Fighter
Base Class: Fighter

Diviners learn how to read fate and implement luck to aid them in combat.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. You also learn the cantrips guidance at a range of 30 feet.

Spell Slots

The Diviner Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level spells of your choice from the druid spell list.

The Spells Known column of the Diviner Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be  of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, 

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your connection to the fates and luck. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spiritual Focus

You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your spells: a candle, crystal ball, skull, spirit board, or tarot deck.

Diviner Spellcasting

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

 

Major arcana

3rd-level Diviner feature

You gain a number of charges equal to your proficiency modifier known as Divining Charges. These charges are renewed at the end of a long rest. 

You reach out to your guide who shape tales through you. If you are holding your Arcane Focus, upon completing a long rest or by expending a Divining Charge as a Bonus Action, you draw a number of cards equal to half of your proficiency modifier rounded down, using the table below to determine the effects the cards may enhance you with. Choose one of the effects, keeping the card to the side, which you retain in mind until you bestow the card's effect, you draw more cards, or you finish a long rest. The remaining cards go on the bottom of the deck. The deck is shuffled at the end of a long rest before you draw.

After using a card put the card on the bottom of your deck. Once you do so, you can’t bestow the card's effect again until you draw it again.

You can retain only one of these cards in mind at a time, and using a new card immediately ends the effect of the previous one. If the card requires a saving throw, the DC equals your spell save DC.

Card Stories

Tarot Card

Card Effects

Fool

As an action, a creature of your choice within 30 feet makes an Intelligence save. Upon a failure, they gain disadvantage on Intelligence, Wisdom, and Charisma checks and saves for a minute or until they succeed an Intelligence check at the end of their turn.

The Magician

You may cast any spell from any spell list once, so long as you’ve got the appropriate spell slot to cast it. Components are still required as usual.

The High Priest

As an action, a willing creature within 30 feet of you gains advantage on intelligence and wisdom checks for 10 minutes.

The Regent

As an action, heal an ally within 30 feet of you for a number of 1d4s equal to your proficiency modifier. For the next minute or until the ally casts a spell or makes an attack, creatures attacking the ally must make a Wisdom save, targeting a new target on a failure, else wasting their attack.

The Emperor

As an action, speak a 1 word command to a target within 30 feet of you. The target makes a Wisdom save, and upon a failure must spend its next turn following your order to the best of its ability. A creature under this effect will not do something that is obviously harmful for them, such as jumping off high ground or reaching into a fire.

The Hierophant

As an action, a creature of your choice within 30 feet of you gains advantage on charisma checks and saving throws for 10 minutes.

The Lovers

As an action, mark 2 willing creatures within 30 feet of you. For the next minute, or until you lose concentration as if holding a spell, while those creatures are within 30 feet of each other, both gain immunity to the charmed and frightened condition and a +1 to their ACs.

The Chariot

As a reaction, you can teleport up to 30 feet away to a point you can see. When you activate this, a number of creatures of your choice that you can see equal to your proficiency modifier or less within 10 feet of you may also use their reaction to teleport within 30 feet of themselves to a point they can see as well.

Strength

As an action, a creature of your choice within 30 feet gains advantage on strength, dexterity, and constitution checks and saving throws for 10 minutes.

The Hermit

As an action, a creature of your choice makes a Charisma save. Upon a failure, it vanishes for up to a minute, or until you lose concentration, as if concentrating on a spell. It returns to the spot it left, or the nearest safe location.

Wheel of Fortune

As a reaction, add or subtract 1d6 to an ability check, attack roll, or saving throw a creature makes within 30 feet of you. Your next ability check, attack roll, or saving throw gains the same benefit or detriment.

Justice

As a reaction, when you or an ally within 30 feet that you can see are dealt damage by a creature, the attacked creature gains temporary hit points equal to half the damage taken, and the attacking creature must make a Dex save, taking damage of the type it dealt equal to the temporary hit points gained on a failure, half on a success.

The Hanged Man

If you have not damaged any creatures this turn, you can use an action to create an aura 15 feet around you. Until the start of your next turn, you and other creatures who begin their turn in this aura cannot deal damage nor take damage.

Death

As an action, you can attempt to revive someone within 5 feet of you that has died within the last minute. In exchange, you gain disadvantage on death saving throws until you finish a long rest. This effect lingers after use even after another card is drawn or used.

Temperance

As an action, you grant a creature within 30 feet of you immunity to all advantages and disadvantages to rolls for a minute or until you lose concentration, as if concentrating on a spell. On each turn after, you may use an action to change targets to a different creature within 30 feet of you.

The Devil

As an action, choose a creature within 30 feet of you. All creatures within 15 feet of that creature must make a Wis save, becoming charmed by the creature for a minute or until you lose concentration, as if concentrating on a spell. Charmed creatures must spend their entire turn doing everything they can to safely approach the target, and can remake the save at the end of each of their turns. The chosen creature also has advantage on charisma checks on charmed creatures.

The Tower

As a reaction, when a creature makes an ability check, attack role, or saving throw within 30 feet, you can take the number rolled on their D20 and subtract it from 21, using the new number as what they rolled.

The Star

As an action you can begin channeling this card, preventing creatures within 10 feet of you from being affected by Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, or Stunned, however this does not end the conditions. Prevented effects will begin/resume after leaving the range. This effect lasts for up to a minute so long as you use an action each turn to continue it or until you lose concentration, as if concentrating on a spell.

The Moon

As an action, any invisible creatures and items, as well as magic items within 30 feet of you are revealed. You also learn the type of magic of effected creatures or items. Creatures have disadvantage on deception checks in this radius. This effect lasts up to an hour, or until you lose concentration, as if concentrating on a spell.

The Sun

As an action, healing energy radiates from you. For the next minute, or until you lose concentration, allies within 30 feet of you receive a bonus to any healing they receive equal to your proficiency modifier. Allies who begin their turn in this radius also gain temporary HP equal to your proficiency modifier that last until the effect ends.

Judgment

As a bonus action, you judge a creature within 30 ft. For the next minute, while you maintain concentration, any weapon attack you land on the creature deals an additional 1d8 radiant damage.

The World

When you must make an ability check, attack roll, or saving throw, you may use your reaction to add your proficiency modifier to the roll. If it does not succeed, you still get to keep The World.

Scrying Initiate

7th-level Diviner feature

At 7th level, you learn how to tune into Fate using your focus.

As part of completing a long rest, you may temporarily learn any Divination spell from any class that is of a spell level equal to your proficiency modifier or lower. You may cast this chosen spell once without expending a spell slot, but must use a spell slot to cast it again afterwards. This does not count against your spell known and counts as a Fighter spell for you. The spell remains known until you finish a long rest. 

Additionally, as a bonus action you may expend a spell slot, gaining a number of Divining Points equal to the spell level expended, though not exceeding your Divining Points maximum.

Minor Arcana

10th-level Diviner feature

Beginning at 10th level, you gain greater understanding of the fates and energies of the world, allowing you to channel the energies of the elements.

Once per turn when you take the Attack action, you may replace one of your attacks with one of your cantrips.

Once per turn when you deal damage for an weapon attack, roll 2d4 and add the total rolled. The number rolled determines the damage type from the list below chosen between the two numbers rolled. If you roll two of the same, choose any damage from the given list.

  1. Air: Force
  2. Water: Cold
  3. Earth: Bludgeoning
  4. Fire: Fire

Fate Reading

15th-level Diviner feature

Once per long rest, when you and your companions finish a short rest together, you may restore a number of spell slots that add to your proficiency modifier between all members present.

Additionally, one attack roll, ability check, or saving throw of their choice is made with advantage. This effect disappears after being used or after completing a long rest.

Alter Fate

18th-level Diviner feature

Starting at 18th level, when you draw your first card after completing a long rest, you gain one of the following abilities. Odd numbered cards grant Bad Luck and even numbered cards grand Good Luck.

Bad Luck: If a creature fails a save from you or is damaged by you, you may impose disadvantage on all ability checks, attack rolls, and saving throws it makes for up to a minute. You must concentrate on this ability, as if concentrating on a spell. This ability can be activated once per long rest.

Good Luck: If you cast a spell on, heal, or take the Help action on a creature, provide advantage on all ability checks, attack rolls, and saving throws the creature makes for up to a minute. You must concentrate on this, as if concentrating on a spell. This ability can be activated once per long rest.

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