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The Fate

Expanded Spell List

The Fate lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st Bless, Guiding Bolt
2nd Augury, Locate Object
3rd Clairvoyance, Nondetection
4th Divination, Locate Creature
5th Commune, Legend Lore

Fateful Sight

Starting at 1st level, you can see flashes of what is to come before they happen. Whenever a friendly creature within 10 feet of you that can hear you is attacked, you can use your reaction to grant them a Fateful Sight die, a d4, before the DM says if the attack hits. The creature rolls the die and adds the number rolled to their AC until the end of the turn.
  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 short or long rest.

Hand of Fate

Starting a 6th level, the Fate grants you a magical deck of cards that are inscribed with ominous possibilities in your own future. As a bonus action, you may roll a d12 on the Hand of Fate table.
  You can use this feature a number of times equal to the number of 1st level or higher divination spells you know (a minimum of once). You regain any expended uses when you finish a long rest.

Musings of the Fateful

Starting at 10th level, your ability to change fate renews others with hope. Whenever a creature rolls a Fateful Sight die, it gains temporary hit points equal to the roll + your Charisma modifier (minimum of 1).
  Additionally, whenever you roll a Hand of Fate die, gain temporary hit points equal to the roll + your Charisma modifier (minimum of 1).

Seal Fate

Starting at 14th level, you can tell a creature how it will die by observing its fate. As an action, you choose a creature that you can see within 30 feet of you that can hear you. It must make a Charisma saving throw against your warlock spell save DC. On a failed save, it is frightened by you for one minute and attacks against it have advantage until your next turn. You must finish a long rest before using this feature again.
Hand of Fate Effects
Roll Effect
1 You take 3d6 lightning damage. "The tower falls."
2 You gain advantage on all Wisdom saving throws until your next turn. "Your wisdom will be sought across the land."
3 All creatures within 20 feet of you are blinded until your next turn. "None may know your secrets."
4 You cast sanctuary, targeting yourself. "Your will is iron and your foes, many."
5 You Charisma score becomes 10 until your next turn. "Solitude comes at a price."
6 Gain advantage on all Charisma (Persuasion) checks for 10 minutes. "Your beauty will be unearthly."
7 You take 2d6 necrotic damage and target creature within 20 feet of you regains 2d6 hit points. "A balance must be struck."
8 Your next melee attack deals an additional 2d6 radiant damage. "Your strength will crush mountains."
9 You cast bane, targeting yourself and two other target creatures. "Will you survive the devil's challenge?"
10 Roll on this table 2 more times. "The wheel has been spun."
11 The next creature to damage you takes 3d10 radiant damage. "Judgement shall be doled out."
12 Regain an expended spell slot. "The secrets of the arcana will whisper to you."

 

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