Fortune Teller (5e Class)

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The Fortune Teller class

Legends tell of a man with strange powers, they say he could see the future. His tribe members feared his strange powers and so they sentenced him to death. However, as he thrown from the cliff to his death it is said that his will to stay alive and escape death, caused him to sprout great and majestic wings and fly to safety, they say that this man was the first fortune teller...

Intro


Ancient cave drawings depicting the first fortune teller

Creating a Fortune Teller

Quick Build

You can make a Fortune Teller quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background. Third, choose Deception, Persuasion, and Sleight of Hand as your skills.

Class Features

As a Fortune Teller you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons and Martial Weapons
Tools: Any 1 Artisan Tool, the Dice Set and the Playing Card Set
Saving Throws: Charisma and Dexterity
Skills: choose 2 from: Sleight of Hand, Deception, Performance, Insight, Persuasion, Intimidation plus any 1 skill of your choice

Equipment

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

Table: The Fortune Teller

LevelProficiency
Bonus
Epitaph PointsFeatures
1st+24Epitaph, Foresight
2nd+26Predictable Opponents, Mind's Eye
3rd+28Fortune Teller House
4th+210Ability Score Improvement
5th+312Unpredictable
6th+312Fortune Teller House Feature
7th+314Iron Will
8th+314Ability Score Improvement, Calculated Risk
9th+419Fake Out
10th+419Weak Spot (Once Daily)
11th+425Fortune Teller House Feature
12th+425Ability Score Improvement
13th+532Middle Path
14th+532Weak Spot (Twice Daily)
15th+540Fortune Teller House feature
16th+540Ability Score Improvement
17th+655Erasure
18th+655As Above, So Below
19th+675Ability Score Improvement, Weak Spot (Thrice Daily)
20th+6100Time Stop


Epitaph

Fortune Tellers use epitaph points to activate various features, as you level up the max amount of epitaph points you can have increases All epitaph points are regained at the end of a long rest

Epitaph Saving Throws
If a Fortune Teller class feature forces someone to make a saving throw use this formula to specify the DC of the saving throw unless otherwise specified:
8 + proficiency + Charisma

Epitaph Action Limit
The EAL is the amount of times you may use features that use epitaph points per long rest, it is calculated using this formula:
(Charisma modifier x 5) + (Level/2 (rounded up))
You may not use a feature that uses epitaph points if you have reached your EAL

Foresight

As a bonus action or as a reaction you may spend 1 epitaph points to see a into the near future, when you use this feature you may choose one of three things to happen:
1. Until the start of your next turn enemies attacking you gain disadvantage on their attack roll.
2. Until the start of your next turn you gain advantage on saving throws.
3. Until the start of your next turn you gain advantage on attack rolls.

Predictable Opponents

Starting from level 2 as a free action after you deal damage to an opponent you may spend 2 epitaph points to force the opponent to make a Dexterity save, on a fail all attacks targeting this opponent gain advantage until the start of your next turn

Mind's Eye

Starting from level 2 creatures you touch are unable to lie without your detection, if a creature you are touching tells a lie, that creature must make a Wisdom saving throw (DC equal to Epitaph saving throw) on a fail the dm must tell you that they have lied. On a pass they becom immune to this effect for a day

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.

Unpredictable

Starting from level 5 when you gain advantage on a dice roll you may spend 5 epitaph points to add half your proficiency bonus (rounded up) to the roll, you may do this even if you already add your proficiency bonus to the roll.

Iron Will

Starting from level 7 as a reaction you may spend 5 epitaph points to ignore a condition, you may only disable each type of condition once per long rest (ex. blinded).

Calculated Risk

Starting from level 8 after you successfully deal damage to an enemy using a melee attack, you may spend 6 epitaph points to immediately make another attack roll against the enemy, however if you miss that opponent may immediately make an attack roll against you.

Fake Out

Starting from level 9 as a bonus action you may spend 3 epitaph points to disable an opponent up to 15ft away's opportunity attack and reaction for this round.

Weak Spot

Starting from level 10, after you successfully hit an opponent with an attack, before rolling for damage you may force the enemy to make a Dexterity save, on a fail they become vulnerable to that damage type until the start of your next turn. You may only use this ability if they are not resistant or immune to the type of damage you are doing. The amount of times you can use this ability changes depending on your level.

Middle Path

Starting from level 13 you may spend 10 epitaph points to rewind time forcing you, a willing ally or an enemy that you can see to re-roll all die involved in one particular action. (ex. re-roll damage). You may use this ability on other people's turns and can use it multiple times in the same turn, however you can only re roll the die of any thing once. (ex. can't force someone to re roll the same saving throw more then once)

Erasure

Starting from level 16 as a reaction you may spend 20 epitaph points to negate the effects of an action, reaction, bonus action or active ability that targets you or anyone within 10ft of you. Things such as spell slots or ammo are still spent and cool downs are still applied however any/all effects of the erased action may be ignored (ex. damage). If the erased action came from an enemy the remainder of that enemies turn is skipped (if it is that enemies turn). If the erased action had multiple targets it negates the effects for any/all of them.

As Above, So Below

Starting from level 18 you may spend 15 epitaph points to copy a feature (background, racial or class) or spell that an enemy or teammate that you can see has used since the beginning of your last turn, you may use this ability when you would use the copied feature/spell normally and expend the appropriate action type (ex. action for meteor swarm, reaction for shield). You may use Charisma as the feature's/spell's modifier instead of it's original modifier. If the feature/spell does not have a duration (ex. Changelings change appearance ability) the feature/spell lasts until you take a long rest.

Time Stop

At level 20 as a bonus action or reaction you may spend 20 epitaph points to stop time, if time was stopped on your turn your attacks become unblockable and opponents fail all saving throws automatically. Opponents may not use any reactions or make opportunity attacks while time is paused, however passive abilities still take effect, if you were touching an enemy before time was stopped and are not after time has resumed or have attacked an enemy during time stop, that enemy becomes unnerved and gains disadvantage on attacks and saving throws until the start of your next turn.

You may use this ability on other peoples turn, immediately take your turn with the effects of a normal time stop, after the time stop ends the current enemies turn continues assuming that they are still alive, if they are not alive or are unable to do their turn the person with the next highest initiative goes instead. After using this ability you may not use it again for 1d6 rounds.

Fortune Teller House

As you grow stronger, your powers begin to diversify granting you new powers and strange abilities, allowing you to use your will to alter reality in different ways.

Upon reaching level 3 you must pick one of the houses to become your Fortune Teller house or subclass. This subclass will grant you new features at levels 3, 6, 11 and 15. You may not change your Fortune Teller House once you have gained features from it.

House of Spirits

Fortune Tellers of the House of Spirits are able to manipulate the afterlife and souls to their wills, allowing them to use frightening and unnatural skills in combat and gain powers from those they slay

Speak with Dead
Starting from level 3 you may call upon the spirit of someone that has passed away, you must concentrate for 10 minutes and expend 2 epitaph points to do so. The spirit may not be summoned if they have died more then 100 years ago and the spirit must come unless their is something that prevents them from being called. The spirit will remain on the physical plane for 10 minutes or until you send them away, whichever comes first.

Spirit Absorption
Starting from level 3 when an opponent dies within 10 ft of you, you may spend 2 epitaph points to absorb their spirit, temporarily increasing the modifier of one your abilities by one until the end of your next turn. This effect can stack and you may use this ability on other people's turns.

Life Eater
Starting from level 6 after you successfully deal damage to an opponent you may spend 6 epitaph points to recover hp equal to half the damage that was dealt.

Dead Bite
Starting from level 11, when you defeat an opponent you may spend 4 epitaph points to deal any excess damage to all opponents within 5ft of you. Starting from level 15 you may spend another 5 epitaph points to increase the range to 10ft and deal triple the excess damage done.

Overdrive
Starting from level 15 when you use the Spirit Absorption feature you may spend another 8 epitaph points to make another attack against an opponent 5ft away from you, you may use this ability on other people's turns and you may use this ability multiple times in the same turn. This ability does not count towards the epitaph action limit.

House of Tarot

Fortune Tellers of the House of Tarot use their powers to reshape reality and shift space. Manipulating their enemies and supporting their allies

The Fool
Starting from level 3 at the start of your turn gain 1d4 temporary hp if you start your turn next to an ally, in addition at the start of your turn all allies adjacent to you may gain 1d6 temporary hp. the hp gained changes depending on your level. level 6: 1d8 level 11: 2d6 level 15: 2d8

Shuffle
Starting from level 3 instead of moving you may spend 2 epitaph points to swap places with a willing ally that you can see or swap the places of 2 willing allies that you can see (this does not activate opportunity attacks or reactions).

Reshuffle
Starting from level 6 instead of moving you may use the shuffle feature on an enemy that you can see, you must spend epitaph points equal to the enemy’s challenge rating (minimum of 1) minus your Charisma modifier. The enemy must make a Wisdom saving throw and on a fail, has their position swapped with either you or a willing ally. You must always spend at least 1 epitaph point to use this ability.

The Star
Starting from level 11 when you use the shuffle feature to swap the places of yourself or allies, the swapped target(s) may immediately move up to half their movement speed or perform a basic attack action. Additionally when you use this ability to swap the position of an enemy, that enemy gains disadvantage on their their next die roll.

Final shuffle
Starting from level 15 when you use the shuffle or reshuffle feature, you may spend extra epitaph points to use either feature again. The cost for using the feature(s) more then once is regular cost + the amount of times you've used one of the two features on your turn. You may use this feature as many times as you want on your turn.

The World
Starting from level 15 if an ally that you can see within 20ft of you would take enough damage to drop them below 0 hp, you may instead spread the damage between yourself and any willing allies within 10ft of you.

House of Bone

Fortune Tellers of the House of Bone are able to harden their body and become as unbreakable as their wills.

Tough Skin

Starting from level 3 your unarmored ac becomes 12 + Dexterity. If you already have a feature that increases your unarmored ac, increase the base by 2 (12 + Dexterity becomes 14 + Dexterity)

Bone Breaker

Starting from level 3 after you deal damage to a target with a melee attack you may spend 4 epitaph points to lower their ac by 1d4 until the start of your next turn, the die changes to 1d6 at level 6, 1d8 at level 11 and 1d10 at level 15.

Blood and Bone

Starting from level 6 when you drop below 3 quarters of your hp rounded up you may gain ac equal to your Charisma modifier for x rounds where x is equal to your charisma modifier divided by 2. You may only use this feature once per long rest

Shatter

Starting from level 11 when you successfully hit a creature, you may spend 6 epitaph to ignore resistances and immunities for the attack.

Unstoppable

Starting from level 15 when you drop below 0 hp, you may temporarily lower your ac by half to gain hp equal to your ac before the reduction, you may only do this once per long rest and your ac goes back to normal after a long rest.

Unbreakable
Starting from level 15 when an ally within 5ft of you is targeted by an attack you may spend 8 epitaph points to force the opponent to attack you instead and increase your ac by your Charisma modifier until the start of your next turn, this effect does not stack.

House of Ash

Fortune Tellers of the House of Ash are able to manipulate heat, burning all that oppose them in a scorching flame or freezing them in an arctic cold.

Heat Control
Starting from level 3 you gain an immunity to fire damage and gain the ability to cast the cantrips Control Flames, Frostbite and Produce Flame using charisma as the modifier.

Blazing Fury/Freezing Rage
Starting from level 3 after successfully deal damage to an opponent using a melee attack you may spend 4 epitaph points to change your damage type to fire or cold and deal one extra die of damage. If you use this ability in Flame/Frost King Mode you may add your Charisma modifier to your damage roll as well as the regular modifier.

Blistering/Chilling Blood
Starting from level 6 when you are damaged by a melee slashing or piercing attack you may spend 5 epitaph points to force the opponent to make a Dexterity save, on a fail they take fire or cold damage equal to half the damage dealt.

Flash Fire/Freeze
Starting from level 11 all fire or cold damage of your choice dealt within 50ft of you ignores resistances and immunities and deals 1 extra die of damage.

Flame/Frost King Mode
Starting from level 15 as a free action on your turn you may activate either Flame/Frost King Mode, while in this mode all damage that you and allies within 30ft of you do is considered fire or cold damage and you do not have to spend epitaph points to activate the Blistering/Chilling Blood ability, however this mode is too powerful for you to maintain and for every turn you spend in this mode you take fire or cold damage equal to the amount of rounds in this mode squared + the damage you have taken from this ability since activation, this damage is not affected by resistances or immunities. You may only use this ability once per long rest

House of Nature

At every level in which you would gain a feature from this class, you must pick either land, sea or sky and gain the respective features for that level.

Land

Sea

Sky
When you choose sky at any level you grow feathered wings with razor sharp feathers. These wings are proportional to your size, they can be used to glide but not to fly (unless you choose Sky at level 6), if you already have wings you do not grow new ones.

Wing Cutter
If you choose Sky at level three, as a bonus action you may make an melee attack with your wings, you have proficiency in this attack and on a hit it deals 1d6 + Dexterity slashing damage.
This attacks damage changes depending on your level. Level 6: 1d8 Level 11: 1d10 Level 15: 1d12.

Feather Shot
If you choose Sky at level level 3 you gain the ability to shoot your razor feathers, as a action you may make a 90ft ranged attack with these feathers that deals 1d12 + Dexterity piercing damage on a hit, you have proficiency in this attack.
This damage changes depending on your level. Level 6: 1d12 + 4 Level 11: 2d8 + 2 Level 15: 2d8 + 4

Fight and Flight
If you choose Sky at level 6 you gain a flying speed of 60ft if you already had a flying speed it is now increased by 30ft.

Blinding Breeze
If you choose Sky at level 11 you gain the ability to as an action force an amount of enemies equal to or lower then your Charisma modifier (minimum of 1) up to 90ft away from you to make a constitution saving throw, on a fail the range of all their spells and ranged attacks are reduced by 40ft (to a minimum of 5ft) for 1 minute. This effect does not stack.

Divine Sandstorm
If you choose Sky at level 15 you gain the ability to create huge breezes with your majestic wings, as an action you may create an extremely powerful gust of wind, all creatures in a 120ft line must make a Constitution save and on a fail are pushed back to the end of the line, if they are unable to do so because of an object or creature, both things take 1d10 bludgeoning damage per 5ft left to travel + Charisma (ex. 10ft = 2d10 + Charisma). However, this action is taxing on your wings and you will not be able to fly or use any House of Flight features for 1d4 rounds.

House of Numbers


Lucky Guess Starting from level 3 whenever a die is rolled you may say which number you think the die is going to land on, if you are right you may change the die to any face

Lucky Streak Starting from level 6 whenever you make a successful guess you gain a streak point, these streak points only go away when used. A streak point can be used to gain an extra move or bonus action on your turn, use any Fortune Teller class feature without expanding epitaph points or contributing to the EAL or to gain hp using hit die

Playing With Fire Starting from level 11 whenever you take or deal damage you may roll a d20. If you roll above ten, you deal double damage or take no damage, however if you roll below ten you deal no damage or take double damage. On a ten nothing changes

Gamblers Heart


House of Chaos

  

Nonequivalent Exchange
Starting from level 3 when you take a short or long rest you may convert 4 Epitaph points into 1 Chaos Points or vice versa, Chaos points are required to use this sub classes features. Your epitaph points + your chaos points (each chaos point equals 4 epitaph points) may never be above your max epitaph points. Using features that cost chaos points do contribute towards your EAL (epitaph action limit)

Double Time
Starting from level 3, as a free action you may spend 1 chaos point to take a second action or bonus action on your turn. Starting from level 11, when you use this ability, you may instead take a second turn immediately after your current turn instead of just a second action. (you may not use this ability twice in the same turn or on a turn gained using this ability)

Chaos Theory
Starting from level 6 whenever you re-roll a die, you may spend 1 chaos point to roll it again (you may use this ability multiple times on the same die roll)

Phase Shift
Starting from level 11, when initiative is rolled you may spend 2 chaos points to choose your placement in the initiative order, after using this ability you may change your placement at the end of each round for 1 chaos point (ability must have been activated at the start of combat to use this effect). Starting from level 15 when you activate this ability you may also spend chaos points to swap the placements of allies and enemies at the cost of 1 chaos point per swap.

Oyster
Starting from level 15, as a free action you may spend 5 chaos points to temporarily swap your hp and your epitaph points, your epitaph points can go above the max using this ability, however your EAL stays the same. Both your hp and your epitaph points return to normal at the end of a long rest.

Unbridled Chaos
Starting from level 15, whenever you use a class feature you may spend x chaos points, then roll 2 d20s, if the numbers are within x numbers of each other (x being the amount of chaos points spent) then you may immediately perform the feature again without spending any points or resources if needed and ignoring any cool downs, you do not need to pick the same target(s) when repeating a feature (this effect can be used on a repeated feature)

Multiclassing

Prerequisites: To qualify for multiclassing into the Fortune Teller class, you must meet these prerequisites: Charisma 15 and Dexterity 13
Proficiencies: When you multiclass into the Fortune Teller class, you gain the following proficiencies: Any 1 skill of your choice, Light Armor, Simple Weapons and Martial Weapons


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