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# Rogue Subclass: ## The Hand of Fate "*It happened again, Captain. Another one, throat cut and seared shut like it was done with a hot razor... Not a trace left behind—except the symbol. Burned into his forehead. And get this: the local priests claim that the nobleman was under investigation for… unspeakable things. Almost makes you wonder if the gods themselves sent a hand to balance the scales.*" —Report from a city watchman to his captain When a deity requires a more subtle approach than the blazing sword of a paladin or the booming voice of a vicor, they send their more discrete, yet equally fanatic servants. These agents of fate deal swift justice, guided by visions and cloaked by the light that would reveal others. Sometimes, a quick death can save more lives than mere words ever could... ### Class Features | Level | Feature | |:----:|:-------------| | 3rd | Spellcasting | | 3rd | Fate's Light, Sacred Strikes | | 9th | Divine insight | | 13th | Fate's Blessing | | 17th | Greater gifts | #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. **Cantrips:** You learn three cantrips: “Light” and two other cantrips of your choice from the Cleric spell list. You learn another cantrip of your choice at 10th level. **Spell Slots:** The Hand of Fate Spellcasting table shows how many spell slots you have to cast your 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. **Spells Known of 1st Level and Higher:** You know three 1st-level cleric spells of your choice, two of which must be from among the abjuration, divination or enchantment spells on the cleric spell list. The Spells Known column of the Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be a abjuration, divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 7th, 10th, 13th, 16th and 19th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, divination or enchantment spell, unless you're replacing the spell you gained at 7th, 10th, 13th, 16th or 19th level from any school of magic. \pagebreakNum
### Hand of Fate Spellcasting | Rogue level | Cantrips known | Spells known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---|:---:|:---:| | 3rd | 3 | 3 | 2 | - | - | - | | 4th | 3 | 4 | 3 | - | - | - | | 5th | 3 | 4 | 3 | - | - | - | | 6th | 3 | 4 | 3 | - | - | - | | 7th | 3 | 5 | 4 | 2 | - | - | | 8th | 3 | 6 | 4 | 2 | - | - | | 9th | 4 | 6 | 4 | 2 | - | - | | 10th | 4 | 7 | 4 | 3 | - | - | | 11th | 4 | 8 | 4 | 3 | - | - | | 12th | 4 | 8 | 4 | 3 | - | - | | 13th | 4 | 9 | 4 | 3 | 2 | - | | 14th | 4 | 10| 4 | 3 | 2 | - | | 15th | 4 | 10 | 4 | 3 | 2 | - | | 16th | 4 | 11 | 4 | 3 | 3 | - | | 17th | 4 | 11 | 4 | 3 | 3 | - | | 18th | 4 | 11 | 4 | 3 | 3 | - | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 1 |
**Spellcasting Ability:** Wisdom is your spellcasting ability for your spells, since you are granted your power from your deity. 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 cleric spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
\columnbreak #### Fate's Light Beginning at 3rd level, fate guides you with light from beyond the weave. You learn the Light cantrip and can cast it with a bonus action. When you cast it this way, you can cause the light to have the following effects: - **Beacon:** You cause a touched object to shed light as normal but the light provided by the spell can only be seen by you and a number of allies of your choice up to a number equal to your Wisdom modifier + your proficiency bonus. You can turn this on and off during your turn as a bonus action. - **Mirage:** You may target a creature within 60ft and bend the light in such a way that you appear invisible to that creature until the end of your next turn or until you take the attack action or cast a spell. When a creature is already aware of you, or if they want to attempt to sense you on their turn, they must make a Wisdom (perception) check contested by your spell attack roll. #### Sacred strikes Also at 3rd level, your strikes become blessed by Fate’s will. Your sneak attack damage becomes radiant type. Additionally, at 5th level, you gain the following Cunning strike effect option: **Turn (Cost: 2d6).** If the target of your attack is a Fey, Fiend, Celestial, Abberation or Undead, it must make a Charisma saving throw or become Turned until the end of its next turn. #### Divine Insight Starting at 9th level, you can connect with the threads of fate to gain visions of the past, present, or future. As an action, you may ask one question about the past or future of a creature or object within 30 feet of you. In response, you receive a truthful vision from the DM, though it may not always reveal the full story. Alternatively, you may focus on a known creature or item that you know by name, gaining a vision of its location or surroundings in the present, provided it is on the same plane of existence as you. If no answer exists for your question, you receive no vision and do not expend a use of this feature. You can use this ability a number of times equal to your proficiency bonus, regaining one use after a long rest.
\pagebreakNum \columnbreak #### Fate's Blessing Starting at 13th level, your divine connection empowers Fate's Light further. When you cast the Light spell and choose the Mirage option, the effect will last for one hour or until you interact with another creature in any way. Additionally, you can choose one of the following additional options for this casting. - You choose a number of additional targets for which you will become invisible equal to half your Proficiency bonus (rounded down). If necessary, each rolls an individual Wisdom (Perception) check. - You cast the veil on all creatures that reside within 20ft of you, all of whom appear invisible to the chosen target. Each creature stays invisible until the spell ends, they leave the effect radius, they take the attack action or cast a spell. - You erase yourself from sight entirely and become undetectable for all forms of vision. Creatures with Truesight have advantage on their Wisdom (Perception) checks to counter the effect. #### Gift of Destiny Starting at 17th level, your connection to fate grants you the ability to channel divine power beyond your usual limits. Once per long rest, you can expend two spell slots of any level to cast a from the Cleric's spell list, treating the spell’s level as the combined total of the expended slots. For example, by expending a 2nd-level and a 3rd-level slot, you can cast a spell as if using a 5th-level slot.
##### **Optional rule:** Every day at dawn you may get a vision of a certain individual whom is fated to die by your hand (this vision can be as vague or clear as the DM wishes). Any attack action against this individual is considered a sneak attack and will increase the sneak attack damage by 2D6. Fate will only grant another target once this target has met its end.
> ### Art credit > **First page top:** F3LC4T > ___ > **Second page right:** MichealDRAWS > ___ > **Third page left:** Lucas Slominski, ESO