Fortune Caster (5e Class)
Fortune Caster
Fortune Caster
A young man approaches the mystic's stall and asks the ancient woman behind the curtain to read her fortune. He has been diagnosed with a rare disease and the healer in his village told him it isn't looking good. The woman beckons him inside and has him sit down at her table. She retreats through another curtain and returns shortly after with a bowl of fortune cookies.
"Pick wisely, your life may depend on it," she chuckles.
While not thoroughly convinced by what he has seen so far, he pulls a cookie out of the bowl uneasily.
"Crack it open, and the truth will be revealed to you."
He snaps the cookie lightly and a faint mist seems to leak out of the two halves of the cookie. It whirls upward and assumes a vague robbed human form. The form continues to become more clear, and the appearance of skin fades leaving only bones. As the man is astonished by what is happening, the spirit speaks aloud, "Focus on what is most vital and you may return to health. Distraction will be your downfall." The spirit fades and disssolves into the air and candle smoke.
Horrified and with a face pale as snow, the man thanks her and slowly exits.
As the woman enters her back room, she mutters under her breath, "Another bad batch..." She dumps the bowl in the garbage bin and brings out more dough.
Fortune casters have the power to control the fortunes (more or less) of others and can utilize various fortune-telling techniques to dispense fate to both friend and foe.
Creating a Fortune Caster
- Quick Build
You can make a Fortune Caster quickly by following these suggestions. First, make Wisdom your highest score, followed by Charisma. Second, choose the Sage background.
Class Features
As a Fortune Caster you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Fortune Caster level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Fortune Caster level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Cook's utensils
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Religion, Insight, Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Fortune Cookie Basket
- Dagger
- Deck of Tarot Cards
- Leather Armor
- Cook's utensils
- If you are using starting wealth, you have 3d4 x 10gp in funds.
Level | Proficiency Bonus | Features | Fortune Cookies | Cantrips | Spell Level |
---|---|---|---|---|---|
1st | +2 | Fortune Cookies, Horoscope | 6 | 2 | 1 |
2nd | +2 | Fortune Shines Upon You | 6 | 2 | 1 |
3rd | +2 | Three Fates | 6 | 3 | 1 |
4th | +2 | Ability Score Improvement, Spell Die Increase | 6 | 3 | 2 |
5th | +3 | Practiced Infusion | 6 | 3 | 2 |
6th | +3 | Fates Feature | 8 | 3 | 2 |
7th | +3 | Spell Die Increase | 8 | 3 | 3 |
8th | +3 | Ability Score Improvement | 8 | 3 | 3 |
9th | +4 | Foresight | 8 | 3 | 3 |
10th | +4 | — | 8 | 4 | 4 |
11th | +4 | Fates Feature | 10 | 4 | 4 |
12th | +4 | Ability Score Improvement | 10 | 4 | 4 |
13th | +5 | Expert Infusion | 10 | 4 | 4 |
14th | +5 | — | 10 | 4 | 5 |
15th | +5 | Clairvoyance | 10 | 4 | 5 |
16th | +5 | Ability Score Improvement | 12 | 4 | 5 |
17th | +6 | Fates Feature | 12 | 4 | 5 |
18th | +6 | Intended Consequences | 12 | 4 | 6 |
19th | +6 | Ability Score Improvement | 12 | 4 | 6 |
20th | +6 | Thread of Fate | 12 | 4 | 6 |
Fortune Cookies
You start with a bag full of 12 fortune cookies. These are how the Fortune Caster casts their non-cantrip spells. You can use an action to crack open a fortune cookie, after which a spirit appears and reads a fortune to the target and casts a spell from the spell list. You may also consume the fortune cookie after opening it as a bonus action to gain 1 temporary hit point that stays until you take a long rest. Temporary hit points gained through this feature can stack.
To obtain more fortune cookies, you must buy the ingredients for 2 silver per batch and bake them. One batch of fortune cookies gives 12 baked cookies. At this point, they are still mundane and need to be infused with magic. To infuse them with magic, you must spend an hour as well as 1 silver per cookie to fill them with magical power (ex. infusing 8 cookies would take 1 hour and cost 8 silver). The monetary price can be adjusted by your DM as they see fit to fit the campaign. You are allowed to bake as many fortune cookies as you want as preparation for later, but you may only infuse an amount of fortune cookies up to your maximum for your level.
Spellcasting
At 1st level, you have a broad knowledge of spells, but you lack control. When you cast a spell through the use of a fortune cookie, roll 1d6. The spell you cast is the number on your spell list equal to your roll. The casting mechanics work as follow:
- Wisdom is used for your spellcasting ability
- If the spell is targeted, the target is the creature that was originally targeted with the fortune cookie. If it can have multiple targets and the effects can stack, such as with multi-projectile damaging spells like Scorching Ray, all projectiles target that creature. If the effects don't stack, such as Sleep or Charm Person, secondary target(s) are chosen based on proximity to the primary target. Secondary targets chosen this way must still follow the original targeting mechanics from the spell (ex. for Charm Person, any additional creatures have to be within 30ft of the primary target).
- Area of effect spells are targeted at the target's feet.
- Any spells with a cast time of one bonus action cast from a fortune cookie are considered to have a cast of one action instead.
- If the effect requires concentration, the effects of the spell will remain for a minimum of 1 turn before you can choose to break concentration.
- If you are not within the range of the spell you are casting, it will not activate, but the fortune cookie's infusion will still be consumed. Note: All ranged spells in the spells list have a minimum range of 30 ft, so if you are within that range, you will have a 100% chance of being within range to cast the spell.
At 4th level, you unlock 2nd level spells and must roll a d12 when cracking open a fortune cookie. At 7th level, you unlock 3rd level spells and must roll a d20 when cracking open a fortune cookie. As you level up, your spells are cast at greater strength. Every spell that is cast is cast at your current spell level. For example, if you target a creature and are 20th level possessing 6th level spells, any spell you cast is cast at the 6th level and cannot be cast at a lower level.
You are also able to choose cantrips up to the maximum amount for you level from the cantrip list and may switch one when leveling up. Cantrips are cast normally without the use of fortune cookies.
Horoscope
As a person knowledgeable in many fortune-telling techniques, it would be foolish to ignore the most basic of them: astrology. At 1st level, pick the star sign your character was born under:
- Aquarius
+1 Intimidation
- Pisces
+1 Insight
- Aries
+1 Acrobatics
- Taurus
+1 Athletics
- Gemini
+1 Survival
- Cancer
+1 Animal Handling
- Leo
+1 Performance
- Virgo
+1 Medicine
- Libra
+1 Persuasion
- Scorpio
+1 Nature
- Sagittarius
+1 Perception
- Capricorn
+1 Arcana
Fortune Shines Upon You
At 2nd level, you gain the use of lucky numbers to affect your own luck. You must roll percentile dice until you generate 5 unique numbers and record them on your character sheet. When a spirit reads a fortune to a target, you may activate this feature to cause a lucky number to appear above it. You must roll percentile dice to generate that number. If that number matches one of your lucky numbers, then a special effect from the Special Effects table corresponding to that number will happen to the you. This feature can be used until a special effect is activated, at which point your luck has been expended and you will need to take a long rest to renew it. When you take a long rest, roll for 5 new numbers.
Special Effects
Lucky Number | Effect |
---|---|
1-5 | Your move speed increased by 10ft for 1 minute |
6-10 | You gain 1d4 hit points |
11-15 | You gain +1 Perception for 1 hour |
16-20 | You gain +1 AC for 1 minute |
21-25 | Your spell attack(s) this round does bonus psychic damage equal to the level of the spell you cast |
26-30 | Your attack(s) this round have advantage |
31-35 | You become invisible until your next turn |
36-40 | You get advantage against savings throws for one round |
41-45 | You gain resistance to physical damage for one round |
46-50 | You gain tremorsense for 1 minute |
51-55 | Target(s) affected by your spells are knocked back 5 feet |
56-60 | 6 uninfused fortune cookies appear in your bag |
61-65 | Your proficiency bonus is increased by 1 for 1 minutes |
66-70 | You gain advantage on 1 death save within the next hour |
71-75 | You can teleport to any location you can see within 30ft |
76-80 | You gain 1d8 temporary hit points |
81-85 | You gain advantage against being charmed for 1 minute |
86-90 | You gain advantage against being blinded for 1 minute |
91-95 | You gain advantage against being poisoned for 1 minute |
96-100 | You gain advantage against being petrified for 1 minute |
Three Fates
As you explore the art and magic of fortune telling, you come across the mythos of the Three Fates, powerful beings said to control the destiny of every creature to ever exist. At 3rd level, you decide to focus on one of them and see what you can learn. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.
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.
Practiced Infusion
You have gained some practice in infusing your fortune cookies and now know how to do it more efficiently. At 5th level, your fortune cookie infusion time is reduced to 30 minutes and now only costs 5 copper per cookie.
Foresight
As your ability to read creature's futures develops, you also develop some insight into your near future. You are sometimes able to predict the path your enemies' weapons are going to take and you believe this could be advantageous. At 9th level, you can use your foresight to dodge a successful attack as a reaction. This feature can be used once, and then you need to take a long rest to regain this ability.
Expert Infusion
Your fortune cookie infusion has been perfected to a point where doing it any faster would cause adverse effects on their outcomes and lead to instability. Unfortunately, you found this out after one-too-many magical fireballs spontaneously erupted in your face. At 13th level, your fortune cookie infusion time is reduced to 10 minutes and no longer has a monetary cost.
Clairvoyance
Through lots of practice you have honed your ability to predict your enemies attacks in a suitable time to avoid them. At 15th level, you now have 3 uses of the Foresight feature before you need to take a long rest.
Intended Consequences
Three Fates
The Spinner
The Spinner is said to spin the thread of life, and thus have control over the creation of life and even decide if someone should be saved from certain death. Following the path of the Spinner will lead you to learn abilities to heal yourself and allies.
- Bound By Fate
At 3rd level, you begin to feel bound to your allies in a way some might consider stronger than normal. Two times per long rest, when you eat a fortune cookie, it also gives an amount of temporary hit points equal to your Fortune Caster level to your lowest health ally without temporary hit points within 30 feet of you. These temporary hit points last until they are removed through damage or after taking a long rest. (These temporary hit points do not stack like temporary hit points from the Fortune Cookie feature)
- Braid The Threads
At 6th level, you can braid the thread of you and your nearby allies together to temporarily mitigate damage by dispersing it among yourselves. As a reaction, you can spread out the damage taken from an incoming attack onto you and up to 3 allies within a 20 foot radius. The damage taken by each character is the incoming amount of damage divided by the number of characters (rounded down) affected by this feature. This feature requires concentration and can last until your next turn. This can be used once per long rest.
- Twist of Fate
You gain the ability to slightly modify fate to your advantage when using your fortune cookies. At 11th level, when you roll for which spell is cast on the spell list, you can bump the roll up or down 1 number if it will let you choose a supporting spell (Healing Wind, Healing Word, Prayer of Healing, Aid, Beacon of Hope, Mass Healing Word, Life Transference). You can use this feature twice per long rest.
- Reinforce The Threads
At 17th level, our Braid The Threads feature has been reinforced with magic. Now when the affected group takes damage, the damage is reduced by half and then divided by the number of affected characters.
The Allotter
The Allotter measures the thread of life and determines how long a creature will live as well as their destiny. Following the path of the Allotter will allow you to shift the destiny of creatures to work in your favor.
- Entangled Threads
At 3rd level, you can cause an enemies life thread to become entangled in itself. Twice per long rest, you can cause a targeted creature to make a Dexterity saving throw when using a fortune cookie on them. If they fail, ghostly ropes appear from the fortune cookie's spirit and entangle the creature, restraining them for one round.
- Pull The Threads
At 6th level, you have the ability to steal thread from an enemy and attach it to your own. For one round, you heal for 1/4 of all damage dealt to a chosen character within 30 feet and pull them 5 feet in your direction if they are not within 5 ft of you.
- Twist of Fate
You gain the ability to slightly modify fate to your advantage when using your fortune cookies. At 11th level, when you roll for which spell is cast on the spell list, you can bump the roll up or down 1 number if it will let you choose a utility spell (Sleep, Fog Cloud, See Invisibility, Blindness/Deafness, Create Food and Water, Sleet Storm). You can use this feature twice per long rest.
- Yank The Threads
At 17th level, Pull The Threads is now empowered. You now heal for 1/2 of all damage dealt to a chosen character within 30 feet and pull them up to 10 feet in your direction or until they are within 5 ft of you.
The Unturnable
The Unturnable cuts the thread of life when it is time for a creature to die. She is called the Unturnable because no one can run from death, death always comes. Following the path of the Unturnable will grant you abilities to quickly bring about the death of others.
- Stroke of Luck
At 3rd level, when you make an attack roll, you can use your [Feature Name Here] to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You can use this once per long rest.
- Shave The Thread
At 6th level, the thread of fate is whittled down, reducing it's strength. Once per day, you can use a bonus action to weaken one enemy against one type of damage until the end of your turn. Any damage of the chosen type taken by the enemy inflicts an additional 50% damage of the inflicted damage.
- Twist of Fate
You gain the ability to slightly modify fate to your advantage when using your fortune cookies. At 11th level, when you roll for which spell is cast on the spell list, you can bump the roll up or down 1 number if it will let you choose a damaging spell (Guiding Bolt, Magic Missile, Scorching Ray, Shatter, Call Lightning, Fireball, Tidal Wave). You can use this feature twice per long rest.
- Fray The Thread
At 17th level, you shred the thread until it is held together by only a single fiber. Your Shave The Thread feature is enhanced, the damage done using that damage type is now doubled.
Fortune Caster Spell List
You know all of the spells on the basic Fortune Caster spell list and additional spells based on your subclass.
- Cantrips
Guidance
Mage Hand
Minor Illusion
Sacred Flame
Toll the Dead
Thorn Whip
Magic Stone
Acid Splash
Dancing Lights
- 1st Level
1. Healing Wind
2. Sleep
3. Healing Word
4. Guiding Bolt
5. Fog Cloud
6. Magic Missile
- 2nd Level
7. Blindness/Deafness
8. Scorching Ray
9. See Invisibility
10. Prayer of Healing
11. Shatter
12. Aid
- 3rd Level
13. Beacon of Hope
14. Call Lightning
15. Create Food and Water
16. Fireball
17. Mass Healing Word
18. Sleet Storm
19. Tidal Wave
20. Life Transference
Multiclassing
Prerequisites. To qualify for multiclassing into the Fortune Caster class, you must meet these prerequisites: Wisdom 13
Proficiencies. When you multiclass into the Fortune Caster class, you gain the following proficiencies: Light armor
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