Base Class: Warlock
Your Patron is one of the forces of chaos and fortune in the world. This could be Addleack, Imk, or even Tarafay. Through your patron, you have received the abilities to affect the fortunes of yourself and those around you.
Methods of fortune-telling differ wildly, and your patron could grant their boons through anything from tarot cards, to divining sticks, to even fire-reading.
Fortune's End
Weal or Woe
At 1st level, you learn either the spell bane or bless. It is a Warlock spell for you, but does not count against the number of Warlock spells you know.
Weal
You learn the spell bless. It is a Warlock spell for you, but does not count against the number of Warlock spells you know.
Woe
You learn the spell Bane. It is a Warlock spell for you, but does not count against the number of Warlock spells you know.
Reading Manipulations
In addition, the influence of your patron also allows you to mystically channel your will through your fortune manipulation.
At 1st level, your Patron provides you with a focus that can be used as an arcane focus and manipulate class features through such as a tarot deck, divining rods, or crystal ball. If you lose the focus, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and
it destroys the previous focus.
In addition, once per long rest, over a 10 minute period you can perform a fortune reading for the future events of the day for yourself and a number of creatures equal to your Charisma modifier (a minimum of one).
When you perform a reading for a creature, roll and consult the Manipulation table. The creature gains a Luck Die that they can expend to add to one ability check, attack roll, or saving throw it makes before it finishes a long rest. If the creature expends this die for an ability check, attack roll, or saving throw of the type determined by the Manipulation Table; they also add your proficiency bonus to the total.
Manipulations Table:
Roll --- Ability
1 ------ Strength
2 ------ Dexterity
3 ------ Constitution
4 ------ Intelligence
5 ------ Wisdom
6 ------ Charisma
The creature can wait until after it rolls the before deciding to use the Luck Die, but must decide before the DM says whether the roll succeeds or fails. Once the Luck Die is rolled, it is lost. A creature can only have one Luck Die at a time. A creature looses any Luck Die at the end of a long rest.
Access lore
At 6th level, you gain the ability to forcefully push your mind through future events to gain knowledge. When you make an ability check using Intelligence, Wisdom or Charisma, you may replace that ability check with a spell attack roll instead.
You may use this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
The Fate's Guidance
At 10th level, you gain the ability to divine hidden aspects of its nature. As an action, you can focus your gaze on a creature within 60ft of you. You learn one of the following pieces of information about the creature of your choice:
• Immunity to a condition of your choice.
• Any resistance, immunity or weakness to a damage type of your choice
• The creature’s lowest saving throw modifier
Once you receive a vision about a creature in this way, all future attempts to use this ability on that creature have a 50% chance of returning a false result. You may use this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
Additional Readings
Starting at 14th level, you may perform an additional reading once per day. At the end of a short rest you may perform a fortune reading as per your Reading Manipulations ability. You may only perform this additional reading once per long rest.
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