Clairvoyant

Shuffling his deck with nimble fingers, a tiefling pulls out a card marked with tongues of shadow as a darkness begins to form in front of him. He faces the card towards his enemy as he reads the title, and the darkness consumes his enemy.

With one hand behind her back, a halfling woman quickly pulls out a pawn and shows it to a man waiting for the climax of a cheap trick. Upon seeing the chess piece, he is suddenly infatuated with her as he hands over a large sum of gold. As he walks away, he quickly realizes the scheme that was just at hand.

Clairvoyants use the power of chance, precise planning, and the occasional trickery to bend the world to their will. With powerful decks of enchanted cards, magic dice, and mystical chess pieces they hold a wide array of spells at their arsenal. Whether using these cards to help shape the future, charm another, heal, or just defend themselves, clairvoyants always know which card to pull and when.

Credit: Threy Elles

Leave It to Chance

Governed by the rules of chance, the cards in the deck are pulled one by one, each deciding the fate of the next. Clairvoyants have trained in the ways of people-pleasing, while also maintaining their selfish manner of collecting coin or other prizes. Although not all of them are devious in this way, they all have a way with their hands. In order to keep customers returning, they have to provide fortunes that please them. This is why most clairvoyants have developed their skills to rig a set of deck, give weight to their dice rolls, or even switch out a pawn at the last second.

Other clairvoyants prefer to leave the choosing up to fate, and decide not to meddle with such things. These types tend to be more spiritual, often leaning on the side of actually helping people, rather than fulfill selfish needs.

The Shuffle of the Deck

Although some clairvoyants’ morals differ, they all have one thing in common: magic. They have found a way to imbue their foci with arcana, offering more power with every pull from their arsenal. Some prefer to specialize in certain areas of magic, while others like to have a little bit of something from every school.

Quick Build

You can make a clairvoyant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Acolyte or Charlatan background. Third, choose the dancing lights, guidance, and mind sliver cantrips, along with the following 1st-level spells for your set: bless, cure wounds, detect magic, disguise self, guiding bolt, and hex.

Clairvoyant

Should you wish to multiclass into a clairvoyant, the prerequisites and proficiencies gained are listed below.

Clairvoyant Multiclassing Prerequisites

Ability Score Minimum

Charisma 13 and Dexterity 13

Clairvoyant Multiclassing Proficiencies

Proficiencies Gained

Light armor, simple weapons, hand crossbows, rapiers, scimitars, shortswords, whips, one skill from the class’s skill list, and dice sets, dragonchess sets, and playing card sets.

Class Features

As a clairvoyant, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per clairvoyant level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per clairvoyant level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, rapiers, scimitars, shortswords, whips
  • Tools: Dice sets, Dragonchess sets, and Playing card sets
  • Saving Throws: Charisma, Dexterity
  • Skills: Choose three from Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, and Sleight of Hand.

The Clairvoyant
Level Proficiency Bonus Fate Die Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1d4 Paragon of Fate, Spellcasting 2 2
2nd +2 1d4 Oracle House 2 3
3rd +2 1d4 Fortune's Fancy 2 4 2
4th +2 1d4 Ability Score Improvement 3 4 3
5th +3 1d6 Death Cheater, Psychic Readings 3 4 3 2
6th +3 1d6 Oracle House Feature 3 4 3 3
7th +3 1d6 Cunning Ritual 3 4 3 3 1
8th +3 1d6 Ability Score Improvement 3 4 3 3 2
9th +4 1d8 - 3 4 3 3 3 1
10th +4 1d8 Oracle House Feature 4 4 3 3 3 2
11th +4 1d8 Mind's Eye 4 4 3 3 3 2 1
12th +4 1d8 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 1d10 - 4 4 3 3 3 2 1 1
14th +5 1d10 Oracle House Feature 4 4 3 3 3 2 1 1
15th +5 1d10 Curse Eater 4 4 3 3 3 2 1 1 1
16th +5 1d10 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 1d12 - 4 4 3 3 3 2 1 1 1 1
18th +6 1d12 Gift of the Veil 4 4 3 3 3 3 1 1 1 1
19th +6 1d12 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 1d12 All Seeing Eye 4 4 3 3 3 3 2 2 1 1

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scimitar or (b) any two simple weapons
  • (a) a hand crossbow and 20 crossbow bolts or (b) a whip
  • (a) an entertainer's pack or (b) a priest’s pack
  • (a) a dice set, (b) a dragonchess set, or (c) a playing card set
  • leather armor

Spellcasting

Performing with schemes and trickery, you have developed a way to enchant cards with the power of divine magic. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The clairvoyant spell list is detailed at the end of the class description.

Cantrips

At 1st level, you know three cantrips of your choice from the clairvoyant spell list. You learn additional clairvoyant cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Clairvoyant table.


Gaming Sets

At 1st level, you have a set of enchanted dice, dragonchess pieces, or playing cards containing six 1st-level clairvoyant spells of your choice. Your set is the repository of the clairvoyant spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Clairvoyant table shows how many spell slots you have to cast your clairvoyant 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.

You prepare the list of clairvoyant spells that are available for you to cast. To do so, choose a number of clairvoyant spells from your deck equal to your Charisma modifier + half of your clairvoyant level rounded down(minimum of one spell). The spells must be of a level for which you have spell slots.

Your Set

The spells that you add to your set as you gain levels reflect the cunning precision of your craft, as well as your ability to bend others' wills to your own. You might find other spells during your adventures. You could discover a spell recorded on a card from a long-gone famous clairvoyant’s deck, for example, or in a brand new tome in a town library.

Copying or Swapping a Spell. When you find a clairvoyant spell of 1st level or higher (not including spells part of your Paragon of Fate spell list), you can add it to your set if it is of a spell level you have spell slots for and if you can spare the time to decipher and copy it.

Copying that spell into your set involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the clairvoyant who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your deck using your own notation.

For each level the spell is originally, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the paints and supplis you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Set. You can copy a spell from your own set into another set—for example, if you want to make a backup copy of your set. You can also do this with individual spell dice, chess pieces, or cards. This is just like copying a new spell into your set, but faster and easier, since you understand your own notation and already know how to cast the spell. You need only spend 1 hour and 10 gp for each level of the copied spell.

If you lose your set or dice, chess pieces, or cards, you can use the same procedure to transcribe the spells that you have prepared onto a new set or pieces. Filling out the remainder of your set requires you to find new spells to do so, as normal. For this reason, many clairvoyants keep backup pieces in a safe place.

The Set's Appearance. Your set is a unique compilation of spells, with its own representative painting and artistic flare. It might be a premade set prepared by the one who taught you your craft, a handmade set inspired by true events in your life, or even replicas of famous artwork.

For example, if you’re a 3rd-level clairvoyant, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen from your set. If you prepare the 1st-level spell guiding bolt, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of clairvoyant spells requires time spent studying your set and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your clairvoyant spells, since you learn your spells through performance and manipulation. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a clairvoyant spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a clairvoyant spell as a ritual if that spell has the ritual tag and you have the spell in your set. You don’t need to have the spell prepared, unless it is a spell gained only from your Paragon of Fate feature.

Spellcasting Focus

You can use a dice set, dragonchess set, or a playing card set as a spellcasting focus for your clairvoyant spells.

Learning Spells of 1st Level and Higher

Each time you gain a clairvoyant level, you can add two clairvoyant spells of your choice to your set for free. Each of these spells must be of a level for which you have spell slots, as shown on the Clairvoyant table. On your adventures, you might find other spells that you can add to your set (see the “Your Set” sidebar).

Paragon of Fate

At 1st level, you gain access to an additional spell list. Whenever you finish a long rest you may prepare additional spells equal to 1d4. Your extra prepared spells may be from the Clairvoyant spell list or from you chosen Paragon of Fate, but none of them can be of 5th level or higher. Once you have chose your Paragon of Fate, you may not change it.

Paragon of the Mind. You may choose spells of 5th level of lower from the Divination and Illusion schools of magic, which must be part of the Cleric, Warlock, or Wizard spell list.

Paragon of the Body. You may choose spells of 5th level of lower from the Abjuration and Transmutation schools of magic, which must be part of the Cleric, Warlock, or Wizard spell list.

Paragon of the Soul. You may choose spells of 5th level of lower from the Conjuration and Enchatment schools of magic, which must be part of the Cleric, Warlock, or Wizard spell list.

Your fate die changes from 1d4 to 1d6 at 5th level, 1d8 at 9th, 1d10 at 13th, and 1d12 at 17th level.

Oracle House

Starting at 2nd level, you choose a virtue to embody, channeling your divine practice towards a specific skill set: the House of the Puppeteer, House of Prophecy, House of Wrath, House of Reversal, House of the Gatekeeper, House of the Gambler, House of the Fire Eater, House of the Crimson Witch, and the House of the Celestial Beacon, all detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Fortune's Fancy

Starting at 3rd level, your visions of the not-so-distant future become more vivid than ever, and you harness their knowledge to gain the upper hand. You may spend your bonus action focusing on a point in the timeline to learn your foes' weaknesses. One creature of your choice within 30 feet of you must make a Charisma saving throw against your spell save DC or suffer one of the following effects until the end of your next turn:

Past. You have advantage on attacks rolls against the affected creature.

Present. Any critical hit against you made by the affected creature counts as a normal hit. In addition, attacks made against you by the affected creature cannot benefit from advantage, and your attacks against them cannot suffer from disadvantage.

Future. Attacks made against you by the affected creature are made with disadvantage.

You may use the feature a number of times equal to your Charisma modifier per long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Death Cheater

Starting at 5th level, you gain the ability to even cheat your way out of death. When making a death saving throw, you can choose to roll your fate die and add the number rolled to the total. When you use this feature, your hit point maximum is reduced by the same number rolled on your fate die for the next 1d4 days.

You can use this feature once, and you regain all expended uses when you finish a long rest.

Psychic Readings

Beginning at 5th level, your ability to draw from different sources of magic to widen your arsenal of spells has sharpened. Whenever you finish a short rest, you can reroll your fate die from your last long rest and change any spells prepared from your Paragon of Fate feature.


Cunning Ritual

Starting at 7th level, you have developed your fortune telling ability to finely tune your predictions, and even shape the future. You can cast any of your Divination spells as a ritual without consuming any material components.

Mind's Eye

Starting at 11th level, your mental barrier blocks out foreign influence as you boltster yourself against those that would sway your mind. You have resistance to psychic damage, and gain proficiency in Wisdom saving throws.

Curse Eater

Starting at 15th level, you are immune to the affects of any curse. If you attune to a cursed item, the curse is suppressed while you are attuned, but remains affixed to the item. You are also immune to the effects of the bestow curse and hex spells, as well as any other magical effects that would track, curse, mark, or possess you. You are also hidden from divination magic, and can't be targeted by such magic or perceived through magical scrying sensors.

Gift of the Veil

Beginning at 18th level, your communication with spirits has granted you the ability to see beyond. You gain truesight out to a range of 60 ft.

All-Seeing Eye

At 20th level, your mind has hardened itself to outside influence as you have become an expert in spiritual communication. Your Charisma score increases by 4, and its maximum increases to 24. In addition, while you have an active concentration spell, you may attempt to cast a second concentration spell and maintain both. However, only one of these spells can be of 5th level or higher. If you need to make a Constitution saving throw to maintain concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.

Oracle House

As a clairvoyant, you have fine-tuned your craft in testing the limits of fate, and refine it to your specific taste. As you have tailored your set to your desired outcome, you have favored some spells in particular, granting you the full reaches of their predictions.

House of the Puppeteer

You communicate with the dead through their spirits, and use their wisdom to gain the upperhand.

Bonus Proficiencies

When you choose the House of the Puppeteer at 2nd level, you gain proficiency with the Medicine skill, and you gain the chill touch cantrip, which don’t count against the number of clairvoyant cantrips you know.

Virtuous Spells

Your virtue and loyalty to your house has given you the ability to cast certain spells. At 3th, 5th, 7th, and 9th level you gain access to virtuous spells connected to your favored house that you always have prepared. If you gain access to a spell that doesn’t appear on the clairvoyant spell list, the spell is nonetheless a clairvoyant spell for you.

House of the Puppeteer
Clairvoyant Level Virtuous Spells
2nd false life, inflict wounds
3rd ray of enfeeblement, wither and bloom
5th animate dead, speak with dead
7th blight, shadow of moil
9th danse macabre, enervation

Spirit's Touch

Starting at 2th level, the undead begin to bend to your will. Any undead under your control have a +1 to their attack and damage rolls. This bonus increases to +2 at 6th level, and +3 at 14th level.

Veil of the Forgotton Soul

Starting at 6th level, your exposure to death has hardened you. When you reduce a hostile humanoid to 0 hit points, you may use your reaction to harness their soul. As an action you may assume their appearance as if they were healthy and alive until your next long rest, or until you dismiss it (no action required). While in this guise, you have advantage on all Charisma checks made to pass yourself off as the dead humanoid. In additon, you now don't need to eat, drink, or breath.

Servant of Undeath

Starting at 10th level, your control over the dead is that of a puppet and its master. You know the summon undead spell, and it doesn’t count against the number of clairvoyant spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Dead Among the Living

Starting at 14th level, the undead struggle to act against you. Undead creatures have disadvantage on saving throws against spells you cast. In addition, you have resistance to damage that you take from the undead.

House of Prophecy

You use the tools nature provides to keep those around you safe from both the living and the dead.

Bonus Proficiencies

When you choose the House of Prophecy at 2nd level, you gain proficiency with medium armor and shields.

Virtuous Spells

Your virtue and loyalty to your house has given you the ability to cast certain spells. At 3th, 5th, 7th, and 9th level you gain access to virtuous spells connected to your favored house that you always have prepared. If you gain access to a spell that doesn’t appear on the clairvoyant spell list, the spell is nonetheless a clairvoyant spell for you.

House of Prophecy
Clairvoyant Level Virtuous Spells
2nd bless, cure wounds
3rd aid, prayer of healing
5th beacon of hope, spirit guardians
7th death ward, guardian of faith
9th greater restoration, mass cure wounds

None Left Behind

Starting at 2th level, When you cast the bless spell at 1st level, you may affect additional creatures equal to your Charisma modifier.

Cleanse the Soul

Starting at 6th level, you bestow fortune’s favor on upon allies. You learn the lesser restoration spell, which doesn't count against the number of clairvoyant spells you know. You can cast lesser restoration without consuming a spell slot a number of times equal to your proficiency bonus, and when you cast it this way the spell has a range of 30 ft.

Expansive Grace

Starting at 10th level, you have honed your ability to keep those close to you safe. When casting a spell that restores hit points, you can roll an additional die when rolling the amount of hit points that spell restores.

One With the Heavens

Starting at 14th level, you are blessed by the radiance of the divine. You add the summon celestial spell to your set, and always have it prepared.

House of Wrath

You let fate decide the destiny of your foe, but sometimes mercy just isn’t enough.

Bonus Proficiencies

When you choose the the House of Wrath at 2nd level, you gain proficiency with martial melee weapons, medium armor, and shields. You also learn the booming blade or green-flame blade cantrip, which doesn't count against the number of clairvoyant cantrips you know.

Virtuous Spells

Your virtue and loyalty to your house has given you the ability to cast certain spells. At 3th, 5th, 7th, and 9th level you gain access to virtuous spells connected to your favored house that you always have prepared. If you gain access to a spell that doesn’t appear on the clairvoyant spell list, the spell is nonetheless a clairvoyant spell for you.

House of Wrath
Clairvoyant Level Virtuous Spells
2nd shield, zephyr strike
3rd branding smite, warding bond
5th haste, thunder step
7th freedom of movement, staggering smite
9th banishing smite, steel wind strike

Fighting Style

Starting at 2nd level, you are more versatile with your weaponry. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You may choose from Defense, Dueling, Great Weapon Fighting, Protection, Thrown Weapon Fighting, or Two-Weapon Fighting.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Wrath of the Punisher

Starting at 10th level, your enemies fear getting close to you in a fight. Any creature that hits you with a melee attack must make an Intelligence saving throw against your spell save DC. It takes psychic damage equal to one roll of your Fate die on failure, and half damage on a success.

Sealed Mind

Starting at 14th level, your will cannot be broken. You can cast see invisibility at will. In addition, you know when you are targeted by divination magic or perceived through magical scrying sensors. You can force the creature that cast the spell or effect to make a Charisma saving throw against your Spell save DC. On a failure, you can end the effect on yourself, and instantly know their location if they are on the same plane of existence.


House of Reversal

You harness the powers from alternate universes and the flow of time to reshape fate to your liking.

Bonus Proficiencies

When you choose the House of Reversal at 2nd level, you gain proficiency with the Insight skill. In addition, you learn the guidance and resistance cantrips, which don’t count against the number of clairvoyant cantrips you know.

Credit: Hitman3256

Virtuous Spells

Your virtue and loyalty to your house has given you the ability to cast certain spells. At 3th, 5th, 7th, and 9th level you gain access to virtuous spells connected to your favored house that you always have prepared. If you gain access to a spell that doesn’t appear on the clairvoyant spell list, the spell is nonetheless a clairvoyant spell for you.

House of Reversal
Clairvoyant Level Virtuous Spells
2nd gift of alacrity, magnify gravity
3rd fortune’s favor, kinetic jaunt
5th haste, slow
7th gravity sinkhole, otiluke's resilient sphere
9th temporal shunt, wall of force

Head Start

Starting at 2th level, your knowledge of the passage of time precedes you. You may add your Charisma modifier to your initiative rolls.

Shuffling Solution

Starting at 6th level, when a creature within 30 ft of you makes and attack roll, saving throw, or ability check, you may use your reaction to force the creature to roll an additional d20. You choose which of the rolls is taken. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. You may use this feature 2 times per long rest.

Full Reversal

Starting at 10th level, after someone within 30 feet of you (including yourself) finishes their turn, you may turn back time, forcing them to redo their entire turn (requires no action) as you send them back through an alternate timeline. They take all the same actions, but must redo any dice rolls they made, as well as any dice rolled to attack them on their turn, such as with opportunity attacks. After you use this feature, you gain 1 level of exhaustion. You may do this once per long rest.

Time Lord

Starting at 14th level, you have become a master at weaving the sands of time to harness unrealized potential. Once per long rest, you may cast the tether essence spell, without consuming a spell slot and requiring no material components.

Credit: u/martroid


House of the Gatekeeper

You are the lock & key to the gates beyond. Some choose to hold the door open, while others slam it shut.

Bonus Proficiencies

When you choose the House of the Gatekeeper at 2nd level, you gain proficiency with the Arcana skill. In addition, you learn the encode thoughts cantrip, which doesn’t count against the number of clairvoyant cantrips you know.

Virtuous Spells

Your virtue and loyalty to your house has given you the ability to cast certain spells. At 3th, 5th, 7th, and 9th level you gain access to virtuous spells connected to your favored house that you always have prepared. If you gain access to a spell that doesn’t appear on the clairvoyant spell list, the spell is nonetheless a clairvoyant spell for you.

House of the Gatekeeper
Clairvoyant Level Virtuous Spells
2nd alarm, hunter's mark
3rd vortex warp, warp sense
5th counterspell, magic circle
7th banishment, dimension door
9th planar binding, teleportation circle

Sentinel of Lock & Key

Starting at 2th level, whenever a creature within 30 ft of you attempts to teleport or leave their current plane via ability, spell, or portal, you may use your reaction to force them to make a Charisma saving throw against your Spell save DC. On a failure, the spell fails, and the creature instead appear in a space of your choice within 10 ft of you.

Bar the Door

Starting at 6th level, your aptitude for vigiligence is aparent. Creatures provoke opportunity attacks from you when they enter your reach. In addition, you know the glyph of warding spell and always have it prepared. When you cast this spell, the gold cost of its material compenent is halved.

Tear in the Rift

Starting at 10th level, whenever you target a creature with your Sentinel of Lock and Key feature, they take force damage equal to your one roll of your Fate die, regardless or whether or not they succeed on the save. Additionally, once per turn, if you’ve already taken your reaction, you may expend a spell slot of 1st level or higher to take an additional reaction.

Skeleton Key

Starting at 14th level, your Sentinel of Lock and Key's radius increases to 60 ft. In addition, you may cast the arcane gate spell, without consuming a spell slot or requiring concentration once per long rest. Finally, when you cast a spell that causes you or another creature to teleport, you may bring additional creatures within 5 ft of you equal to your proficiency bonus. You may use this feature twice per long rest.

House of the Gambler

You harness the powers from alternate universes and the flow of time to reshape fate to your liking.

Lucky or Not
Fortune's Misfortune Die Effect
1 You lose one skill or tool proficiency of your choice until the end of your next long rest.
2 You gain any skill or tool proficiency of your choice until the end of your next long rest.
3 You gain any cantrip of your choice until the end of your next long rest.
4 You gain one weapon proficiency of your choice until the end of your next long rest.
5 You gain the benefits of the Extra Attack feature until the end of your next long rest.
6 You gain one level of exhaustion.
7 You may add you Charisma modifier to the damage of any clairvoyant cantrip you cast until the end of your next long rest.
8 Your Dexterity score becomes a 10 until the next time you take a short or long rest.
9-10 Anytime you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you may change the damage type to another of the previous listed damage types until the end of your next long rest.
11-12 You gain proficiency in Constitution saving throws until the end of your next long rest.
13-14 You gain one of the following feats of your choice: Cartomancer, Cohort of Chaos, Keen Mind, or Lucky.
15-16 You permanently gain expertise in two skills that you are already proficient with of your choice.
17 You must forget 2 spells with a combined level of 3 from your gaming set.
18 You gain one use of the wish spell.
19 Your Intelligence score decreases by 2 to a minumum of 1.
20 Choose one of your ability scores. Your total chosen ability score increases by 2, as does your ability score maximum.

Card Thrower

Starting at 2nd level, as an action on your turn, you may throw a magical playing card, making a ranged spell attack against a creature of your choice with a range of 20/60 ft. On a hit, a card does 1d6 force damage + your Charisma modifier. At 5th level, you may throw two cards at once as part of the same attack, rolling to hit separately. The amount of cards thrown additionally increases to three cards at 11th level, and four cards at 17th level respectively.

Lucky or Not

Beginning at 2nd level, whenever you roll a 1 or a 20 on a d20, you may choose to roll on the Lucky or Not table using your fate die.

Wild Card

Starting at 6th level, whenever you use your Paragon of Fate feature, the additional spells you prepare may be from the Paragon of Mind, Body, or Soul spell lists.

Stumble to Success

Starting at 10th level, you learn new ways to play with fate. Whenever you fail an attack roll, saving throw, or ability check, you may roll again, at the cost of your precision. When you use this ability, you take psychic damage equal to half a roll of your Fate die that cannot be reduced in any way, and must use the new roll. You may use this feature a number of times equal to your proficiency bonus per long rest, and may choose roll on the Lucky or Not table any time you use it.

Nimble Fingers

Starting at 14th level, you may roll on the Lucky or Not table whenever any creature within 30 ft of you rolls a 1 or a 20 on a d20. Addionally, whenever your roll on the Lucky or Not table, you can roll a d20 instead of your fate die twice, and choose which of the two effects rolled to bestow.

House of the Fire Eater

You come face to face with fear in the fiery depths, and harness that power for incredible performances and unbelievable feats.

Bonus Proficiencies

When you choose the House of the Fire Eater at 2nd level, you gain proficiency with the Performance skill. In addition, you learn the control flames and produce flame cantrips, which don't count against the number of clairvoyant cantrips you know.

Virtuous Spells

Your virtue and loyalty to your house has given you the ability to cast certain spells. At 3th, 5th, 7th, and 9th level you gain access to virtuous spells connected to your favored house that you always have prepared. If you gain access to a spell that doesn’t appear on the clairvoyant spell list, the spell is nonetheless a clairvoyant spell for you.

House of the Fire Eater
Clairvoyant Level Virtuous Spells
2nd burning hands, hellish rebuke
3rd aganazzar's scorcher, scorching ray
5th fireball, melf's minute meteors
7th fire shield, wall of fire
9th flame strike, immolation

Dance of the Fiery Furnace

Starting at 2nd level, you have learned to dance like the flicker of a flame. As a bonus action on your turn, you may begin a fiery display that lasts for 1 minute, granting you the following benefits:

  • Your walking speed increases by 10 feet, and moving doesn't provoke opportunity attacks.
  • When you deal fire damage, you may add your Charisma modifier to the damage roll.
  • You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).

You can use this feature a twice, and you regain all expended uses when you finish a short or long rest.

Searing Flash

Beginning at 6th level, whenever you cast a spell of 1st level or higher that deals fire damage, you may use your reaction to cause the flames to swell with intense, burning light. Creatures of your choice within 10 feet or the attack must make a Constitution saving throw against your Spell save DC or be blinded until the end of your next turn. You may use this a number of times equal to your Charisma modifier per long rest.

Credit: ihomicide

Heat Conductor

Starting at 10th level, your body has learned to absorb flames like fuel. You gain resistance to fire damage, or immunity if you are already resistant. Whenever you would take fire damage, you gain 1d8 temporary points. In addition, while your Dance of the Fiery Furnace is active, hostile creatures that enter within 5 feet of you for the first time on a turn or end their turn there take 1d8 fire damage.

From the Ashes

Starting at 14th level, you have learned to rise again like the great phoenix. When you are reduced to 0 hit points but not killed outright while your Dance of the Fiery Furnace is active, you may regain half your hit points (rounded up) and stand up. You gain a flying speed equal to your walking speed for 1 minute, and the next time you roll fire damage, you instead deal maximum damage, instead of rolling. After dealing maximum damage, you gain one level of exhaustion.

Once you use this feature, you can’t use it again until you finish a long rest.

House of the Crimson Witch

You use the blood within yourself and others to amplify your own powers.

Virtuous Spells

Your virtue and loyalty to your house has given you the ability to cast certain spells. At 3th, 5th, 7th, and 9th level you gain access to virtuous spells connected to your favored house that you always have prepared. If you gain access to a spell that doesn’t appear on the clairvoyant spell list, the spell is nonetheless a clairvoyant spell for you.

House of the Crimson Witch
Clairvoyant Level Virtuous Spells
2nd armor of agathys, hex
3rd blindness/deafness, hold person
5th dispel magic, vampiric touch
7th compulsion, polymorph
9th dominate person, geas

Amplified Vitality

Starting at 2nd level, your walking speed increases by 5 ft, and your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.

Crimson Casting

When you choose the House of the Crimson Witch at 2nd level, you learn the eldritch blast cantrip, which doesn’t count against the number of clairvoyant cantrips you know, and it deals necrotic damage instead of force. In addition, by taking necrotic damage equal to a roll of your Fate die, which cannot be reduced in any way, you can cast a spell that requires a verbal component and replace that component using somatics. If the spell already requires somatics, you may instead ignore the verbal component.

Sanguine Ritual

Starting at 6th level, you have taught yourself to bend your spellcraft on a whim. By taking necrotic damage equal to a roll of your Fate die, which cannot be reduced in a any way, you can cast a second concentration spell while already concentrating on a first spell, as long as one of the spells is on your list of Virtuous spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.

Blood Boiling Curse

Beginning at 10th level, refined your ability to manipulate your enemies blood flow. Once per short or long rest as a bonus action, you can cause the blood of a creature within 60 ft of you to heat unnaturally. While a creature's blood boils, their speed is halved, they cannot take reactions, and any attack against the target scores a critical hit on a roll of 19-20. This curse lasts until the end of your next turn. When you activate this feature, you may choose to empower it with your Sanguine Ritual feature. You take necrotic damage as normal, and the curse then lasts while you concentrate (as if concentrating on a spell) for up to 1 minute.

At 14th level, the critical range of this feature increases to 18-20.

Sensory Vibrations

Starting at 14th level, your ability to track creatures with blood becomes more intense. When you use your Blood Casting feature, you can target any creature that has blood within the range of the spell, regardless of whether or not you can see them. In addition, whenever a creature affected by your Blood Boiling Curse suffers a critical hit, you regain hit points equal to one roll of your Fate die.

House of the Celestial Beacon

You are the light that shines in the darkness, guiding others to safe passage in the great unknown.

Virtuous Spells

Your virtue and loyalty to your house has given you the ability to cast certain spells. At 3th, 5th, 7th, and 9th level you gain access to virtuous spells connected to your favored house that you always have prepared. If you gain access to a spell that doesn’t appear on the clairvoyant spell list, the spell is nonetheless a clairvoyant spell for you.

House of the Celestial Beacon

Clairvoyant Level Virtuous Spells
2nd faerie fire, guiding bolt
3rd moonbeam, spiritual weapon
5th daylight, pulse wave
7th gravity sinkhole, sickening radiance
9th destructive wave, wall of light

Star Vision

When you choose the House of the Celestial Beacon at 2nd level, you gain proficiency with either the Insight or Survival skill. You have darkvision with a range of 60 ft. If you already have darkvision, its range increases by 60 ft.

Gravity Well

Starting at 2nd level, you may intensify the gravitational pull around you as a bonus action. For 1 minute, within a radius of 10 ft, creatures of your choice treat the area as difficult terrain, cannot take reactions, and have disadvantage on Dexterity and Strength checks.

Light in the Dark

Beginning at 6th level, your ability to light the path to success grows brighter. While your Gravity Well is active, you may roll an additional die when rolling force damage, radiant damage, or healing from a spell you cast.

Contellation Volley

Starting at 10th level, you have honed your rays of light to bounce between your enemies. Whenever a spell you cast that targets a single creature deals radiant damage, you can target additional creatures within 10 ft of the target equal to your Charisma modifier.

Heavenly Brilliance

Beginning at 14th level, you can some the light of the stars to your side. You add the crown of stars spell to your set, and always have it prepared. Whenever you send out a mote from this spell, you may choose to forgo the damage and instead target an ally, healing them for the same amount that the radiant damage would have been.

Clairvoyant Spells

Cantrips (0 Level)
  • Chill Touch
  • Dancing Lights
  • Encode Thoughts
  • Friends
  • Guidance
  • Light
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Resistance
  • Sapping Sting
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • True Strike
  • Word of Radiance
1st Level
  • Bane
  • Bless
  • Cause Fear
  • Chaos Bolt
  • Charm Person
  • Command
  • Comperehend Languages
  • Create and Destroy Water
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • False Life
  • Find Familiar
  • Gift of Alacrity
  • Guiding Bolt
  • Healing Word
  • Hellish Rebuke
  • Heroism
  • Hex
  • Identify
  • Inflict Wounds
  • Magnify Gravity
  • Ray of Sickness
  • Sanctuary
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Witch Bolt
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Borrowed Knowledge
  • Calm Emotions
  • Darkness
  • Detect Thoughts
  • Enhance Ability
  • Flock of Familiars
  • Fortune's Favor
  • Gentle Repose
  • Gift of Gab
  • Healing Spirit
  • Heat Metal
  • Invisbility
  • Lesser Restoration
  • Locate Object
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Moonbeam
  • Nathair's Mischief
  • Pass without Trace
  • Prayer of Healing
  • Ray of Enfeeblement
  • See Invisibility
  • Silence
  • Spray of Cards
  • Suggestion
  • Tasha's Mind Whip
  • Vortex Warp
  • Warp Sense
  • Wither and Bloom
  • Zone of Truth
3rd Level
  • Antagonize
  • Beacon of Hope
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fear
  • Haste
  • Intellect Fortress
  • Leomund's Tiny Hut
  • Life Transference
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Nondetection
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Speak with Dead
  • Summon Fey
  • Summon Shadowspawn
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Death Ward
  • Dimention Door
  • Divination
  • Gate Seal
  • Gravity Sinkhole
  • Greater Invisibility
  • Leomund's Secret Chest
  • Locate Creature
  • Raulothim's Psychic Lance
  • Resonant Echo
  • Shadow of Moil
  • Sickening Radiance
  • Spirit of Death
  • Summon Aberration
5th Level
  • Contact Other Plane
  • Create Spelljamming Helm
  • Dawn
  • Destructive Wave
  • Dream
  • Far Step
  • Flame Strike
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Planar Binding
  • Raise Dead
  • Rary's Telepathic Bond
  • Reincarnate
  • Scrying
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Temporal Shunt
6th Level
  • Arcane Gate
  • Circle of Death
  • Conjure Fey
  • Eyebite
  • Find the Path
  • Fizban's Platinum Shield
  • Gravity Fissure
  • Harm
  • Heal
  • Heroes' Feast
  • Magic Jar
  • Mass Suggestion
  • Planar Ally
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • Sunbeam
  • True Seeing
7th Level
  • Crown of Stars
  • Dream of the Blue Veil
  • Etherrealness
  • Firestorm
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Plane Shift
  • Project Image
  • Regenerate
  • Resurrection
  • Sequester
  • Teleport
  • Tether Essence
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Dark Star
  • Demiplane
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Maddening Darkness
  • Maze
  • Mind Blank
  • Reality Break
  • Sunburst
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Mass Heal
  • Psychic Scream
  • Ravenous Void
  • Time Ravage
  • Time Stop
  • True Resurrection
  • Weird
  • Wish