Wizard
Base Class: Wizard

The Harrow deck is considered to be innately invested with power (that can be read to wrest information about a person's life, or controlled to subtly influence events), and so must be treated with respect: disrespecting the deck leads to ruin.

The Harrow deck is a sacred tool of Varisian fortune-tellers, they use this deck for a form of divination to tell customers whether they should hope for the best or prepare for the worst. Some of these decks are elaborately illustrated, but most of them are nothing more than paper with hand painted images. The more elaborate Harrow decks are passed down through the generations. Between their heirloom status, and the powers that Varisians believe that the Harrow deck contains, most users of these cards treat them with respect and care.

The counsel of a Harrower is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a Harrower, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Harrowing Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Also the Harrower gains proficiency in the tool (Playing Card Set) or expertise in it if already proficient.

The Harrower is able to conjure a mystical deck of Harrow cards. These cards cannot be sold.

Perform a Harrowing

Starting at 2nd level when you choose this school, Your devotion to the practices of Harrowers past has borne fruit. The veil of fate grows thin and malleable before you, allowing you glimpses of fates past, present and future, and a chance to rewrite their designs.

When you prepare your spells for the day you can perform a Harrowing to catch a glimpse of fates design. Draw a card from the deck and make note of its associated Ability, Alignment and Topics.

Until you next prepare spells, you can use the insights gained through your Harrowing to alter fates design in one of the following ways as an action. Once you use a card for reference in this way it cannot be used again this Harrowing.+

  • Ability score: Grant an ally that you can see or hear advantage on an ability check or saving throw related to the cards Ability score.
  • Alignment: See past bewilderment as your insight allows you to see into the motives of others. Allowing you to see the alignment of others, objects and locations that share the same alignment of the card. this sight lasts 1 minute.
  • Topics: Through shifting the fates based on the Topics of the available cards, you may manifest a minor miracle in one of the following ways. However if you do so you will lose 1 card from your next Harrowing for each minor miracle you perform. Each minor miracle will last only as long as it is described to, needed or until you next prepare spells.


Topics: Note, some of these effects allow multiple cards to increase their effects in specific ways.

Strength.
Battle:
You grant a creature a deeper insight on the ways of battle, giving them advantage on attack rolls until the end of your next turn. At the cost of an additional card the Harrower can extend this boon to up to 3 additional creatures, including themselves or increase the single boon to last 3 rounds. If the Harrower should use a third card, they can sway even the tides of large battles as the Harrower may grant this boon to any they desire within sight, lasting for 3 rounds. Alternatively they may grant the boon to 4 creatures within sight and its effects shall last 10 minutes.
Honor: The Harrower can give guidance to  someone on a course of action to achieve, or retake their honor. This functions like the spell augury with a 100% chance to succeed. The Harrower can only guide an individual once in this way but never for themselves or anyone they travel with, and it will not work if their fates are directly intertwined relating to this matter. This will at least inform the Harrower that they are integral to the individuals quest.
War: You grant a creature deeper insight on the ways war, until the end of your next turn they gain 1 (d6) superiority dice and may use one of the battle masters Maneuvers.

Dexterity.
Children:
You somehow always seem to know the names of children you meet during this Harrowing and somehow have their favorite candy on hand. 
Entertainment:
You can cast the cantrip Friends when you meet a person for the first time. The spell lasts exactly as long as you are in their presence and they are none the wiser.
Trouble: With a bit of a cackle you cause a moment of unluck to befall someone. Whether it be rolling double snake eyes or a birds droppings falling on them, it is usually harmless but often embarrassing. At the cost of an additional card the Harrower can truly lay a curse upon another as the spell bestow curse with a duration of an entire year. If the Harrower should use a third card, their target will be given no saving throw and all the effects of the curse become permanent.

Constitution.
Health:
You know just the herbal remedy needed to treat almost any mundain ailment and can identify more severe afflictions at least 7 times out of 10. At the cost of an additional card the Harrower can make a dc 20 Heal check on a creature, on a success the creature is cured of one ill-effect, such as poisons, petrification or even lycanthropy. If the Harrower should use a third card, the dc is increased to 25, on a success the creature is cured of any 1 ill-effect afflicting it or it is healed as the spell Heal.
Home: Give nearly perfect directions to a lost traveler as if you were familiar with both them and where they are going.
Pain: Cause a harmless but momentarily distracting headache or joint pain in someone. This tends to have mixed and unpredictable results.

Intelligence.
Literature:
 The Harrower may inform someone in need of it, the name of a piece of literature which may hold the answers they seek, though more often than not it's about a similar but unrelated topic. At the cost of an additional card the harrower can produce from the appropriate pocket, sleeve or pouch a document that just so happens to be relevant to the topic at hand but is ultimately a third hand accounting. If the Harrower should use a third card, the document will inexplicably be a first hand written accounting by an individual who had first hand experience. This however cannot create the instructions needed for lichdom nore other topics (even unrelated) of the same ilk, such as true names of gods. Though maybe demigods.
Money: Conjure a gold coin to gift to another who needs it. It's real.
School:  Give someone (usually a youngster) advice on a particular topic they are researching, or a project they are working on. The advice is generally helpful but in truth is not much different than a cold reading to help the person find the solution using their own knowledge and wits.

Wisdom.
Ancient history: The Harrower can recount a very abstruse and generally unknown fact about a historical event, though it's only vaguely accurate most of the time. At the cost of an additional card the Harrower may be granted a vision of past events within a local area they can see. The vision is generally vague and blurry but the Harrower may focus on a specific spot to see slightly clearer. The amount of time seen through is correlative to the number of cards used to perform it, to a max of 300 years in the past. If the Harrower should use a third card, they can be granted visions of the location up to a day in the future. These visions are similarly blurry and vague but are nonetheless accurate to what the fates design originally had in motion to happen.
Morality: Say just the right words to start someone down a moral path, you can only give a hint of direction, but they are ultimately in control of their own fate. 
The Gods: The Harrower may ponder on the meaning of the cards in order to gain deeper insights on the questions they may have. This functions as Augury with a 50% chance of success.

Charisma.
Family: If you are present during a birthing, you will 9 times out of ten know who the true father is, and are just as reliable in telling if two individuals are related by blood. At the cost of an additional card the Harrower may know the nearest location of an individual's family member. If the Harrower should use a third card, they not only know the exact location of an individuals specific family members, but if asked can recount the individual's entire lineage at least 100 generations back, even recounting major deeds performed by them.
Love: Give just the right advice to one struggling in the ways of the heart to start them on the right path.
Politics: Give someone a small tip about a lucrative deal or place to grow their wealth. The odds aren't swayed in their favor but sometimes simply taking those first steps is enough.




Potent Harrowing

Starting at 6th level, The Harrower may draw two cards during their Harrowing while preparing spells. 

When the Harrower uses their cards magical properties to perform minor miracles, they can use an additional card for a greater effect. If otherwise not specified this will manifest in a general extending of, doubling up or increased reliability of the minor miracles. Such as increasing the odds by 10%, adding more gravity to your words or increasing saving throw DC's of the spell like abilities by +1 per additional card used. 

Additionally the Harrower may use one of their cards to cast a spell they know but did not prepare, expending the appropriate spell slot. Doing so potentially triggers a Wild magic surge, roll 1d20, on a roll of 1 or 20 a wild magic surge occurs.

Empowered Harrowing

Beginning at 10th level, The Harrower may draw three cards when performing a harrowing but may still only use a max of two of them to perform Minor miracles.

This third card like the others may be used to Cast a spell the Harrower knows but did not prepare, expending the appropriate spell slot. Potentially triggering a wild magic surge on a roll of 1 or 20 on a d20.

Alter Fates Design

Starting at 14th level, The Harrower may use all of their three cards drawn while preparing spells. This is unrelated to the rest of "Alter fates design"

At 17th level the Harrower has walked the road of their tradition to it's zenith and now stands at the end of eternity. As an action, the Harrower may sacrifice all three cards drawn during their Harrowing to truly rewrite the fates design, similar to the wish spell they can rewrite space and time, allowing for one of the following effects. 

  • A creature must make a Charisma saving throw against your spell save DC or be entirely erased from the multiverse. It will be as if they never were. 
  • A single event in history, whether the outcome of a war or the destruction of a civilization can be altered to a new path, as the most critical choice made that lead to its outcome will be up to your whims to alter. This can potentially save millions, or doom them all the same.
  • A target of your choice can be restored to life as per true ressorection, or if an object, to it's most optimal state of being. This can range from something as small as a fragment of a book that once contained hidden secrets to an entire castle and potentially the city around it. 
  • A target of your choice is brought to absolute ruin and decay. If the target is a creature they take 10d10+10 necrotic damage that also drains their maximum hit points, the creature will not die from this damage and can never be brought below 1HP from it. However this damage cannot be healed by anything short of the miracle or wish spell, which will only restore 10d10 hp to a max of their original. If the target is an area or object, even if it is an artifact. it rots, withers and like so many particles of ash drifts away in the wind. Entire castles erased leaving not even its foundation behind, but a pile of sand and dust instead.

Once the three cards are used in this way the Harrower will be unable to perform another Harrowing for an entire year and must roll the same percentile noted on the wish spell. If they roll within the specified third, they can never use this power of Alter fates design again unless directly granted permission by the god of fate.

 

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