THE SEER
Table of Contents
Was it destiny that led you to your magic? Or quick hands, a silver tongue, and a penchant for danger? You're a fortune teller, a gambler, or maybe you're just plain lucky. One way or another, your magic isn't fully in your hands, and you wouldn't have it any other way. Chaos is your element, and through skill, wit, and more than a little luck, you make the future just as much as you read it in the cards.
Key Attribute: Charisma
At first level, your class gives you an Attribute Boost to Charisma
Hit Points: 6 + Your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Roleplaying a Seer
During combat encounters…
You use your spells to hinder, harm, and befuddle your foes with their unpredictable effects. You may bolster your allies with your less chaotic face cards, but you tend to keep out of the melee given your lack of defenses.
While exploring…
You keep a few cards up your sleeve to solve problems that arise on the road, and offer your knowledge of magic when necessary
In Downtime…
You may craft magical items to aid yourself and the party. The mysteries of fate may encourage you to learn more about your Deck and its unique magics.
You might…
- Seek out magic items such as scrolls or staves to supplement your chaotic magic
- Study or research prophecies and tales of destiny for clues towards the nature of your magic
- Enjoy testing your luck in games of chance
Others might…
- View you as con-artist despite your actions
- Wonder at the unique feats of magic you can perform with the Deck of Fate, even if they don't fully understand that you can't do them on demand
- Assume you're particularly knowledgeable about gambling and other games of chance
Initial Proficiencies
Perception
- Trained in Perception
Saving Throws
- Trained in Fortitude
- Trained in Will
- Expert in Reflex
Skills
- Trained in a Skill Determined by your Deck of Fate
- Trained in Performance
- Trained in a number of additional skills equal to 3 plus your Int mod
Attacks
- Trained in Simple Weapons
- Trained in Unarmed Attacks
Defenses
- Untrained in all Armor
- Trained in Unarmed Defense
Spells
- Trained in Spell attacks matching the Tradition of your Deck of Fate
- Trained in Spell DC's matching the Tradition of your Deck of Fate
Class Features
Your Level | Class Features |
---|---|
1 | Ancestry and background, Attribute Boost, initial proficiencies, Seer Spellcasting, Deck of Fate, Readings, Create Luck, Card Trick |
2 | Seer Feat, Skill Feat |
3 | 2nd Rank Spells, General Feat, Skill Increase |
4 | Seer Feat, Skill Feat |
5 | 3rd Rank spells, Attribute Boosts, Ancestry Feat, Iron Will, Skill Increase |
6 | Seer Feat, Skill Feat |
7 | 4th Rank Spells, Expert Spellcaster, General Feat, Skill Increase |
8 | Seer Feat, Skill Feat |
9 | 5th Rank spells, Ancestry Feat, Magical Fortitude, Skill Increase |
10 | Attribute Boosts, Seer Feat, Skill Feat |
11 | 6th Rank Spells, Alertness, Weapon Expertise, General Feat, Skill Increase |
12 | Seer Feat, Skill Feat |
13 | 7th Rank Spells, Ancestry Feat, Defensive Robes, Skill Increase, Weapon Specialization |
14 | Seer Feat, Skill Feat |
15 | 8th Rank Spells, Ability Boosts, Master Spellcaster, General Feat, Skill Increase |
16 | Seer Feat, Skill Feat |
17 | 9th Rank spells, Ancestry Feat, Resolve, Skill Increase |
18 | Seer Feat, Skill Feat |
19 | Fatemaster's Decree, Legendary Spellcaster, General Feat, Skill Increase |
20 | Attribute Boosts, Seer Feat, Skill Feat |
Seer Spells Per Day
Your Level | Cantrip | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 5 | 3 | - | - | - | - | - | - | - | - | - |
2 | 5 | 4 | - | - | - | - | - | - | - | - | - |
3 | 5 | 4 | 3 | - | - | - | - | - | - | - | - |
4 | 5 | 4 | 4 | - | - | - | - | - | - | - | - |
5 | 5 | 4 | 4 | 3 | - | - | - | - | - | - | - |
6 | 5 | 4 | 4 | 4 | - | - | - | - | - | - | - |
7 | 5 | 4 | 4 | 4 | 3 | - | - | - | - | - | - |
8 | 5 | 4 | 4 | 4 | 4 | - | - | - | - | - | - |
9 | 5 | 4 | 4 | 4 | 4 | 3 | - | - | - | - | - |
10 | 5 | 4 | 4 | 4 | 4 | 4 | - | - | - | - | - |
11 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | - | - | - | - |
12 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | - | - | - | - |
13 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | - | - | - |
14 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | - | - | |
15 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | - | - |
16 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | - | - |
17 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | - |
18 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | - |
19 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 1* |
20 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 1* |
*The Fatemaster's Decree class feature gives you a Rank 10 spell slot that works a bit differently from other spell slots.
You gain these features as a Seer. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Level 1
Ancestry and Background
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background
Attribute Boost
In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.
Deck of Fate
Your magic is more mercurial than a standard spellcaster, and is tied to a Unique Harrow deck infused with the powers of Luck and Fate. You gain a Fine Harrow Deck for free, which is the source of your magical power. Choose a Deck of fate from the options shown in the Decks of Fate Section, determining your Spellcasting tradition and other traits. Your Deck of Fate starts with 10 cantrips, and five Rank 1 spells. You choose these spells from the common spells of the tradition determined by your Deck of Fate, or from other spells of that tradition you gain access to. Each time you gain a level, you add two new spells of any Rank you can cast to your Deck, chosen from common spells of your tradition or others you gain access to. Feats can also grant your Deck additional spells. You can also Learn a Spell to add it to your Deck. However, because your magic is at the whims of fate, you are rewarded with unique benefits. Your spells cast from numbered cards gain bonus effects based on the number value, as listed in the Whims of Fate from your chosen Deck, and when casting a spell assigned to Aces, you may use any Rank of spell slot as if it's the highest you have access to. A Joker may be used to cast any spell in your deck, at any Rank you have slots available for, but you must then roll on the Wild Card table. Because your Deck is bound to you, if you're ever separated from it, you may recall it back to you by spending at least 10 minutes during your daily preparations. Your Deck of Fates is represented by a standard deck of playing cards, with two jokers.
Seer Spellcasting
You harness the Deck of Fates to cast spells. You can cast spells of your Deck of Fate's tradition using the Cast a Spell activity. As a Seer, your spellcasting focuses around the Deck of Fate, and you may present the cards you use to cast, fling them at the foe, or send them flying about you. At 1st level, you can prepare 5 cantrips from among your Deck. Additionally, during your Daily preparations, You Prepare your Deck. When you prepare your deck, you first prepare a spell for each Suit of the Deck of Fates, though you may choose the same spell for multiple suits. You then prepare a spell for each Face (Kings, Queens, Jacks, and Aces). These spells must be different than the ones you chose for any suit, but may otherwise be the same as each-other. Once your deck has been Prepared, you shuffle it and draw four cards. These Cards are your Hand. You may only cast spells in your Hand, though you may use any Rank of Spell Slot that spell can be cast with, and when a Spell is cast, it is Discarded from your hand. Any effect that would make you Discard a Card removes that card from Deck of Fate, and adds it to your Discard Pile. Any time you would shuffle the Deck of Fate, you may first return your Discard Pile to the deck. Your maximum hand size starts at 4.
As you increase in level as a Seer, your number of spell slots and the highest rank of spells you can cast from spell slots increase, shown in the Seer Spells Per Day table.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.
Readings
You can call upon the Deck of Fate directly for aid in the form of special spells called Readings.
Readings are a type of focus spell. It costs 1 Focus Point (FP) to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your Deck of Fate. Focus spells are automatically heightened to half your level rounded up. Whenever you Refocus and gain back at least one Focus Point, you may shuffle your Hand back into the Deck of Fate and draw a new Hand of four cards.
Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.
You learn the Bend Fate Reading, which allows you to immediately discard up to two cards from your Hand and draw that many cards to replace them. You learn most other Reading spells through feats.
- Reading Cantrips
Reading cantrips are special Readings that don't cost Focus Points, so you can cast them as often as you like. Reading cantrips are in addition to the cantrips you choose with your Seer spellcasting and aren't counted toward your prepared cantrips. You start with the Scry Reading cantrip, which allows you to draw a card and replenish your hand.
Create Luck
While your magic is mostly up to chance, you've developed a personal ritual to shape fate to your needs in a pinch. You may spend one minute performing your personal ritual to choose a card that isn't in your Hand and cast that spell as long as you have spell slots left to cast it. This ritual is obviously magical, and any attempts to perform it surreptitiously takes a -5 penalty to the check you make to hide it.
Card Trick
Your unique method of casting spells allows you to empower even your more reliable cantrips with the chaotic nature of the Deck of Fate. You gain the Card Trick action.
You call upon the Deck of Fate to empower your next cantrip. If your next action is cast a Cantrip, you may discard a Card from your Hand. If you do, that Cantrip gains the bonus of that card's Whim Of Fate effect, or from the following bonuses if the card is a Face Card
Card Face | Effect |
---|---|
King | The Spell additionally deals 1 Piercing Splash damage per spell rank, centered on a single creature in the spell's range or area. If the spell required an attack roll and was a critical hit, or if it required a saving throw and the targeted creature critically fails, it deals twice the Splash Damage |
Queen | One Creature in the spell's range or area makes a basic Fort save or takes 1 persistent bleed damage per spell rank, twice as much on a critical failure |
Jack | One Creature in the spell's range or Area takes Piercing damage equal to your Cha mod (Basic Reflex save). If the spell targets a set amount of creatures, this damage must target a creature not targeted by the spell |
Ace | Increase the damage dice by one step (If the spell has no damage dice, it becomes a d4). This increases the Heightened bonuses by one step as well. If it has no heightened bonus, the spells damage increases by 1d4 per spell rank |
Level 2
Seer Feat
At second level, and every even numbered level, you gain a Seer Feat
Skill Feat
At second level, and every even numbered level, you gain a Skill Feat
Level 3
General Feat
At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increase
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.
At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
Level 5
Ancestry Feat
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
Iron Will
Your chaotic magics have hardened your resolve. Your proficiency rank for Will saves increases to expert.
Level 7
Expert Fatecaster
You've learned to better control the power of the Deck of Fate. Your proficiency ranks for spell attacks and spell DCs for your Seer spellcasting increase to expert. Additionally, choose a Suit. When you prepare your Deck, you may assign an additional spell to the chosen suit. (Ex: You choose Clubs. During Preparations, you may assign Slow and Fireball to Clubs. You may cast either spell using any Clubs card, though you still discard the card upon casting either spell, and thus can only cast one of assigned spells per card.)
Level 9
Magical Fortitude
Your exposure to the Deck of Fate's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.
Level 11
Alertness
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Weapon Expertise
Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Level 13
Defensive Robes
The flow of magic through your spellcasting and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.
Weapon Specialization
You can inflict greater injuries with the weapons you know. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.
Level 15
Master Fatecaster
You've achieved mastery over your Deck's magic. Your proficiency ranks for spell attacks and spell DCs for your Seer spellcasting increase to master. Additionally, choose Kings, Queens, or Jacks. When you prepare your deck, you may assign an additional spell to the chosen Face.
Level 17
Resolve
Communion with your deck's magic has steeled your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Level 19
Legendary Fatecaster
You've perfected your command of the magic your deck provides. Your proficiency ranks for spell attacks and spell DCs for your Seer spellcasting increase to legendary. Additionally, choose a Suit you did not choose from Expert Fatecaster, and a Face you did not choose from Master Fatecaster. During your daily preparation, you may assign an additional spell to the chosen suit and face.
Fatemaster's Decree
Your Deck grants you the power to command incredible works of magic. You gain a single Rank 10 spell slot and can prepare a spell in that slot using seer spellcasting. Unlike with other spell slots, these spell slots can't be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You don't gain more Rank 10 spells as you level up, though you can take the (TBD) feat to gain a second slot.
Seer Feats
Feat 1
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.
A creature casts a spell prepared in your Deck
When a creature casts a spell and you can see its manifestation, you can use the power of the Deck of Fate to disrupt it. You expend a Spell Slot of the same level as the triggering spell and a Card from your hand to counter the triggering creature's casting of a spell. You lose your spell slot and discard the chosen card as if you had cast the spell on it, then attempt to Counteract the triggering spell.
This Feat gains the traits associated with your Deck of Fate's Spellcasting Tradition
You can extend the range of your spells. If the next action you use is
to Cast a Spell that has a range, increase that spell's range by 30
feet. As is standard for increasing spell ranges, if the spell
normally has a range of touch, you extend its range to 30 feet.
If you have the Deck of the Haruspex, and your Whim of Fate would also increase the range of the spell, combine the two increases.
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
If you have the Deck of the Prophet, and your Whim of Fate would increase the area of the spell as well, add that to the increases granted by this feat.
PREREQUISITE: Non-Cantrip Reading Spells
You've broadened the ways in which you can read and bend the power of your deck. You gain your choice of one Basic reading.
You can take this feat more than once, choosing a new Basic Reading each time.
Leads Into: Advanced Reading
FREQUENCY: Once per Day
You would fail an Attack Roll, Skill check, or Saving throw
You have at least one Card in your Hand.
You've learned how to take advantage of the Deck of Fate's power to attempt to shift Fate in your favor, at the cost of your hand. Reroll the triggering roll, then discard a card from your Hand. You must use the new roll.
Feat 2
PREREQUISITE: A Focus Pool
Your ability to harness fate's magic has allowed you to delve into limited godly magic. Choose one of the following Domains: Dreams, Nightmare, Knowledge, or Luck. You learn the domain spell for this Domain. However, you can cast this spell only once per day.
Leads Into: Advanced Hubris
A greater understanding of your magic broadens your range of simple spells.
You can prepare two additional cantrips each day.
Add two additional cantrips from your spell list to your repertoire.
PREREQUISITE: You have a Familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
You spend at least 10 minutes during your daily preparations performing a reading for an ally.
You ask the Deck of Fates for advice to give the required ally advice about the upcoming day. The required ally gains a +2 circumstance to a single attack roll, ability check, or saving throw they make before your next daily preparations. They can choose to apply this bonus after rolling, but before knowing the result.
Leads Into: (Glimpse the Future 2)
Feat 4
FREQUENCY: Once per Day
You designated a Non-Ace Heart card while preparing your spells
You put your faith in Deck of Fates to give you the card you need right when you need it. Draw the designated card from the Deck of Fates, and then shuffle.
Leads Into:Ace Up My Sleeve
FREQUENCY: Once per Day
You declare one card in your hand to be Spade, and cast spells from that card as if it is a Spade until the end of this turn. Its Face or Number do not otherwise change.
Leads Into:Ace Up My Sleeve
FREQUENCY: Once per Day
Reveal cards from the top of your deck until you reveal a Diamond card. Draw that card, and discard the rest.
Leads Into:Ace Up My Sleeve
FREQUENCY: Once per Day
You have discarded at least one Club Suit Card since your last daily preparations
Your magic rebounds momentarily. Until the end of this turn, the next spell you cast from your Hand may be cast as if it was from one of the Clubs Suit Cards you have discarded since your last daily preparations
Leads Into:Ace Up My Sleeve
PREREQUISITE: Expert in Arcana or Occultims
Access You are a member of the College of Mysteries or a Similiar Organization
Your face bears an intricate magical tattoo known as the irezoko, a badge of your understanding of your chosen field of magic and a recognition of your advancement within Absalom's College of Mysteries. Choose a class that you are a member of that grants you access to a focus pool. When you take this feat, it gains the trait that applies to your chosen class. Once per day, you may concentrate upon the pattern of your irezoko to recover 1 Focus Point as a three-action activity.
Your connection with the Deck of Fate makes you adept in the ways of Divination, and you can call upon some of that power with a little focus. Choose one spell on your Deck's spell list with the Revelation, Scrying, or Prediction trait. You can spend 10 minutes to change one spell you have prepared to the chosen spell, heightened to the same level. The spell you replaced must be of at least the chosen spell's minimum spell rank.
You fragment a ranged spell. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target, you can choose a second target within range. You roll a single attack roll and compare the result to the AC of both targets. This counts as one attack for your multiple attack penalty. To the second target, the spell deals half the amount of damage it would normally deal and has no effects beyond the spell's initial damage (such as imposing conditions or penalties).
If you have the Deck of the Soothsayer, and your Whim of Fate would double the number of targets of the spell, you choose a total of four targets, though the usual limitations of this action apply to all targets beyond the first.
You have spent 10 minutes attuning a card in your hand to an Ally.
If your next action is to cast a spell using the required card, and the required ally is within 40 feet of you, you cast the spell from the required Allies location, drawing line of sight, range, and cover from the required allies position instead of your own.
Feat 6
FREQUENCY: Once per Round
You have at least one card in your hand
You siphon some of the Deck of Fate's power to maintain your spells. Discard a Card from your Hand, then Sustain a Spell
You sacrifice your initial options for a surge of knowledge. Your maximum hand size is reduced by 2. However, the first time each Day you Cast a Spell from the Deck of Fate using a Spell Slot, you draw 4 cards. These cards do not count against your maximum hand size.
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
PREREQUISITE: Basic Reading
You've further increased your Deck's ability to twist and bend fate. You gain your choice of one Advanced Reading.
You can select this feat more than once, choosing a different Advanced Reading each time.
Your spells seem to always find the cracks in other creatures' natural resistances. Any creature that has a status bonus to saving throws against magic reduces the bonus by 1 against your spells
PREREQUISITE: Seer's Hubris
You've expanded your grasp on Godly magic. You learn the Advanced Domain spell for the Domain you chose for Seer's Hubris. You may cast this spell only once per day.
Feat 8
This is the secret of chaotic magic — your foe can hardly predict and counter your moves if you yourself have no idea what will happen. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, roll a d6. The spell's damage type changes to the type below associated with the result of the roll, and each creature who is damaged by the spell takes the listed additional effect.
Roll | Damage Type | Additional Effect |
---|---|---|
1 | Acid | Sickened 1 |
2 | Cold | -10 foot penalty to all speeds until the end of your next turn |
3 | Electricity | Flat-footed until the end of your next turn |
4 | Fire | Persistent Fire damage equal to the spell's level |
5 | Force | N/A |
6 | Sonic | Deafened for 2 rounds |
Access Members of the Firebrands at the rank of second mark or higher, or some equivalent organization, have access to this feat.
Ranik Helt knows a special technique to hide his spells as part of a performance, and you've learned this technique. Ostentatiously performing, you move across the battlefield, taking foes aback and creating an opening for your spell. Attempt a Performance check against all observers' Perception DCs. Then, Stride once or twice. During this movement, you don't trigger reactions that are triggered by your movement from the creatures against which you succeeded on your Performance check. After your movement, you can Cast a Spell. If you used one Stride, you can cast either a 1-action or a 2-action spell; if you used two Strides, you can only cast a 1-action spell. If you critically succeed on your check against any creature, they take a –1 circumstance penalty to their saving throws against any spell you cast as part of your Helt's Spelldance due to your distracting performance. All creatures that observed you become temporarily immune to your Helt's Spelldance for 10 minutes.
FREQUENCY: Once Per 10 Minutes
You have at least one card in your Hand
You flick a card at a foe, and it blossoms into a cloud of razor-edged cards. Choose a creature within 20 feet you, and discard a Card from your hand. The target makes a basic reflex save against your Spell Dc or takes 6d6 slashing damage. Additionally, this action triggers the discarded Card's Whim of Fate as if you cast a spell using your highest rank of spell slot. If you discard a face Card, use the Card Trick table instead. At 9th level and every 2 levels thereafter, increase the damage of this action by 2d6
Prerequisite: Glimpse the Future
When you read your allies' possible futures, you can see slightly more than before. When you perform a reading during your Daily Preparations, You may either allow the chosen ally to use Glimpse the Future's benefit an additional time this day, or you may choose a second ally to also gain the benefits of Glimpse the Future.
You've learned how to better channel your decks magic, and have broadened your maximum amount of available cards. Increase your Maximum Hand size by 1.
Feat 10
FREQUENCY: Once per Day
If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
This can only be used on a cantrip or spell from the class matching the one you gained this feat from.
PREREQUISITE: At least one of Heart of the Cards, Call a Spade a Spade, Diamond in the Rough, or (Clubs Feat)
Your connection to the Deck of Fate has grown, and you can rely on getting your most powerful magic just when you need it most, depending on which Suit you're most connected to. If you have Heart of the Cards, When you designate a card for Heart of the Cards, it may now be the Ace of Hearts. If you have Call a Spade a Spade, if the card you chose was a Face card, you may treat it as an Ace as well. If you have Diamond in the Rough, you may treat the card as an Ace when you cast it's spell. If you have (Clubs Feat), you may use this action twice in a day, but one of those uses can only target the Ace of Clubs.
Readings
Cantrips
CAST: 1 Action
TARGET: Self
You tap into the Deck of Fate to replenish your hand and cast more spells. Draw a card from your Deck of Fate and put it into your hand. You cannot use this cantrip to draw more cards than your maximum hand size.
Basic Readings (Focus 1)
CAST: 1 Action
TARGET: Self
You take a gamble with The Deck of Fate, discarding cards in hopes of getting something better in return. Discard up to two cards, then Draw that many.
Heightened (7th Rank): You may discard up to 3 cards, and draw that many cards, though you cannot exceed your maximum hand size with cards drawn this way.
CAST: 1 Action
TARGET: Self
You prepare to manipulate the energy of the Deck as you cast your spell to keep the Card you intend to cast. If your next action is to Cast a Spell using the Deck of Fate, instead of discarding the card, you may instead return the card to your hand.
CAST: 1 Action
TARGET: Self
You sacrifice an additional card to augment the effects of a card in hand. Discard a card from your hand. If your next action is to Cast a Spell using the Deck of Fate, apply the Discarded card's Whim of Fate affect in addition to any other that spell would have had.
Advanced Readings (Focus 2)
CAST: 1 Action
TARGET: 1 Creature
RANGE: 30 Feet
SAVING_THROW: Will
You present a Card from your Hand, and boldly declare exactly why it spells bad luck for your foe. The target makes a Will save, and on a failure takes a -2 status penalty to their next Attack Roll, Saving Throw, or Ability Check. On a Critical Failure, they instead roll the next Attack Roll, Saving Throw, or Ability Check twice, and take the worst result. This is a Misfortune Effect. You then discard the chosen card.
Greater Readings (Focus 3)
CAST: 1 Action
You will a card's value to be slightly different. The next spell you cast from the chosen card treats its values as up to 2 higher or lower, potentially altering the Whims of Fate that would trigger.
Heightened (9th Rank): You may choose to instead change the value to a value of your choice. However, if you do this, you cannot use this spell again for 1d4 hours.
CAST: 1 Action
You manipulate the Deck to return some previously cast spells to the top of the deck. Choose a card you have previously discarded, and place it on top of the Deck of Fate.
Heightened (+3): You may spend one additional action when casting this spell to choose an additional card, for a maximum of 3 action and 3 cards at 9th rank
Master Readings (Focus 5)
CAST: 2 Actions
DURATION: 1 Minute
You turn a single card into an impossible cloud with a dramatic flourish. Discard a Card from your hand. You become Concealed for 1 minute as the cards swirl around you in a disorienting manner, though you cannot use this Concealment to Hide. Additionally, you gain the Whim of Fate effect of the discarded card, using the Card Trick table if you discarded a Face Card. You may have the this effect target any adjacent creature.
Decks of Fate
Your magic is channeled through a special deck of Harrow cards, which reads the fates in different ways. Your Deck determines your spellcasting Tradition, and one skill that you're Trained in, as well as how the Whims of Fate bolster your spells. If a Whim of Fate effect requires a save, it's always against your Spell DC of the tradition your Deck uses.
Deck of the Haruspex
Your deck bears anatomical depictions, reads the vital energy of the creatures around you, and has intrinsic ties to death. You gain the following benefits.
- Spell Tradition: Arcane
- Skill: Arcana
Whims of Fate:
Card Value | Bonus Effect |
---|---|
2-4 | One creature in the spell's area or range makes a Fort save. On a Failure, they become Enfeebled 1 for 1 round, or Enfeebled 2 for two rounds on a critical failure. |
5-6 | The spell's range is increased by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet and if it has no range, you may choose a point you can see within 30 feet as its origin. |
7-8 | One creature in the spells Range or Area gains resistance to all damage types equal to the spells rank (Min 1) for one Round |
9-10 | The Spell gains a +2 circumstance bonus to the attack roll. If the Spell is not an attack but requires a save, creatures affected by it take a -2 circumstance penalty to the save. |
Deck of the Prophet
Your deck is adorned with ornate, religious symbols and communicates the wills of a divine being, whether you're aware of this or not. You gain the following benefits.
- Spell Tradition: Divine
- Skill: Religion
Whims of Fate:
Card Value | Bonus Effect |
---|---|
2-4 | One Creature in the spells range, or area, gains 1d4 temp Hp per spell rank |
5-6 | The spell's area is increased. Add 5 feet to the radius of a burst or Emanation, or 5 feet to the length of a Cone or Line. If the spell targets only a single creature, each creature in a 5 foot emanation around the target must make a Reflex save or be subject to the effects of having been targeted by the spell. If the spell already forces a save, those creatures make that save instead. A willing creature may choose to fail this save. |
7-8 | One creature in the spell's area, or range, heals for 1d4 hp per spell Rank. This is a Vitality effect, and undead instead take 1d4 Vitality damage per spell Rank (Basic Fort Save). When you choose this deck, you may instead have this effect heal Undead for 1d4 hp per spell rank, and deal 1d4 Void damage to living creatures (Basic Fort Save). |
9-10 | One creature in the spells Area or Range takes 1d6 Fire Damage per spell rank (Basic Reflex Save) |
Deck of the Soothsayer
Your deck bears mystical and abstract designs, allowing you to commune with the very weave of magic around you. You gain the following benefits.
- Spell Tradition: Occult
- Skill: Occultism
Whims of Fate
Card Value | Bonus Effect |
---|---|
2-4 | The Spell deals 1d4 Mental damage per spell rank(Basic Will Save) to 1 creature in the spell's area or range. |
5-6 | You split your spell in two. If the Spell has a set number of targets, for each target you may select an additional target within the spells range. If it targets an area, you may select a second area of the same size within range. To additional targets, or the second area, this spell deals half the damage. If the Spell has a duration, this is also halved. |
7-8 | One Creature in the Spell's Area or Range gains a +2 status bonus to their next saving throw against a spell or magical effect |
9-10 | Each Enemy targeted by the spell or in it's area makes a Will save. On a failure, that creature becomes Frightened 2. On a critical failure, they become Frightened 3. |
Deck of the Shaman
You carry a crude, homemade deck of cards wholly unsuitable for use by anyone except yourself in communing with fate. This deck is adorned with abstract visages representing natural spirits and phenomenon harkening back to an older form of divination utilizing woodburned totems or carved bones, and holds a deeper connection to the will of nature itself. You gain the following benefits.
- Spell Tradition: Primal
- Skill: Nature
Whims of Fate:
Card Value | Bonus Effect |
---|---|
2-4 | One creature in the spell's area or range, makes a Will save. On a failure, that creature takes a 10 foot penalty to its movement speed for one round. On a critical failure, they're instead immobilized for one round |
5-6 | One Creature in the spells area or range, makes a Will Save. On a failure, they become Confused for 1 round, or 2 rounds on a critical failure |
7-8 | One Creature in the spell's area or range gains a +2 status bonus to AC until the end of their next turn. |
9-10 | Each Enemy in the spell's area or targeted by the spell takes 1d4 Poison Damage per spell rank (Basic Fort Save) |
Wildcard Table
If you cast a spell using a Joker, after you choose a spell but before it resolves, roll a d6 to determine the Wildcard effect it invokes. If the effect forces a save, it uses your spell DC of your Deck's tradition.
Roll | Wildcard Effect |
---|---|
1 | Oops! The spell backfires in a comedic way. In addition to the spells normal effects, you take damage equal to your level, of the same type that the spell deals. If the spell deals no damage, the damage you take is Mental. |
2 | The Spell sublimates into a barrier. After the spell resolves, you and creatures targeted by the spell, or in the spells area, gain +2 AC for 1 round. |
3 | The spell explodes into sticky, brightly colored slime. You, and creatures targeted by the spell or in it's area, take a 5-foot penalty to their speeds until the end of their next turn. |
4 | The Spell surges with power, dealing 1 bonus damage or healing per spell rank. If the spell does not deal damage or heal, but forces a save, creatures take a -1 circumstance penalty to the save. |
5 | The Spell bursts into bright confetti and sparkles. You, and creatures targeted by the spell or in the spells area, makes a Fort save or becomes Dazzled until the end of their next turn. |
6 | The spell's power surges through the Deck of Fate, and you regain a Focus Point, then draw a card as soon as the spell finishes resolving. If your Focus Pool is full, you instead gain Temp HP equal to your Level + your Con Mod |
Multiclass Archetype
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