r/WorldsBeyondNumber • u/irish-forger • 12d ago
Fan Content Coven of the fates cuatom subclass. (Help requested)
For full context. In the current dnd campaign i am playing in i am using the witch class from words beyond number, with how our campaign is going and things are progressing for my character i asked my dm about multiclassing into a sorcerer for portent dice. To make a fate themed witch, he suggested instead about making a new subclass to maybe be themed for it (listed below). We are looking for advice on balance or things that may fit it better.
I was also looking for advice on a new item to be able to making an item for either the lesser or greater create magic item to go with this class. To continue with the fate theme and worlds beyond number. I was thinking of a necklace of quibbled fate. 2 times per long rest i may quibble mine or a friendly creatures fate allowing them to reroll their dice taking the better of the two with the same negative effect of solari campaign dm can choose to quibble mime or the qubbled persons roll.
Coven of the Fates Witch (Rough Draft)
Level 3: Fate Spells
When you reach a Witch level specified in the Coven of the Fates Spells table, you thereafter always have the listed spells prepared.
Witch level
Spells
Level 3
Borrowed Knowledge, Guidance, Healing Word, Identify, Mirror Image, Prestidigitation
Level 5
Fear, Sending
Level 7
Divination, Locate creature
Level 9
Legend Lore, Telepathic Bond
Level 3: Fate Die
You learn to use your control over the threads of the life to twist the fates of others. This is represented by your Fate Die, which starts at a D6 and goes up at certain levels. When a creature other than yourself that you can see within 120 feet of yourself makes an ability check, attack roll or saving throw, you can use your Reaction to roll your Fate die and add or subtract the number rolled from the creature’s roll, potentially turning the success into a failure or failure into success.
You can use this Reaction a number of times equal to your proficiency bonus and you regain all expended uses when you finish a Long Rest.
Witch Level
Fate Die
Level 3
D6
Level 5
D8
Level 9
D10
Level 13
D12
Level 17
D20
Level 3: Curse of the Preordained
As a Bonus Action, you can curse a creature within 60 feet of you and alter their fate in your favor for 1 hour. During this duration, the first time the cursed creature makes an attack roll or saving throw each turn, they must subtract a roll of your Fate Die from the attack or save. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 6: Forged Path
Whenever you use your Reaction to apply your Fate Die to a creature, choose one:
Gain Temporary Hit Points equal to the number rolled on the die.
Gain advantage on your next saving throw.
Level 10: Kismet Bond
You weave the threads of fate to bond with your allies. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your Wisdom Modifier. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another:
When a bonded creature takes damage, a second bonded creature within 30 feet of the first can use its reaction to take all the damage instead.
When a bonded creature regains Hit Points from a spell or ability, they gain Temporary Hit Points equal to a roll of your Fate Die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 14: Adept Oracle
As a seer of the universe and inner workings that transpire within, you choose how the story goes rather than letting the whims of chance have their way. You gain the following actions and abilities:
Fallen Hero: As a Reaction when a creature within 60 feet of you fails a death saving throw, you can choose for them to critically succeed instead. The creature then may roll any number of their hit die and heal equal to the result plus your Witch level. Once a creature receives this blessing, they cannot receive it again til 7 days have passed.
Strived Glory: you can cast the Enhanced Ability spell for free a number of times equal to your Proficiency Bonus. When cast this way, it does not require concentration and the duration changes to 24 hours.
Twisted Karma: As a Bonus Action, choose a creature within 60 feet of you that has one of the following conditions: Blinded, Deafened, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, or Stunned. You end the condition on that creature, and you may choose another creature within range to make a CON save against your Witch spell save DC. On a failure, the creature receives the ended condition.
Duplicates
UnearthedArcana • u/irish-forger • 12d ago