Fighter
Base Class: Fighter

Some warriors master steel, while others master strategy. Harbingers of Misfortune fight with something far stranger, an uncanny connection to ill fortune. Whether they are born beneath an ominous star or cursed by an ancient power. Perhaps even simply blessed with impossible instincts, disaster always seems to follow wherever they go.

Weapons will slip from unreasonably trembling hands while footing gives way at the worst possible moment. Arrows veer far from their course with no wind in sight, and a perfectly timed distraction often turns victory into crushing defeat. To onlookers these events often appear to be nothing more than simple and unfortunate coincidences, yet a Harbinger knows better. They have learned to anticipate all of these fleeting moments of seemingly random chaos, exploiting them with ruthless calculated precision.

In a battle a Harbinger of Misfortune is a relentless opportunist, known for thriving whenever and wherever an opponent dares to falter. Every stumble and missed strike, even split-second hesitation becomes another opening for a decisive blow, until the battlefield itself seems determined to fight at their side, the world often crumbling around them.

Level 3: Well of Misfortune

You constantly carry an unsettling field of improbable accidents known as a Well of Misfortune. Your Well of Misfortune is a 10ft emanation centred on you. You gain a pool of Misfortune Dice and you have a maximum number of Misfortune Dice equal to your proficiency bonus. You regain all expended dice when you finish a short or long rest. These dice are d4s and increase in size as you gain levels in this class, increasing to d6 at level 5, d8 at level 9, d10 at level 13, and d12 at level 17. Once per turn, when a creature you can see within your Well of Misfortunes range makes an attack roll, ability check, or saving throw, you can use your reaction to expend one Misfortune Die.

Choose one effect:

  • Subtract the number rolled from the creature's attack roll, ability check, or saving throw.
  • Add the number rolled to an attack roll against that creature before the start of your next turn.
  • Add the number rolled to an ability check or saving throw made in regards to that creature within the next minute. If you expend another dice for this ability you lose the previous roll though you do not lose the roll by choosing a different ability.

You must decide before the roll as to which option you will use.

Conversely, while misfortune often lies in your benefit, the same cannot be said for those around you. A creature who suffers the effects of your Misfortune Dice gains a Fortune Die of equal size to use against any other creature, ally included, within the range of your Well of Misfortune. This Fortune Die functions exactly as your Misfortune Dice do, except the creature must make the choice when it gains the die and later use a reaction to use the die. If a creature is unnable to make a choice due to any condition or lack of sentience, a random option is selected upon obtaining the dice.

You also regain one Misfortune Die in combat whenever:

  • A creature within your Well of Misfortunes range rolls a natural 1.
  • You score a critical hit.
  • You reduce a worthy creature to 0 HP. (DM Discretion)

Level 3: Opportunist

Whenever a creature within your reach misses you with an attack, fails an ability check, or fails a saving throw because of your Misfortune Die, you may as a reaction move up to 10 feet. After this movement, you may make one weapon attack against any creature within your reach as part of the same reaction. This can occur only once per turn.

Level 7: Cascade of Bad Luck

Misfortune often doesn't befall someone once. It often strikes multiple times, dealing a compounding blow. Whenever a creature affected by one of your Misfortune Dice fails a saving throw, you gain 2 rolls of your misfortune Die as thp. If they fail the saving throw by more than 5, you may forgo the thp and choose one option from the list below to worsen it's fate.

  • The target makes a Strength Saving Throw against your save DC. On a failure, it has disadvantage on the next attack roll it makes before the end of its next turn.
  • The target makes a Dexterity Saving Throw against your save DC. On a failure, its speed is reduced by 20 feet until the end of its next turn.
  • The target makes a Constitution Saving Throw against your save DC. On a failure, it gains the Poisoned condition until the end of its next turn.
  • The target makes an Intelligence Saving Throw against your save DC. On a failure,  it can't take reactions against you or anything else within your Well of Misfortune until the start of its next turn.
  • The target makes a Wisdom Saving Throw against your save DC. On a failure, it is Frightened of you until the end of its next turn.
  • The target makes a Charisma Saving Throw against your save DC. On a failure, it is Charmed by you until the end of its next turn.

A creature can only suffer one Cascade effect at a time. This ability can only be used once per turn. Your save DC for these is equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus. Once a creature has passed one of the saving throws above, it cannot be effected by it again for 24 hours.

Level 10: Twist of Fate

You have learned how to turn disaster into opportunity. When you hit a creature with an Opportunist attack, you can force it to make a Wisdom saving throw. The DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus. On a failure, choose one:

  • It drops one held item.
  • It falls prone.
  • It is pushed 15 feet in a direction of your choosing.
  • It makes its next attack at disadvantage.
  • The next attack made against it before the end of your next turn gains advantage.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Level 15: Fortunes Favourite

Your own bad luck never seems to stick. When you fail a saving throw, are hit by an attack, or fail an ability check, you can expend one Misfortune Die as a reaction and choose one of the options below:

  • Add it to your saving throw or ability check and must use the result (You cannot stack this with indomitable or tactical mind).
  • Reduce the attack's damage by five times the number rolled.
  • Move up to 20ft without provoking opportunity attacks, potentially causing the triggering effect to miss.
  • Use Twist of Fate against the attacker without expending a use of it. This means forgoing the requirement of an Opportuinist attack and forcing a Wisdom save with the same DC as Twist of Fate, choosing an option on the list for the attacker to suffer on a failure.

After using this feature, you may immediately make one weapon attack against the attacker if they are within reach. This feature can only be used once per turn.

Level 18: Catastrophic Coincidence

You have become the centre of chance, the very essence of knowing how to turn the tides of probability in your favour. Your Well of Misfortunes emanation is extended to 30ft. Whenever you spend a Misfortune Die, you may roll twice and use the higher result. As a bonus action, you can enter a state of Catastrophic Coincidence lasting 1 minute or until you choose to end it. Once used, this feature can't be used again until you finish a long rest.

While in this state, any creature to enter or start its turn within the emanation of your Well of Misfortune suffers the effects of an entropy storm to varying degrees. Roll a d6 to determine the coincidental outcome of the catastrophe.

  1. The creature falls prone and must spend all of its movement to stand up on its turn. Instead of this, it can use a bonus action or action instead of using its movement.
  2. The creature cannot take reactions against you until the start of their next turn and you regain one Misfortune Die.
  3. The creature drops one held item and cannot pick it up again until the start of its next turn or the start of your next turn, whichever is latest.
  4. All attacks against it have advantage until the start of their next turn. If there is already a source of advantage for attacking the target, add a +1 to hit bonus and to damage to a maximum of +6 for each source in excess of the first, including this one. 
  5. The creature is under the effects of the slow spell until the start of their next turn and you recover one Misfortune Die.
  6. Takes 6d10 force damage from environmental debris as the world around you suffers the effects of catastrophic entropy changes. This damage cannot be negated by any means outside of resistance or immunity to force damage.

However, luck can not always be on your side. Once your state of Catastrophic Coincidence comes to an end, you gain levels of exhaustion equal to the number of rounds the state was maintained for divided by 2 and rounded down. The effects of this exhaustion cannot be negated by any means.

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