Druid
Base Class: Druid

Circle of Fate druids are those who dare to study fate itself, attempting to glean some notion of where it will take them. They even have the power to influence fate, altering outcomes to fit their desires, though their influence is limited. Whether fate is just random chance interpreted by individuals or a coherent throughline predetermined by some higher power, these druids seek to understand all that there is to know about the subject.

Circle of Fate druids are divination experts, offering guidance to those who seek it and interpreting the signs of what is to come. Some offer readings at the cost of gold, while others perform them for those who they deem worthy, free of charge. All Druids of Fate have a penchant for going with the flow, letting themselves follow wherever the paths of fate take them.

Consult Fate

When you choose this circle at 2nd level, you learn to communicate directly with fate, which lends its guidance to you at your request, but you have little influence over how events unfold.

You possess a magical Tarot deck, which serves as your arcane focus and allows you to consult fate itself by performing a reading. You also have a number of Fate Points equal to your druid level. Fate Points recharge after a long rest, but unused Fate Points do not carry over through that long rest. You cannot spend Fate Points while in your wild shape form.

As a bonus action, you can spend a Fate Point to perform a reading. During a reading, you must shuffle your Tarot deck and draw 1 card from the top. Shuffling the deck requires two free hands. When you draw the card, a magical effect will occur, the result of which is determined by which card you drew and in which orientation (upright or reversed). After drawing a card, check the Fate Table below to see which effect will occur. If you draw a card that has an effect that allows you to cast a spell, you do so while ignoring that spell's casting requirements.

After drawing a card, you can spend another Fate Point to draw another card. When you are done drawing cards, you determine which of the drawn cards' effects to use.

Card Effect
The Fool Upright You cast polymorph on yourself and must make the saving throw. If you fail the saving throw, you turn into a sheep for the spell's duration.
The Fool Reversed The next action you take must be a melee weapon attack, and it is considered a reckless attack.
The Magician Upright You cast magic missile at 5th level.
The Magician Reversed You become paralyzed for the next minute. At the end of each of your turns, you can make a wisdom saving throw with a DC of 15. On a success, the paralysis ends.
The High Priestess Upright An eye appears on your forehead for the next minute. During that time, you have advantage on perception checks.
The High Priestess Reversed You experience a severe headache. For the next hour, you make intelligence checks at disadvantage.
The Empress Upright For the next minute, you gain 5 hit points at the start of each of your turns.
The Empress Reversed You turn into a potted plant. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
The Emperor Upright Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
The Emperor Reversed For the next minute, you and all creatures within 60 feet of you gain vulnerability to bludgeoning, piercing, and slashing damage from nonmagical attacks.
The Hierophant Upright You can take one additional action immidietely.
The Hierophant Reversed For the next minute, your movement is halved.
The Lovers Upright You are surrounded by faint, ethereal music for the next hour. During that time, you make charisma checks with advantage.
The Lovers Reversed For the next hour, you make charisma checks and saving throws at disadvantage.
The Chariot Upright You regain your lowest-level expended spell slot.
The Chariot Reversed Roll a d12. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. After a long rest, you return to your previous height.
Strength Upright Maximize the damage of the next damaging spell you cast within the next minute.
Strength Reversed You make your next attack at disadvantage.
The Hermit Upright You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 15 feet of you is blinded until the end of its next turn.
The Hermit Reversed You are frightened by the nearest creature until the end of your next turn.
Wheel of Furtune Upright Your size increases by one size category for the next minute.
Wheel of Furtune Reversed You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
Justice Upright You gain the service of a spectral knight for the next hour. The spectral knight appears in a space you chose within 30 feet of you. You control the spectral knight, and it takes its turn on your initiative.
Justice Reversed A number of creatures equal to your druid level appear within 60 feet of you and attack you. The DM determines which creatures appear.
The Hanged Man Upright For the next minute, you can see any invisible creature if you have line of sight to it.
The Hanged Man Reversed You cast confusion centered on yourself.
Death Upright At the start of your next turn, each creature within 30 feet of you takes 4d10 necrotic damage. You take damage equal to half the total sum of the necrotic damage dealt.
Death Reversed One creature you touch regains 4d10 hit points.
Temperance Upright A modron chosen and controlled by the DM appears in an unoccupied space within 15 feet of you, then disappears 1 minute later.
Temperance Reversed You fall prone. When you try to stand, you must make an athletics check with a DC of 10. On a success, you return to your feet.
The Devil Upright You become addicted to potions of healing and must consume at least one per day or suffer a point of exhaustion that cannot be undone by sleep. Lesser restoration can cure this affliction.
The Devil Reversed You gain the ability to cast greater restoration once in the next hour.
The Tower Upright You cast fireball at 3rd level centered on yourself.
The Tower Reversed For the next minute, you resits all damage types.
The Star Upright You become invisible for the next minute. During that time, other creatures can't hear you. The invisability ends if you attack or cast a spell.
The Star Reversed A spectral shield hovers around you for the next minute, granting you +2 AC and immunity to magic missile.
The Moon Upright Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
The Moon Reversed For the next minute, whenever you try to speak, you make no sound and pink bubbles float out of your mouth.
The Sun Upright You cast zone of truth centered on yourself.
The Sun Reversed 2d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
Judgement Upright For the next hour, you gain the ability to cast raise dead one time.
Judgement Reversed For the next minute, you make all rolls at disadvantage.
The World Upright You teleport up to 120 feet to an unoccupied space of your choice that you can see.
The World Reversed You are transported to the Astral Plane for the next minute, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

Bonus Cantrips

At 3rd level, you learn 2 additional druid cantrips of your choice.

Fateful Influence

Starting at 6th level, you have learned to influence events as they unfold, altering their outcomes to fit your desires.

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction and spend 2 Fate Points to impose either advantage or disadvantage (your choice) on the roll.

Change Fate

By 10th level, you have nearly mastered your ability to examine and influence fate. You are now able to determine when and how to use the power of your Tarot deck.

As an action, you can spend 5 Fate Points to select a card from your Tarot deck and use that card's effect.

Concentrated Fate

At 14th level, you have learned to accept fate and seize the opportunities it presents you.

As an action, you can spend 10 Fate Points to select one creature you can see within 60 feet of you and impose one of the following effects.

Fated Misfortune. The creature must make a Wisdom saving throw against your spell save DC. If it fails the save, the creature makes all attack rolls, saving throws, and ability checks at disadvantage for the next minute. If the creature makes a roll and the final result is a natural 1, it takes 5d8 psychic damage, and this effect ends. On each of its turns, at the end of its turn, the creature can make another save attempt against your spell save DC. If it succeeds, this effect ends.

Altered Luck. The creature makes all attack rolls, saving throws, and ability checks with advantage for the next minute. If they land a critical hit on a creature, that attack does maximum damage, and this effect ends.

Previous Versions

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