You have spent years learning the subtleties of fortune telling, be it under a mentor or on your own, and find yourself able to read the fears and desires of those around you. Regardless of whether you use your skills to climb social ladders, to earn enough to just get by, or to soothe those seeking comfort, you live with the constant knowledge that should you say the wrong truths and anger the wrong people, you will find yourself on the run once again.
Are you truly a fortune teller or are you simply a charlatan seeking your own fortune? Do you wield true arcane power or are you can you simply make anyone around you into an open book? Do you provide comfort for yourself or to others? Is there a middle ground? Regardless, you are a voice of influence to those around you; it is your choice whether to use that for good or for evil.
- Skill Proficiencies: Choose two from among Sleight of Hand, Insight, Deception, Performance, Persuasion
- Tool Proficiencies: One tool kit of your choice
- Languages: One ancient language of your choice
- Equipment: A performance costume, an odd trinket, fortune telling tools of your choice (a crystal ball, a bag of dice, a deck of cards, knuckle bones, palm markers, divination stones), and a pouch containing 15 gp
Each fortune teller has an art of their own. Choose one of the options below to determine the manifestation of your art.
| d12 | Specialty |
|---|---|
| 1 | Cartomancy (Card Readings) |
| 2 | Tasseomancy (Tea Leaves, Coffee Grounds, etc.) |
| 3 | Dowsing (Pendulums, Dowsing Rods) |
| 4 | Rune Stones |
| 5 | Scrying (Mirror, Water, or Other Reflective Surfaces) |
| 6 | Crystal Gazing (Crystal Ball Readings) |
| 7 | Astrology |
| 8 | Lithomancy (Stone, Gem Readings) |
| 9 | Palmistry (Palm Readings) |
| 10 | Astragalomancy (Dice, Knuckle Bones) |
| 11 | Aura Reading |
| 12 | Numerology |
You have honed the art of learning about and influencing people's actions through your trade. While performing a fortune telling service for another creature, all Charisma (Intimidation), Charisma (Persuasion), Charisma (Performance), Charisma (Deception), and Wisdom (Insight) checks made against the creature have advantage until the service ends.
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