level, you start to learn how to change upcoming events.

You have trickster's dices equals to your Charisma modifier (a minimum of once), and regain all the uses after a long rest.

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

  • When a creature that you can see within 60 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 1d4 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. The die becomes a d6 at 6th level, a d8 at 10th level, and a d10 at 20th level.
  • 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.


Wheel of Seven Deadly Sins[edit]

At 6th level, you are able to feed into the emotional instability of your enemies. You have 1 use of this ability and regain only 1 use per short rest. When you use this ability, roll 1d8 and consult the list below for the effect. If a target is immune to one of the emotions, nothing happens and the ability is wasted.

  • 1-Lust: You charm a creature with awe to you or other creature of your choice. They will attack anyone who tries to hurt their target of affection. At the ending of each of the target's turns, they must make a Wisdom saving throw. On a success, the effect ends. On a failed save, they continue to protect.
  • 2-Gluttony: Choose a target within 60ft. That target becomes violently ill and falls prone vomiting. At the beginning of each of the target's turns, they must make a Constitution Saving throw. On a success, they stop vomiting and may use their turn to stand back up. On a failed saving throw, they continue vomiting.
  • 3-Greed: Each enemy thinks that even its shadow can steal them. Every enemy within 60ft must roll a Wisdom saving throw or become frightened of everyone of your choice, for 1 round.
  • 4-Sloth: Each enemy within 60ft must roll a Constituition saving throw or will sleep for 1 minute or until it take any damage.
  • 5-Wrath: Choose a target within 60ft, the target must roll a Wisdom saving throw or become rage incarnate for a number of rounds equal to your Charisma modifier. In their extreme state of anger, they will attack whoever or whatever they are closest. The affected target can only perform melee attacks.
  • 6-Envy: Each enemy within 60ft must roll a Constitution saving throw. On a successful roll, nothing happens. On a failed roll, the envy of your beauty, makes the enemy spend its next attack action to an unnarmed strike in itself.
  • 7-Pride: Pride of your own strength courses through the body of each enemy within 60ft. The target must make a Wisdom Saving throw, On a failed saving, the target loses -2 to their AC for your proficiency bonus modifier.
  • 8-Harmonious Negativity: Choose two effects and apply both.


Manipulative Inspiration[edit]

At 10th level, you can inspire others through stirring words or presence. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Manipulative Inspiration die, a d10.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Manipulative Inspiration die is rolled, it is lost. A creature can have only one Manipulative Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Waves of Happiness[edit]

At 20th level, you are able to relieve your allies of their tensions on the battlefield by reminding them of happier times.

For 1 minute, you and all of your allies gain Protection from Evil, become resistant to nonmagical damage, gain immunity to Fear and charm, and gain a +2 to their AC.

At the beginning of each of your turns, your allies heal a number of HP equal to your Charisma Modifier.

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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