mcumoric
2022-03-17, 09:09 PM
Misfortunate soul
Have you ever just had “one of those days?” where everything just seems cursed to the touch? Imagine if every day was like that! However, fate really likes to keep you alive oddly? Like, to the point where deus ex machina will gladly step in when you’re on the brink of death to save you.
Here we go again
Starting at the 1st level, fate either really hates you, or really likes you.
When you force a creature to make a saving throw, or make an attack roll, instead of rolling normally, you can call even/odds on the die roll. If it matches up with what you called, it counts as a natural 20, if it doesn’t it counts as a natural 1.
You may use this feature a number of times equal to your charisma modifier plus your proficiency bonus, before needing to take a short long rest.
Somebody up there really hates me
Starting at the 1st level, when you use a spell slot of 1st level or higher, immediately roll a d6. If the outcome is equal to lower then your current hit point total you gain temporary hit points equal to 3x the number rolled, or your charisma modifier (whichever is higher). If it is instead lower then your current hit points, the spell you cast causes something to fall from the sky equal to the number rolled;
D6 - Object
1 - Cow
2 - Lightning bolt from a nearby storm. (1d6 lightning damage, 1d6 thunder damage in a 10 foot radius)
3 - 1d4 Poisonous Snakes. (Roll; Odds = Hostile/Evens = Hostile to enemies.
4 - 1d4 gold pieces from the nearest bank/treasury vault.
5 - A single Brown bear; (Roll; Odds = Hostile/Evens = Hostile to enemies.
6 - A boulder; (3d4 bludgeoning damage)
The Object falls on something determined by a roll of a d20;
1-17; Nearest hostile creature, or creature that could be hostile.
18-19; Highest health player character within 10 feet.
20; You.
Any living creature that is summed by this spell vanishes after 1 minute.
This has no effect if the target is considered heavily obscured by anything above them.
Unlucky aura
Starting at the 6th level, if you use your “here we go again feature” and cause yourself to roll a natural 1, you may spend 3 sorcery points to steal the luck of someone within 10 feet of yourself to turn it into a success; causing their next ability check or attack roll to have disadvantage.
The range of this ability starts out as 10 feet, but increases to 30 feet at the 18th level.
Fate’s blessing.
Starting at the 14th level, while below half your hit point maximum; your armor class increases by 3, and you gain a +3 bonus to all strength, dexterity and constitution saving throws.
Deus Ex Machina
Starting at the 18th level, the first time you are reduced to 0 hit points, roll a d6; on a 4-6, 1d4 Storm Giants step through a portal in the nearest unoccupied space and are immediately hostile to whatever had reduced you to 0 hit points.
They will disappear; after 1 minute, if whatever reduced to 0 hit points is gone, if you die or regain consciousness.
You may use this feature once, before needing to take a long rest.
Have you ever just had “one of those days?” where everything just seems cursed to the touch? Imagine if every day was like that! However, fate really likes to keep you alive oddly? Like, to the point where deus ex machina will gladly step in when you’re on the brink of death to save you.
Here we go again
Starting at the 1st level, fate either really hates you, or really likes you.
When you force a creature to make a saving throw, or make an attack roll, instead of rolling normally, you can call even/odds on the die roll. If it matches up with what you called, it counts as a natural 20, if it doesn’t it counts as a natural 1.
You may use this feature a number of times equal to your charisma modifier plus your proficiency bonus, before needing to take a short long rest.
Somebody up there really hates me
Starting at the 1st level, when you use a spell slot of 1st level or higher, immediately roll a d6. If the outcome is equal to lower then your current hit point total you gain temporary hit points equal to 3x the number rolled, or your charisma modifier (whichever is higher). If it is instead lower then your current hit points, the spell you cast causes something to fall from the sky equal to the number rolled;
D6 - Object
1 - Cow
2 - Lightning bolt from a nearby storm. (1d6 lightning damage, 1d6 thunder damage in a 10 foot radius)
3 - 1d4 Poisonous Snakes. (Roll; Odds = Hostile/Evens = Hostile to enemies.
4 - 1d4 gold pieces from the nearest bank/treasury vault.
5 - A single Brown bear; (Roll; Odds = Hostile/Evens = Hostile to enemies.
6 - A boulder; (3d4 bludgeoning damage)
The Object falls on something determined by a roll of a d20;
1-17; Nearest hostile creature, or creature that could be hostile.
18-19; Highest health player character within 10 feet.
20; You.
Any living creature that is summed by this spell vanishes after 1 minute.
This has no effect if the target is considered heavily obscured by anything above them.
Unlucky aura
Starting at the 6th level, if you use your “here we go again feature” and cause yourself to roll a natural 1, you may spend 3 sorcery points to steal the luck of someone within 10 feet of yourself to turn it into a success; causing their next ability check or attack roll to have disadvantage.
The range of this ability starts out as 10 feet, but increases to 30 feet at the 18th level.
Fate’s blessing.
Starting at the 14th level, while below half your hit point maximum; your armor class increases by 3, and you gain a +3 bonus to all strength, dexterity and constitution saving throws.
Deus Ex Machina
Starting at the 18th level, the first time you are reduced to 0 hit points, roll a d6; on a 4-6, 1d4 Storm Giants step through a portal in the nearest unoccupied space and are immediately hostile to whatever had reduced you to 0 hit points.
They will disappear; after 1 minute, if whatever reduced to 0 hit points is gone, if you die or regain consciousness.
You may use this feature once, before needing to take a long rest.