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. \columnbreak ### 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. - If it fails at least one saving throw it takes 8d8 Force damage. - If it fails at least two saving throws it gains three levels of exhaustion - 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. \pagebreak ### 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: - When you attack with a weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. - Whenever you deal damage with a melee weapon attack, you deal an extra 1d4 Radiant or Necrotic damage for each Fate on allied creatures. - 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. \pagebreak ### 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. \pagebreak # Fates
# Core Fates ## Boons #### The Right Path This creatures movement speed increases by 5 feet for each Fate on it. #### Fallen Hero 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. #### Hero This creature gains Advantage on the first attack on each of its turns against a creature of your choice. #### Monstrous Power This creature gains +1 to its damage for each Fate on it. #### Against The Odds If this creature is within 5 feet of at least 2 hostile creatures, it gains +2 AC. #### Perfect Strike 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). #### Bulwark This creature has +1 AC for every 2 fates on it. #### Caretaker 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. #### Suprising Knowledge This creature gains a proficiency of your choice for as long as this Fate is active. You can not have this Fate. #### The Omen's Hand Whenever you cast a spell, the spell may originate from this creature instead. #### Borrowed Time 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. \columnbreak ## Curses #### Mudded Steps This creatures move speed is reduced by 5 feet for each Fate on it (to a minimum of 5 feet). #### Paranoia This creature has Disadvantage on its attacks if any of it's allies are within 5 feet of it. #### Carelesness For each Fate on this creature, it loses -1 AC. #### Terror 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. #### Tunnel Vision This creature has Disadvantage on Perception checks to spot a creature except a creature of your choice. #### Critical error 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. #### Unsightly Presence All creatures within 5 feet of this creature have -1 to hit for each Fate on this creature. #### Unfortunate Ricochet 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. #### Sudden Pain 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. #### Rotten Luck 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. \pagebreak #### 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. \pagebreak # 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. #### Shared Suffering *Perequisite: Vision of Calamity* When the creature is dealt damage, the attacker receives half the damage(rounded down). #### 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. \pagebreak