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Prerequisite: General Feat (Prerequisite: Level 4+)
 

Omen Dice

Your experience with mystical signs allows you brief glimpses into the future. You gain features that are fueled by special dice called Omen Dice.

After you finish a Long Rest, roll a number of Omen Dice equal to half your proficiency bonus (rounded up). Record the result of each die. Each recorded result grants you the corresponding Omen below. You can invoke each Omen once, after which it is expended. All unexpended Omens are lost when you finish your next Long Rest. The size of your Omen Dice is determined by your character level:

Character Level Omen Die
4 d4
6 d6
8 d8
10 d10
12 d12
20 d20

 

Omens

1. Origin: When you or an ally within 30 feet fails an ability check, attack roll, or saving throw, you can take a Reaction to grant that creature gains a +1 bonus to the roll, potentially turning failure into success. The omen is expended only if the roll then succeeds.

2. Balance: When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.

3. Expression: When an ally casts a spell or hits with an attack, you can take a Reaction and choose up to 3 creatures affected by that attack or spell. Each creature gains or takes an additional 3 damage or healing, matching the original effect.

4. Foundation: When an ally would be hit by an attack, you can take a Reaction to reduce the damage by 4d4, and that creature can't be pushed, knocked prone, or moved until the start of its next turn.

5. Freedom: As a bonus action, you can grant up to 5 willing creatures you can see the ability to immediately move 5 feet without provoking Opportunity Attacks.

6. Harmony: When a creature you can see takes damage, you can take a Reaction to you may distribute 6d6 points of damage reduction among up to 6 willing creatures within 60 feet of the target. Reduce each creature's damage by the number of d6s you assign to it.

7. Wisdom: When a creature you can see would a d20, you can take a Reaction to treat the d20 roll as a 7.

8. Power: When a creature takes damage from an ally's attack or spell, you can take a Reaction to increase that attack or spell's damage by 4d8.

9. Compassion: This Omen has 9 charges. When one or more creatures you can see within 90 feet would be reduced to 0 hit points, you can take a Reaction to expend 1 charge for each creature of your choice. Each chosen creature instead drops to 1 hit point. You may use this Omen until you run out of charges.

10. Cycle: When initiative is rolled, choose up to 10 creatures. Each chosen creature gains either advantage or disadvantage on its initiative roll (your choice for each creature).

11. Awakening: Choose one willing creature. Until it finishes a Long Rest, it gains one of the following benefits of your choice:

  • A flying speed equal to its walking speed.
  • Resistance to one damage type.
  • Darkvision out to 120 feet, or its Darkvision increases by 60 feet.
  • Proficiency in one saving throw of your choice.
  • One additional Weapon Mastery property of your choice that it meets the prerequisites to use.

12. Order: As an action, choose up to 12 creatures. Until the start of your next turn, each chosen creature treats any d20 roll lower than 12 as a 12.

13. Transformation: Choose one creature. Until that creature finishes a Long Rest, choose one of the following effects:

Willing Creature
  • Resistance to one damage type.
  • A flying speed equal to its walking speed.
  • Proficiency in every saving throw.
  • One additional action on each of its turns that can be used only to Dash, Disengage, Help, Hide, or Utilize.
Unwilling Creature

The creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier) or suffer one of the following effects (your choice):

  • Vulnerability to one damage type.
  • Its speed is halved.
  • Disadvantage on Constitution saving throws.
  • It can't take Reactions.

14. Moderation: Choose one creature. Until it finishes a Long Rest, whenever it would have advantage or disadvantage on a d20 Test, it instead rolls normally.

15. Desire: Choose up to 15 creatures. Each must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier) or become charmed by a creature of your choice for 15 minutes. A creature repeats the saving throw whenever it takes damage.

16. Revelation: Choose one creature. Until your next Long Rest:

  • You always know its location while it is on the same plane of existence.
  • It can't benefit from being Invisible or Hidden against you.
  • Your attacks and spells against it ignore all cover except Total Cover.
  • You know its current hit points and all of its damage resistances, immunities, vulnerabilities, and condition immunities.

17. Hope: When a creature you can see fails an attack roll, ability check, or saving throw, you may cause it to succeed instead.

18. Illusion: Choose one creature. Until your next Long Rest, the next time that creature would be hit by a critical hit or reduced to 0 hit points, the creature is safely teleported up to 15 feet away as an illusory duplicate takes its place before disappearing.

19. Success: When a creature you can see rolls a 19 on an attack roll, you may take a Reaction to treat it as a natural 20 instead.

20. Judgment: As an action, choose up to 20 creatures you can see. Each ally immediately takes either an action or a Bonus Action (its choice). Each enemy must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier) or lose its action on its next turn.

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