SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

CHA , WIS

Haruspex

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1 + 2 Fate & Fortune Card Effects Flick of the Wrist 0 0 0 0 0
2 + 2 Fate & Fortune Card Effects Flick of the Wrist 2 0 0 0 0
3 + 2 Fate & Fortune Card Effects Flick of the Wrist 3 0 0 0 0
4 + 2 Fate & Fortune Card Effects Flick of the Wrist 3 0 0 0 0
5 + 3 Fate & Fortune Card Effects Flick of the Wrist 4 2 0 0 0
6 + 3 Fate & Fortune Card Effects Flick of the Wrist 4 2 0 0 0
7 + 3 Fate & Fortune Card Effects Flick of the Wrist 4 3 0 0 0
8 + 3 Fate & Fortune Card Effects Flick of the Wrist 4 3 0 0 0
9 + 4 Fate & Fortune Card Effects Flick of the Wrist 4 3 2 0 0
10 + 4 Fate & Fortune Card Effects Flick of the Wrist 4 3 2 0 0
11 + 4 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 0 0
12 + 4 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 0 0
13 + 5 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 1 0
14 + 5 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 1 0
15 + 5 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 2 0
16 + 5 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 2 0
17 + 6 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 3 1
18 + 6 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 3 1
19 + 6 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 3 2
20 + 6 Fate & Fortune Card Effects Flick of the Wrist 4 3 3 3 2

Class Spells

Sorcerer (PHB)

Class Features

Level 1

Fate & Fortune
Card Effects
Flick of the Wrist

Level 10

Split The Deck

Level 13

Unfortunate Souls

Level 14

Change of Fates

Level 15

The Cruel Mistress

Level 2

Future Sight
Spellcasting

Level 20

Herald of Fate

Level 3

Pondered Strikes

Level 4

Ability Score Improvement

Level 5

Extra Attack

Level 6

Path of Fate

Level 7

Evasion

Level 9

Burden of Destiny

Spells Known Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Caster Progression

Caster Progression: 1/2

Proficiencies

Armor

light

shield

Weapons

simple

Skills

Starting Equipment

Alternatively, you may start with: 4d4 × 10|4d4 × 10|Starting Gold

Class Features

Fate & Fortune (Level 1)

Beginning at first level, you draw cards from your Tarot Deck every morning, performing a reading for your day. As you level up, you can draw additional cards corresponding to the list. The list of card effects are listed at the end of this class.

These cards are the cards you can use for the day, until you next take a long rest.

Drawing Cards

First Draw

Roll 1d20.

Second Draw

Roll 1d20, skipping over the card you last pulled.

Third Draw

Roll 1d20, skipping over the two cards you last pulled.

Additional Draws

Roll 1d20, skipping over any cards you have pulled before. If you roll a number that is higher than the cards remaining on the table, then you may choose the card you wish to pull.

Card Targeting

As a bonus action, you can place a card's effect on a creature within 60 feet that you can detect. This range increases at 5th level to 90 feet, and again at 13th level to 120 feet. Creatures you can detect include those seen by truesight, a spell such as detect life, or other magical effects. A target can have multiple cards on them at once, and they make separate saves for each card, if required.

You gain a +1 to your Spell attack modifier & your Melee Attack bonus when you are attacking an enemy that currently is effected by a Fate & Fortune effect.

Effect Duration

The effect of a card remains on a target for a minute or as long as they continue to fail your Fate & Fortune save DC, whether using a card on yourself or on a target, whether said target is an ally or enemy.

You regain the use of all your cards on a Short or a Long Rest.

The Fate & Fortune Save DC is as follows:

10 + Your Proficiency Bonus + Your Charisma Modifier

Card Effects (Level 1)

Listed below are all the card effects the haruspex may use. The number next to each effect is the number rolled on the d20 when the card draw is done.

Cards 'Judgement' and 'World' can only be reached on the second and third draws respectively, plus any additional draws granted by higher levels in the haruspex class.

1. Fool

Ally. Grant your ally truesight with a range of 30 feet.

Enemy. Blind the enemy for the duration.

2. Magician

Ally. Grant your ally immunity to Conditions for the duration.

Enemy. Stun the enemy for the duration.

3. High Priestess

Ally. Grant your ally 1d6 damage reducation on magical effects for the duration.

Enemy. Deal 1d4 force damage each turn for the duration.

4. Empress

Ally. Grant your ally 1d6 damage reducation on magical effects for the duration.

Enemy. Deal 1d4 lightning damage each turn for the duration.

5. Emperor

Ally. Grant your ally 1d6 damage reducation on magical effects for the duration.

Enemy. Deal 1d4 acid damage each turn for the duration.

6. Hierophant

Ally. Your ally suffers no effects from being prone, and they do not take attacks of opportunity for the duration.

Enemy. Knock your enemy prone. They cannot stand up for the duration.

7. Lovers

Ally. Ally charms creatures within 5 ft of them for the duration.

Enemy. Makes all creatures hostile towards the enemy for the duration.

8. Chariot

Ally. Grant ally 15 feet movement speed for the duration.

Enemy. Slow enemy 15 feet movement speed for the duration.

9. Justice

Ally. Attacks made against the ally are made with -2 to the attack roll.

Enemy. Attacks made against the enemy are made with +2 to the attack roll.

10. Hermit

Ally. Grant +1 Armor Class to the ally for the duration.

Enemy. Apply -1 Armor class to the enemy for the duration.

11. Wheel of Fortune

Ally & Enemy. Roll on the Wild Magic table. For enemy, roll twice.

12. Strength

Ally. Ally makes STR saving throws at advantage. For STR checks, act as if ally STR score is 20.

Enemy. Enemy makes STR saving throws at disadvantage. For STR, enemy automatically fails.

13. Hanged Man

Ally. Heal ally 1d6 each turn for duration.

Enemy. Enemy is Poisoned for the duration.

14. Death

Ally. Allies within 30 feet roll death saves with advantage.

Enemy. Enemies within 30 feet roll death saves with disadvantage.

15. Temperance

Ally. Ally rolls Concentration checks with advantage.

Enemy. Enemy rolls Concentration checks with disadvantage.

Note. If target has no spellcasting ability, the card instead casts grease on the target, then ends its effect.

16. Devil

Ally. Creatures within 30 feet of ally treat them as if they are invisible.

Enemy. All creatures become invisible to the enemy when within 30 feet.

17. Tower

Ally. Movement becomes 0 feet. Attacks against ally have a -10 on the attack roll.

Enemy. Movement becomes 0 feet. The creature is petrified for the duration.

18. Star

Ally. Emit starlight. Enemy creatures who look at ally are blinded for 1 minute if they fail the Haruspex's Spell Saving Throw.

Enemy. Enemy creature emits starlight. All enemy creatures who can see the targeted enemy must make a Spell Saving Throw. If they fail, they must get as close to the light as possible. All within attacking range must make an attack at disadvantage on the enemy.

19. Moon

Ally. All attacks the ally makes are treated as if they were made with a vorpal weapon for the duration.

Enemy. All attacks the enemy makes gain no modifiers to the attack or damage rolls for the duration.

20. Sun

Ally. Ally emits heat. All enemies within 20 feet must make a Card Saving Throw of gain a level of exhaustion each time they fail. Enemies who save against this effect have all levels of exhaustion cleansed.

Enemy. Enemy emits heat. All enemies other than the target within 40 feet must make a Card Saving Throw of gain a level of exhaustion each time they fail. Enemies who save against this effect have all levels of exhaustion cleansed.

Note. Enemies cannot die from this effect. As such, the maximum level of exhaustion this card can place is five.

21. Judgement

Unique. When casting this card, choose both and enemy and an ally. All damage done to the ally is also done to the enemy. All healing done to the enemy is also done to the ally.

22. World

Ally. While this card is active, on each of the ally's turns, they may choose one attack, spell or effect that happened in the previous round (since their previous turn). This effect simply ceases to exist. Allies will remember that this effect had happened.

Enemy. While this card is active, each round, the haruspex who placed this card may choose one attack, spell or effect that has occured to the target of this card. The effect/damage of the chosen attack/spell/effect is doubled.

Flick of the Wrist (Level 1)

Beginning at 1st level, you gain proficiency in darts, and can throw normal playing cards as if they were darts. They are treated as ranged weapons, with the Finesse, Ranged, and Thrown properties. They have a range of 20/60. They do 1d4 damage each, unless the creature you are attacking has been effected by Future Sight within the last hour. If that is the case, the cards instead do 1d6 damage each. You cannot throw more cards than the number remaining in your deck.

Future Sight (Level 2)

Upon reaching 2nd level of haruspex, you have the ability to see into the future as an action. You can use this feature to see the future for a turn. When you see into the future, you see the movements and attacks enemies within 20 feet will make against you. You have advantage on Dexterity Saves and attacks made against you are at disadvantage for the next turn. You also gain a bonus to damage attacking these enemies with your throwing cards, as stated above. You gain increased uses of this feature as you level in the Haruspex class.

Spellcasting (Level 2)

By the time you reach 2nd level, you have learned to use the ley lines and whim of fate itself to cast spells. See Spells Rules for the general rules of spellcasting.

The Haruspex Spell List is the same as the Sorcerer Spell List.

Spell Slots

The Haruspex table shows how many spell slots you have to cast your haruspex 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Haruspex table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the haruspex spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your haruspex spells, since your magic draws on your attunement to fate. 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 haruspex spell you cast and when making an attack roll with one.

Spell

Spell

Pondered Strikes (Level 3)

At 3rd level of Haruspex, you gain the ability to use your Charisma instead of Strength for your Attack Rolls for weapons which you are proficient with. This bonus also extends to Damage Rolls as well.

Ability Score Improvement (Level 4)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Path of Fate (Level 6)

At 6th, 11th and 17th level, your Path of Fate features develop.

At 6th level, you choose a card to become loyal to. This card's effects now last twice as long.

At 11th level, you can now choose to always draw this card, when making a draw. You cannot do this in consecutive draws.

At 17th level, you can put the ally effects of the card on yourself as a bonus action, sacrifiicing another card to do this.

Note: This replaces the use of subclasses found in most classes.

Evasion (Level 7)

At 7th level, your frequent foresight through time lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Burden of Destiny (Level 9)

At 9th level, you can, as an Action, choose to double down the effects of currently placed cards. The targets of these cards suffer double the debuff or gain double the bonus granted by the card for their duration.

However, cards that are doubled grant the target advantage on the Card Effect Save. You can use this ability once per Long Rest.

Split The Deck (Level 10)

At 10th level, when you draw your cards after each Long Rest, you may choose to increase or decrease one of your rolls by one, effectively allowing you to choose one of three cards. You can only do this once per draw.

Unfortunate Souls (Level 13)

When you reach 13th level, as an Action, you can recall a card that has been placed on a target, with the purpose of immediately casting a spell on said target. This can only be done with spells that have the casting time of 1 action or 1 bonus action, and the level of the spell slot permissible to be used is determined by the number of turns the card has left in its duration.

The spell's conditions of casting must be fulfilled for this spell to be cast. The spell slot is consumed using this feature, though the card effect is not. It retains its duration for future use, or until either a rest is had or a new draw is made. If you place a card on a target and use this feature on the target in the same turn, one turn of duration is subtracted from the total of the card, as if it had been placed on the creature last turn.

For example, if you recall a card effect from an enemy that you placed 3 turns prior, you can cast up to a 3rd level spell on that enemy, so long as they are in range of the spell.

Change of Fates (Level 14)

At 14th level, you can choose to return some or all of your cards back into your deck, required you still have cards available, and re-draw that amount of cards. You can do this once per Long Rest.

The Cruel Mistress (Level 15)

At 15th level, when you place a card onto an enemy, you can choose to place it stealthily, hoping to confuse the target into accepting their illusion of control.

When you do this, the target of the effect has disadvantage on the Card Effect Save. An enemy that beats the Card Effect Save while under this disadvantage cannot be effected in this way again for a day.

Herald of Fate (Level 20)

At 20th level, you have put yourself through trials and combat many times. You have seen their many outcomes in which you fail, but still manage to hold your head high, unwavering. You know where to hit an opponent in dire times to ensure victory. Whenever your health drops below half, your critical range increases by one. Attack rolls of 19 and 20 are treated as critical hits. When you hit a target using this ability, heal one of your Hit Die. This effect extends to allies within 5 feet of you. If an ally would normally already crit on a roll of 19, then this extends their critical range one further.

Multiclassing

Multiclassing Requirements

{"cha":13,"wis":13}

Proficiencies Gained

Armor light , shield
Weapons simple

Subclasses