Soothesayer
The world is merely the energy of chaos bound into form by order. Soothsayers are individuals who gained the ability to manipulate these chaotic forces of the universe. They often awaken to their strange abilities during a violent or traumatic experience, releasing their power involuntarily. As the chaos power is rarely inherited, soothsayers are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts. In time, they learn to live their lives in something akin to harmony with these forces, becoming living channels for them, and learning how to alter them to create many strange effects, some minor, some able to alter reality itself. While some see the powers of the soothsayer as a gift, others view it as a curse, changing the life of the affected in unforeseen ways.
The soothsayer is a spellcaster that both takes chances into his own hands and relies on their mercy. With the ability to alter their spells to suit any needs, he has the versatility most situations – and if all seems lost, he can always try his luck and see if he is saved.
Passive
Whenever you cast any leveled spell, make a d20 roll. On a 1, roll a d100 on the Magic Surge table and immediately apply the effect.
Roll | Effect |
---|---|
01-02 | Anyone who hears you speak or communicate in any way for the next 20 min. believes you are saying the complete opposite. Any effect that allows understanding of different languages counters the effect. |
03-04 | You instantly switch places with a random creature within 30 ft. |
05-06 | For the next hour, whenever you cast a spell of 5th level or higher, or empower a spell to 5th level or higher, you gain disadvantage on all Saving throws and Attack rolls for the next minute. |
07-08 | Roll a d20. Odds, you cannot speak for the next 10 minutes, evens, you have to shout when you want to speak for the next 10 minutes. |
09-10 | For the next minute, you can cast any spell that has a casting time of 1 action or 1 bonus action as a reaction to any effect that targets you. You have to still follow the rules on casting multiple spells in one round. |
11-12 | 1d4 glass shards appear in your mouth. As a bonus action, you can spit out a shard at an enemy in close range, dealing 1d4 damage on a hit. You take 1 point of damage every time you finish your turn with shard(s) in your mouth. |
13-14 | The next time within 1 hour you roll for damage, you deal the minimal amount of damage possible, but that damage ignores all damage reductions, resistances, and/or immunities. |
15-16 | All weapons within 30 ft. of you are now considered to be under the effects of the Empower Weapon spell for 1d4 hours (roll once for all weapons for the duration). |
17-18 | All flying creatures and objects within 30 ft. of you lose the ability to fly and/or hover for 1d10 minutes. They also start immediately falling (if they aren't on the ground) and may take damage because of that. |
19-20 | Everything around you goes dead silent for a few moments while everyone waits for something to happen (although nothing ever does). |
21-22 | Two force hands (as if summoned by the Force Hand spell) controlled by you appear and disappear after a minute. Controlling both of the hands takes an action. |
23-24 | For the next minute enhance your weapon, giving it a +1d4 modifier to Attack rolls. |
25-26 | A 10-ft. cube centered on you is marked. For the next 3d20 minutes, whenever anyone in the marked area casts a spell, roll a d20 to check if a Magic Surge happens. |
27-28 | Any weapon that draws your blood becomes invisible to you. |
29-30 | Roll a d20. On a 1, gain the poisoned condition. On a 20, you are healed up to maximum HP. On any other roll, take as much toxic damage as you rolled. |
31-32 | All creatures in a 15-ft. sphere centered on yourself are set on fire. You take 2d4 fire damage on the start of your turn if you are on fire. You can extinguish yourself by spending an action. |
33-34 | You cast Wall of Force. The spell is not concentration and lasts for 1 hour or until broken. |
35-36 | For 1d6 rounds, gravity is altered for you. Your jump height is doubled and you can't be forced prone outside of magical means. |
37-38 | You immediately disrobe and can only wear underwear/bra for the next 24 hours. Your AC is reduced to 8. If you are in a Wild Shape, your AC is reduced by 3. |
39-40 | For the next minute, whenever any creature within a 60 ft. radius of you (including you) takes any action except for Dodge, Disengage or Dash, roll a d20. If the result is 1, an explosion occurs, dealing 2d6 force damage to the creature. Creatures within 10 ft. of the explosion must make a DC 16 Saving (Dexterity) throw, taking half damage on a success, or full damage on a failed throw. |
41-42 | You cast polymorph on yourself, turning into a Dire Wolf for 2d10 minutes. |
43-44 | You cast shatter, empowered to 5th level with a range of 90 ft.. |
45-46 | For the next minute, gain the Vengance of Pravus (Inquisitor) ability. |
47-48 | The next time you hit a creature with a weapon attack, a lightning strike strikes the target, dealing an additional 3d8 electricity damage. |
49-50 | You are turned into a bread loaf for 5 minutes. |
51-52 | All objects, surfaces, and creatures within a 60 ft. radius become "super elastic" for one minute. This effect is cast on the area, not the creatures. All normal damage is halved, before all other resistances. All effects that move creatures are doubled. If an object or creature inflicts knockback, it will also be affected by recoil, as if hit by its own attack in the opposite direction. Recoil knockback is not doubled. If an affected creature falls more than 1 foot, upon hitting the ground, they are forced to bounce at least half of the distance they fell, and may choose to bounce up to the entire distance they fell, plus their normal jumping height. |
53-54 | For the next minute, your clothes/armor become animated. On every start of your turn, you must make a DC 13 Saving (Strength) throw or be forced to walk in a random direction as your movement. The direction changes every round. |
55-56 | You gain resistance to all damage types. On every start of your following turn(s), roll a d20. If the roll is less than 10, the effect stops. The effect also stops after 5 turns. |
57-58 | Reroll the d100. That new effect goes off twice now, if it can. If you roll this effect, roll again until you get a different one. |
59-60 | A 50-ft. cube centered on you becomes a marsh for 1 minute. The area is considered difficult terrain. |
61-62 | You experience what would best be described as an "internal explosion of emotion". You take 4d8 mental damage. If this damage was to kill you, you take no damage and gain the stunned condition as you fall to the ground and start uncontrollably crying. The condition lasts until someone spends 10 min. comforting you or you take a long rest. |
63-64 | You cast antimagic field. The radius of the spell is 1d6 x 10 ft. and lasts 1d10 turns. |
65-66 | You cast a random spell, from all available spells. |
67-68 | A light shines on you from the sky, healing half of the damage you have taken. |
69-70 | A brick shoots from your hand and hits the nearest creature within 60 ft. for 2d6 damage. |
71-72 | A pair of feather wings grows on your back, however they cannot be used for flying or gliding. |
73-74 | You glow brightly, shedding bright light in a 30 ft. radius and dim light for an additional 30 ft. |
75-76 | A 20 ft. deep pit opens below you, and you fall in. The feet is a 10x10 ft. square. |
77-78 | For the next minute, you can only shout "IMPERIALISM!". You gain a DR of 10 and you cannot provide somatic components for spells. |
79-80 | You are struck by a lightning bolt, taking 10d10 electricity damage. |
81-82 | Your health is set to 1 HP, but you gain FP equal to the damage you took. This FP can go over your maximum. |
83-84 | Roll a d20. On rolls of 1-5, all your modifiers are reduced by the number rolled. On rolls of 15-20, all your equipment disappears. On all other rolls, nothing happens. |
85-86 | You become partially blinded, gaining a -3 modifier to all Attack rolls for the next minute. |
87-88 | You find yourself inexplicably attracted to the nearest creature. You gain the charmed condition, and must spend all your movement to get within Close range of the creature. The effect lasts until you use an action to make a successful Saving (Charisma) throw (DC equals 10 + their Player level), until the creature deals damage to you or after a minute passes. |
89-90 | For the next hour, you leave behind a trail that produces soap bubbles for the duration of the effect. |
91-92 | You immediately cast one ninth spell, which can be any of the existing spells except for wish. |
93-94 | All creatures within a 60 ft. radius become completely immune to all HP changes, whether positive or negative, for one round. All other effects of actions still take place. This effect is cast on the area, not the creatures. |
95-96 | You have the urge to hug someone. On you following turns, you must use your action to do a grapple attack. You must do this every turn until you succeed and maintain the grapple for 3 consecutive rounds. The effect then stops. |
97-98 | Confetti pops out of you, making all creatures within 20 ft. of you behave as if under the effect of the confusion spell for 1 round. |
99-100 | You regain all FP. |
Magic
You have access to these spells listed in the table below. Your Spellcasting modifier for these spells is Intelligence. Your Spell Save DC is 10 + your Intelligence modifier. In addition to spells on your class spell list, you can also cast spells from the general spell list, following the same rules.
Level | Class spells | General spells |
---|---|---|
Cantrip | Acid Splash, Fire Bolt, Shocking Grasp, True Strike | Light, Prestidigitation |
Level 1 | Chaos Bolt, Chromatic Orb, Expeditious Retreat, Shield | Ceremony, Detect Magic |
Level 2 | Alter Self, Fortune’s Favor, Scorching Ray, Spider Climb | Empower Weapon, Magic Aura |
Level 3 | Blip, Fly, Slow, Stinking Cloud | Counterspell, Dispel Magic |
Level 4 | Dimension Door, Ice Storm, Polymorph | Arcane Eye, Freedom |
Level 5 | Cone of Cold, Telekinesis | Contact, Lore |
Level 6 | Spread, Sunbeam | Globe of Invulnerability |
Level 7 | Fire Storm, Reverse Gravity | Etherealness |
Level 8 | Reality Break | Antimagic Field |
Level 9 | Time Stop | Wish |
Class level 1
1. – Unpredictable Weave (3 FP, restricted – time, spell-like)
You can gain advantage on one d20 roll using one of the base or derived modifiers. You must then either finish a long rest before you gain this ability back, or roll on the Magic Surge table, regaining the use 1 minute after the roll.
Class level 2
2. – Altered Magic (3 FP, restricted – charges)
You gain the ability to twist your spells to have different properties. When casting a spell, you can choose one of the effects on the Alteration table. Each spell can only have one Alteration applied, unless noted otherwise. You have a number of uses equal to you Class level x2 at base, cumulative across different Alterations. To gain more uses you must finish a long rest.
Alteration | Effect |
---|---|
Careful | A number of creatures up to your Intelligence modifier automatically succeed on the Saving throw of your spell. |
Distant | The range of any spell is doubled, with a minimum range of 30 ft. |
Empowered | You can reroll 3 dice from your damage roll. You must use the new rolls. This costs 2 uses and you can use this in combination with a different Alteration. |
Extended | When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. |
Heightened | The target gains disadvantage on the Saving throw of this spell. This costs 3 uses. |
Quickened | Change the casting time of the spell from an action to a bonus action. |
Seeking | If you make an Attack (Spellcasting) roll and miss, you can reroll the d20, and you must use the new roll. This costs 2 uses and you can use this in combination with a different Alteration. |
Subtle | The spell requires no somatic or verbal components. |
Transmuted | When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: electricity, fire, ice, sonic, toxic. |
Twinned | When you cast a spell that targets only one creature other than you, you can spend a number of alterations equal to the spell's level (or the level it is being empowered to) to target a second creature in range with the same spell (1 alteration if the spell is a cantrip). |
Class level 3
3. – Bend Fate (3 FP, restricted – charges, spell-like)
When another creature you can see makes any d20 roll using one of the base or derived modifiers, as a reaction you can roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can use this ability five times before needing a long rest to recover.
Class level 5
4. – Chaos Spike (4 FP, restricted – time, spell-like)
As an action, choose another creature that you can see. That creature must make a Saving throw against your Spell DC. On a success, nothing happens. On a failure, roll twice on the Magic Surge table. Apply one effect to the target and one to yourself. You can do this once every minute.
Class level 7
5. – Spell Blast (4 FP, restricted – time)
When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of them, roll it again and add the roll to the damage. You can use this only once per turn.
Class level 9
6. – Fateful Surge (4 FP, restricted)
Whenever you roll on the Magic Surge table, you can roll twice and use either one of the effects or both. When you roll for Chaos Spike, roll four times and distribute all the effects between you and the target, each receiving one at minimum.