Base Class: Rogue
Fate thieves practice an unconventional form of magic, one that doesn’t manipulate the weave itself but rather allows you to get a glimpse at the weave through mundane actions. these actions can be drawing tarot cards, rolling dice, scattering small objects, or the like. Fate thieves see the weave and the flow of time as a river. Everyone in this river has a boat and are able to subtly effect the path they go down with their actions. However magic users and fate thieves have oars. magic users use their oars to paddle their boats or create ripples in the water that push other boats into rocks, While fate thieves never actually touch the water itself with their oars. Opting instead to use their oars to push off of other boats to push them into rocks while simultaneously pushing themselves to safety. They also see the way sand moves in the waters current and can use that to gain an understanding of the rivers shape, based on what shapes would cause the water to move that way (in this case the sand represents their tools of divination, like tarot cards).
fate thieves believe good fortune is a limited resource spread unevenly throughout the population. They use subtle cause and effect and the butterfly effect to ensure they end up in timelines where that fortune gets distributed to them, literally stealing the good fortune of their enemies, hence the name.
this practice is widely seen as an arcane pseudo-science and dismissed by the wider wizarding community. However there are organisations of fate thieves who use this to their advantage. These organisations are a mix of a thieves guild, a secret society, and a cult. They get hired as fortune tellers, thieves and assassins by crime lords and corrupt nobles. They then intentionally spread rumours about their members doing impossible things. pulling off heists that seemed statistically impossible, planning around events they couldn’t have possibly predicted, “cursing” people with bad luck, and nobles and crime lords being able to seize power with the help of predictions from a hired fate thief.
these rumours plant doubt in peoples minds, maybe these practices actually do work. This doubt leads to uncertainty, which leads to mystery. And mystery leads to either curiosity, or fear of the unknown. Curiosity leads to getting hired, and fear of the unknown leads to getting hired by people who want to intimidate rivals, and getting hired leads to more rumours, and gold. Fate thieves cultivate this Air of mystery to manipulate people and put their members into seats of power as advisers to lords and even kings. But some aren’t quite so ambitious and instead scam people by setting up fortune tents at rinky-dink festivals where people come in out of curiosity. Or they set up gambling games in the streets then rig the odds in their favour with their techniques.
Consult fate
At 3rd level you have an item or set of items you can use to make minor predictions. Choose one gaming set or a trinket you have in your inventory. If you choose a gaming set, you gain proficiency with it. If you choose a trinket, you gain proficiency with a gaming set of your choice. Regardless of what you choose, the item becomes your divination tools (you get to describe how you use the item for divination, and what they look like. For example, cards could be a tarot deck that you draw from, dice could be cubes of bone with symbols etched into the sides that each mean certain things, and for trinkets a mummified goblin hand could give cryptic proficiencies based on the positions of the fingers when you leave it out. A gold coin from an unknown land could have strange symbols on each face, and through a series of coin flips the symbols give cryptic answers to questions based on what side landed facing up, and the rotation of the coin when it lands. For a glass orb of moving smoke it could be a crystal ball, and you can interpret the shapes the smoke makes as omens, ect) using these divination tools, you can cast the spell augury as a ritual. This cannot be counterspelled or affected by anti magic, as your not actually casting a spell or manipulating magic in any way. rather magic is manipulating the object, so in order to stop it you would have to dispell the weave itself which would probably just delete the laws of physics or something.
(Optional feature) throwing card deck
prerequisite:you have to have chosen a deck of cards as your divination tool.
using tinker’s tools, you or someone else can modify your deck of tarot cards to have razor blades on the edges. They become ranged weapons with the stats of darts, but with the damage type swapped of for slashing damage. Proficiency with simple weapons or darts will not grant you proficiency with these weapons, rather you gain proficiency with them as a part of this feature. You have a total of 78 cards (the standard amount of cards in a tarot deck, according to google at least) and if you throw away 20 of them (roughly a quarter of the deck) you are unable to use them for your consult fate or guidance of fate features. It takes an action to pick them up and add them back to your deck after they have been thrown. Additionally, you can throw them as a bonus action, but doing so gives you a minus 3 to the attack roll.
Steal good fortune
Also at third level you can steal your enemy’s finite luck and take it for yourself. You do this by subtly changing the way you move, which has a butterfly effect that leads to the timeline becoming one where your enemy fails and you succeed later. When an enemy makes any d20 roll and succeeds, you can use your reaction to force them to re-roll it, potentially causing them to fail. If they do fail, you gain one stolen fate point, which you can expend to gain advantage on a d20 roll you make later down the line. You can do this a number of times a day equal to your proficiency bonus, if the enemy succeeds on their roll even after you use this feature, it doesn’t expend a use. The number of stolen fate points you can have at a time equals your proficiency bonus plus your wisdom modifier, since stolen fate points cary over into subsequent days.
Additionally, to represent the air of mystery and uncertainty that you have from this ability, you gain proficiency with your choice of either persuasion, deception, or intimidation.
Air of mystery
At 9th level you can use the air of mystery that you have as a fate thief to manipulate people. You gain expertise in one of the following skills: persuasion, deception, or intimidation. This does not count against the number of expertises you have. You cannot choose a skill you already have expertise in.
Guidance of fate
At 13th level you can use your divination tool to find out what kind of approach will have the best odds at success at a certain task. When you cast augury using the consult fate feature, you can expend two stolen fortune points. If you do so you will not only gain the usual weal or woe answer from the spell, but the dm will also give more specific advice about how to best achieve the goal you are trying to accomplish. Additionally, you roll a d6. 1-5 each correlate to a skill you have expertise with, 1-2 being the skills you gained at level one, which one is which is up to you when you first use this ability. 3-4 are the skills you gained at level 6th level, again you choose which is which, and 5 is the skill you gained at 9th level with air of mystery. 6 means any skill that you don't have proficiency with. Whenever you make a skill check of that skill that directly advances that goal within the next hour, you have advantage on the roll, as that specific approach has the best odds at success (6 means you have the best odds if you improvise and use skills you don’t usually use). The dm determines if a certain check would directly help you achieve that goal, for example if your goal was to kill someone and you got persuasion, you could get advantage to persuade someone to kill them for you but you couldn’t get advantage on persuading someone to give you a magic dagger that would make killing that person easier.
A branch in the path
At 17th level your understanding of fate and cause and effect is so precise that during combat you can see two incredibly detailed possible scenarios within the near future and choose which one you want to make happen. Once per day, as a bonus action, you can choose a point in time at the beginning of your turn where the timeline could branch. Then, at any point within the next round, you can decide that everything that just happened was just one possible timeline, and then go back to when you first used this feature. Then at any point during the next round of the new timeline, you can choose which timeline you want to continue going down. If you don’t decide to go back to when you first used this feature, it doesn’t expend a use.
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