The Omen
Omen
Level | Proficiency Bonus | Fate Known | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | 2 | Encroaching Will, Fate | — | — | — | — | — | — |
2nd | +2 | 3 | Spellcasting, Seer | 2 | 2 | — | — | — | — |
3rd | +2 | 3 | Vision | 3 | 3 | — | — | — | — |
4th | +2 | 4 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | 4 | Vision Feature | 4 | 4 | 2 | — | — | — |
6th | +3 | 4 | Fates Intertwined | 4 | 4 | 2 | — | — | — |
7th | +3 | 5 | Vision Feature | 5 | 4 | 3 | — | — | — |
8th | +3 | 5 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
9th | +4 | 5 | ─ | 6 | 4 | 3 | 2 | — | — |
10th | +4 | 6 | Destined Return | 6 | 4 | 3 | 2 | — | — |
11th | +4 | 6 | Vision Feature | 7 | 4 | 3 | 3 | — | — |
12th | +4 | 7 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | 7 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | 8 | Vision Feature | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | 8 | Storied Finale | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | 9 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | 9 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 10 | Vision Feature | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 10 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 10 | Weaver of Fates | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As an Omen, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Omen level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Omen level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: none
- Saving Throws: Charisma, Wisdom
- Skills: Choose 3 from Religion, Deception, Insight, Persuasion, Perception, Medicine and Nature.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) arcane focus
- (a) a priest's pack or (b) an explorer's pack
- 2 daggers
Fate
Starting at 1st level, you have started to notice the threads of fate that connect everyone and are now able to start changing them to your advantage. When you first gain this feature, you learn 2 Fates of your choice from the "Fates" section found at the end of the class description. You can learn additional Fates as you reach certain levels in this class, as shown on the Fates Known column of the Omen table.
Fate Save DC
As a bonus action, you can try to adjust the fate of a creature you can see within 60 feet of you. The chosen creature must succeed on a Charisma Saving Throw against your Fate save DC; on a failure, you may apply a known Fate of your choice to it. A creature that is affected by one or more Fates is called "Fated". All Fates require a somatic component. You can not willingly fail this saving throw and you can not have multiples of the same Fate on the same creature.
For example, as a level 3 Omen you can either have Paranoia and Terror Fates on the same creature or A Hero and Against the Odds on two different creatures because at level 3 you have 2 Fates available. If a creature goes drops to 0 hit points, all Fates on it end. If you go unconscious, all activate Fates end.
The maximum number of Fates you can have active at once with this feature, is equal to your Proficiency modifier. If you try to exceed your maximum, the oldest Fate immediately ends, and then the new Fate activates. You can end a Fate any time and it can be forcefully ended by spells such as Remove Curse.
All Fates have a duration of up to 1 minute and you can use this feature a number of times equal to your Charisma modifier X your Proficiency modifier. You regain any expended uses when you finish a long rest.
Encroaching Will
At 1st level, you gain the ability to impose your image of the future upon others making their "choices" futile. As an action you make a Charisma Saving throw contest against a target creature within 30 feet of you. If you win the contest, the target takes 2d4 + your Charisma Modifier Psychic damage, and subtracts a 1d4 from their next saving throw against you in the next minute.
This abilities damage increases by 1d4 when you reach 5th level (3d4 + Charisma modifier), 11th level (4d4 + Charisma modifier), and 17th level (5d4 + Charisma modifier). Your debilitation die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 17th level.
Creatures immune to psychic damage are immune to this ability.
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the omen spell list.
Spell Slots
The Omen table shows how many spell slots you have to cast your omen spells of 1st level and higher. To cast one of these omen 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 armor of agathys and have a 1st-level and a 2nd-level spell slot available, you can cast armor of agathys using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the omen spell list.
The Spells Known column of the omen table shows when you learn more omen 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 omen spells you know and replace it with another spell from the omen spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your omen spells and Fates, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a omen spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your omen spells.
Seer
At level 2, your vision allows you to start seeing the unclear futures, providing a chance to alter them. You learn the Guidance cantrip and the Augury spell that you can cast as a ritual.
Vision
Starting at 3rd level, you choose a vision that determines on what fates shall follow your wake: Glory and Calamity each of which are at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7h, 11th, 14th and 18th level.
Fates Intertwined
At 6th level, you begin seeing how many people's futures are bound together, leading them to similar fates. If the fated creature drops to 0 hit points before this fate ends, you can use a bonus action on a subsequent turn of yours to transfer one of the fates to a new creature. The creature can still make a saving throw to resist it.
Destined Return
When you reach the 10th level, the futures altered by you are now closely linked to your own, allowing you at a desperate time to pull on them to save your own.
If you would drop to 0 hit points while any of your fates are active, you can choose to end all of their effects and instead go to hp equal to:
Fates Active X your Charisma Modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
Storied Finale
At level 15, you can now foresee the end of many things, knowing when the turning point comes. As an action you can end the effect of all of your Fates and choose an effect for each previously Fated creature:
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The fated creature gets advantage on all of its attacks next turn.
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The Fated creature gets disadvantage on all of its attacks next turn.
If the creature is unwilling, it must make a Charisma Saving throw to resist the effect. Once you use this feature, you can't use it again until you finish a short or long rest.
Weaver of Fates
At 20th level, you feel the flow of destiny as others feel the breeze of the wind. After you roll Initiative you can immediately activate up to 2 Fates as a free action.
Visions
The Omens Vision is a chronic event that opens the eyes of the Omen to the specific aspect Fate or method of changing it, often ending up separating and contradicting the view points of various Omens that sometimes even share similar visions.
Vision of Calamity
Those who get Visions of Calamity often see worlds fall too ruins and masses die due to the smallest events spiraling out of control. Such experiences often make the Omens go mad, leaving them with either despair or irrational wishes of destruction. But those who persevere through the pain of such vision gain great understanding of unraveling fate and everyone that is bound to it. Outsiders often see Omens of Calamity as walking disasters, bringing nothing but misfortune and suffering to the lands, leaving the omens isolated or banished at best, killed at worst.
Fate of Calamity
Starting at 3rd level, you learn an additional Fates when you reach certain levels in this class, as shown in the Omen Fates table. The Fates count as Omen Fates for you, but it doesn't count against the number of Omen Fates you know.
Omen Level | Fate |
---|---|
3rd | Unraveling |
7th | Shared Suffering |
14th | Life's End |
Doomsayer's Promise
At 3rd level, you have understood how merely saying the truths that you understood bring destruction upon those who hear it. As an Action you can speak words of destruction and all creatures within 15 feet of you that can hear you make a Constitution Saving throw against your spell save DC. All creatures that fail gain vulnerability to a damage type of your choice until the end of your next turn, if they have resistance to that damage, they lose it instead.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Ceaseless Unravel
Starting with level 5, breaking apart the fabric of destiny has become second nature to you barely requiring any effort. When you Fate a creature with Unraveling, at the start of each of the Fated creatures turns, that creature takes half of Unraveling damage(rounded down).
Growing Decay
At 7th level, existence starts increasingly breaking apart from just being around you, bringing misfortunes to those who oppose you. Whenever you Fate a hostile creature with a Curse, it counts as having 1 more curse than normally.
Unstoppable Withering
At 11th level, you have gained a complete understanding of disrupting reality, making even the most stagnating and unchanging creatures wither before you. Your Unraveling treats immunity as resistance.
Walking Disaster
When you reach 14th level, you have become the embodiment of entropy, bringing chaos and devastation wherever you go. Whenever a creature first enters or starts its turn within 10 feet of you, you may have it make a Constitution Saving Throw against your spell save DC. On a failure, the creature takes damage equal to your Charisma Modifier.
Promised End
At 18th level, your words unravel creation itself, destroying any chance of hope for an existence or a future. Creatures that fail their Constitution Saving throw become "Doomed". As an action, you may choose a Doomed creature and begin erasing it's existence. . The target has to make Charisma, Intelligence and Wisdom saving throws against your Omen spell save DC, and it suffers the following effects based on the number of failed saving throws.
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If it fails at least one saving throw it takes 8d8 Force damage.
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If it fails at least two saving throws it gains three levels of exhaustion
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If it fails all three saving throws, the creature dies at the end of it's next turn. Once the creature dies its remains vanish and the creature can be restored to life only by means of a wish spell.
Once you use this feature, you can't use it again until you finish long rest.
Vision of Glory
Those who get visions of glory tend to see sights of great battles, old and new, figures beggars becoming heroes as much as soldiers becoming tyrants. Those who experience such vision tend to seek power, glory or a brighter future by becoming kingmakers, generals and folk heroes, leading individuals they believe to be carrying great futures into their rightful places.
Fate of Glory
Starting at 3rd level, you learn an additional Fates when you reach certain levels in this class, as shown in the Omen Fate table. The Fates count as Omen Fates for you, but it doesn't count against the number of Omen Fates you know.
Omen Level | Fate |
---|---|
3rd | Perseverance |
7th | Hope |
14th | Victorious End |
Destinies Chosen
At 3rd level, you have seen various visions of battles and have picked up a sword, for the fates are the strongest when the people are together. You gain Proficiency with shields, medium armor, and martial weapons.
Foretold Strikes
Starting at 5th level, you have gained the ability to empower your strikes by channeling the forces of reality around you, into your weapon. You gain the following benefits:
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When you attack with a weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
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Whenever you deal damage with a melee weapon attack, you deal an extra 1d4 Radiant or Necrotic damage for each Fate on allied creatures.
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As a bonus action, you can channel a Fate of your choice into your next melee attack, applying it if you hit. If you miss the Fate is wasted.
Call to Battle
At 7th level, you have learned to rally the people making their wills stronger, resistant even to the most harshest of battles. When you roll initiative, you can choose amount of creatures equal to your Charisma Modifier and those creatures gain temporary hit points equal to your Omen level. While they have those hit points, they have advantage on saving throws against being Frightened.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Will of the Protector
Starting at 11th level, you have learned to alter your allies fates right as a great misfortune would befall them. If a Fated creature other than yourself would drop to 0 hit points, you may choose it to drop to 1 hit point instead; if so, all Fates on the creature end. A creature may benefit from this feature once per long rest. You can use this feature a number of times equal to your Charisma modifier(minimum of 1). When you finish a long rest, you regain all expended uses.
We Shall Live Forever!
At level 14, your bond with the ones you protect has grown extremely close, to the point of their fates being completely open to you. Willing creatures can now voluntarily fail their saving throws against Fates being applied to them. All Fated creatures of your choice gain +1 to their Saving Throws for each Fate on them(up to a maximum of +3).
Hope Rekindled
When you reach 18th level, you have understood that sometimes no matter how much you try to reach victory, you the future will not shake, so you throw caution and your own belief in fate into the wind for one last stand. As an action, you may choose to end all of your active Fates and up to an amount of creatures of your choice equal to your Charisma modifier can use up to half their current hit dice to regain that many hit points. Once you use this feature, you cannot use Fates or this feature again until you finish a long rest.
Fates
This creatures movement speed increases by 5 feet for each Fate on it. Once this creature goes down to 0 hit points, target creature of it's choice other than itself gains temporary hits equal to your half your level for each Fate on this creature. This creature gains Advantage on the first attack on each of its turns against a creature of your choice. This creature gains +1 to its damage for each Fate on it. If this creature is within 5 feet of at least 2 hostile creatures, it gains +2 AC. This creature has increased critical hit range for every 2 Fates on it. (For example if a creature the creature with this Fate has 4 fates on it, it crits on 18 instead of 20). This creature has +1 AC for every 2 fates on it. At the beginning of each of your turns, you gain temporary hit points equal to your Charisma Modifier for each Fate an allied creatures. This Fate can only be on you. This creature gains a proficiency of your choice for as long as this Fate is active. You can not have this Fate. Whenever you cast a spell, the spell may originate from this creature instead. Once this Fate is applied, this creature gains hit points equal to double your level. The creature loses that many hit points after amount of rounds equal to half your proficiency modifier. If the creature goes to 0 hit points due to this effect, it immediately fails one of its death saving throws. This creature cannot get this Fate for the next 24 hours. This creatures move speed is reduced by 5 feet for each Fate on it (to a minimum of 5 feet). This creature has Disadvantage on its attacks if any of it's allies are within 5 feet of it. For each Fate on this creature, it loses -1 AC. If this creature sees an ally drop to 0 hit points, it must make a Wisdom Saving throw against your Fate Save DC. On a failure the creature becomes frightened for the next minute. The creature can repeat the saving throw at the end of each of its turns. Once it either succeeds or fails on that saving throw, this Fate ends. This creature has Disadvantage on Perception checks to spot a creature except a creature of your choice. Whenever this creature casts a spell, it has to make a DC 10 Saving throw using it's spellcasting ability as the modifier. On a failure, the spell fails and the spell slot is lost. All creatures within 5 feet of this creature have -1 to hit for each Fate on this creature. If this creature makes an attack against a creature and misses it by 5 or more and there is another creature within 5 feet of it, you may use your reaction to force it to make another attack against that creature instead. If this creature moves equal or more than its base movement speed on the same turn, it has to make a Constitution saving throw against your Spell save DC. If it fails, the creature becomes paralyzed until the end of its next turn. If this creature rolls equal or less than your proficiency on an unmodified d20, its next d20 roll subtracts your Omen level from the result.Core Fates
Boons
The Right Path
Fallen Hero
Hero
Monstrous Power
Against The Odds
Perfect Strike
Bulwark
Caretaker
Suprising Knowledge
The Omen's Hand
Borrowed Time
Curses
Mudded Steps
Paranoia
Carelesness
Terror
Tunnel Vision
Critical error
Unsightly Presence
Unfortunate Ricochet
Sudden Pain
Rotten Luck
The Plague
At the start of each of this creatures turns it makes a Constitution Saving throw. On failure it takes 1d6 Poison damage. Once it dies, all creatures within 10 feet radius of it must make a Constitution Saving throw, on a failure this Fate is applied on them. This Fate counts as a singular fate no matter how many copies of it are activate at once.
Vision Fates
You can only have one of each Vision Fate active at a time.
Unraveling
Perequisite: Vision of Calamity
Once a creature has this fate, you can use your action to deal 1d8 Necrotic damage to it, increasing by 1d8 for each Fate on that creature.
Life's End
Perequisite: Vision of Calamity
The creature can't regain any hit point's if it has taken damage that turn.
Perseverance
Perequisite: Vision of Glory
Once a creature has this fate, as your action the creature with this Fate regains 1d6 hit points for each Fate on them.
Hope
Perequisite: Vision of Glory
This creature has immunity against Frightened, Charmed, Paralyzed and Exhausted conditions.
Victorious End
Perequisite: Vision of Glory
Once this creature makes a creature drop to 0 hit points, it can move up to half its speed and make an attack against a creature within range. This Fate can only happen once per turn.
Spell List
1st Level
- Armor of Agathys
- Bane
- Bless
- Charm Person
- Command
- Cure Wounds
- Comprehend Languages
- Dissonant Whispers
- Guiding Bolt
- Heroism
- Hex
- Mage Armor
- Longstrider
- Protection From Evil and Good
- Purify Food and Drink
2nd Level
- Aid
- Blindness/Deafness
- Crown of Madness
- Detect Thoughts
- Enhance Ability
- Enthrall
- Hold Person
- Invisibility
- Lesser Restoration
- Phantasmal Force
- See Invisibility
3rd Level
- Aura of Vitality
- Bestow Curse
- Create Food and Water
- Dispel Magic
- Fear
- Feign Death
- Protection from Energy
- Remove Curse
- Revivify
- Sending
- Slow
4th Level
- Aura of Life
- Banishment
- Confusion
- Elemental Bane
- Divination
- Greater Invisibility
- Freedom of Movement
5th Level
- Contagion
- Dominate Person
- Dispel Evil and Good
- Greater Restoration
- Hold Monster
- Insect Plague
- Mass Cure Wounds
- Raise Dead
Art Credits
Feast of The Prophet Art
by Jared Rosen
Shadow Born Apostle Art
by Lucas Graciano
Hero of the Nyxborn Art
by Victor Adame Minguez