Fate is what lies ahead, it is destiny. The Fate theme focuses on buffs, debuffs, and utility.
Spells from the Fate theme allow you to bless and bane, change luck, bestow and lift curses, have a glimpse of the future, link the fate of creatures, and make your wishes come true.
Power sources
Divine, Music, and Occult
Table of contents
Fate feats
You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
Always Ready
You can see brief glimpses into the future or you always have a knack for not being surprised. While you aren’t incapacitated, you and each friendly creature within 5 meters of you gains a +2 bonus to initiative rolls.
This does not stack with other ability bonuses to your initiative
Prerequisites: have the ability to cast at least one spell
You can manipulate the forces of chance and chaos to gain advantage on a skill check or a saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.
Any time you roll on the Wild Surge table, if you roll an odd number, you regain the use of this feature.
Danger Sense
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Destined
Your destiny always seems to prevent the worst from happening. When you make a skill check or a saving throw and have disadvantage on the roll, you can expend 1 mana, 2 ki, or 2 stamina dice to cancel the disadvantage for that roll.
Fate concoctions
unstable, 1 hour/catalyst
As two actions, you can create a vial of liquid whose smell momentarily spikes the adrenaline of a creature who smells it. A creature can drink the contents as an action to sense the presence of danger within 20 meters. For the duration, attacks made against it can’t gain advantage, it has advantage on initiative checks, it has advantage on Perception checks to find traps, and it has advantage on Reflex saving throws to avoid traps.
unstable, 3 hours/catalyst
As two actions, you can create a vial of liquid with a forked branch suspended in it. A creature can drink the contents as an action to find the shortest, most direct physical route to a specific fixed location that it is familiar with on the same plane of existence. If the destination is on another plane of existence, if the destination moves (such as a mobile fortress), or if the destination isn’t specific (such as “a green dragon’s lair”), the effect fails.
For the duration, as long as the creature is on the same plane of existence as the destination, it knows how far it is and in what direction it lies. While the creature are traveling there, whenever it is presented with a choice of paths along the way, it automatically determines which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
1 hour/catalyst
As you spend 1 minute, you can create a vial of liquid with an hourglass suspended in it. A creature can drink the contents as an action to gain a limited ability to see into the immediate future. For the duration, attacks made against the creature have disadvantage and can’t gain advantage and the creature has advantage on skill checks and saving throws.
Fate maneuvers
As a reaction, which you use when a creature hits you with a melee attack, you gain a flash of foresight. You can make a melee weapon attack against the creature.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As a reaction, which you use when a creature you can see within 5 meters of you attacks a creature you can see, you can grant that creature advantage on attacks until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.
As a reaction, which you use when a creature that you can see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.
You must choose to use this feature before knowing whether the attack hits or misses.
As a reaction, which you use when you make a skill check or a saving throw or when you are hit by an attack or missed by 4 or less that you can see, you can twist fate. You make the roll with advantage or the attack against you is made with disadvantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
Fate spells
As an action, you obscure a creature that you can touch or see within 5 meters from being able to perceive coming events. The creature must make a Will saving throw.
On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).
As an action, you shout commands to an ally to strike a creature. Chose one creature within 10 meters. If your ally attacks the target before the end of your next turn, its first attack is made with advantage.
On a hit, add 1d6 damage to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
As an action, you extend your hand and point a finger at a target within 10 meters. Your magic grants you a brief insight into the target’s defenses. If you attack the target before the end of your next turn, the first attack is made with advantage.
On a hit, add 1d6 damage to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
(ritual); M (specially marked sticks, bones, or similar tokens worth at least 25 sp)
As you spend 1 minute to cast this spell, by casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
concentration, 1 minute/mana
As an action, make a weapon attack.
On a hit, add 1d12 + your spellcasting ability to the attack’s damage roll and the creature must succeed on a Will saving throw or it has disadvantage on skill checks for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 2d12 for each additional mana expended.
As a reaction, which you use when a creature that you can touch or see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.
You must choose to use this feature before knowing whether the attack hits or misses.
3 hours/mana
As an action, you predict strikes as they come at you. Your Defense becomes 13 + half your Aptitude Bonus (min 1) + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell on your turn (no action required).
As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can twist fate. The creature makes the roll with advantage or with disadvantage (your choice). You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
Augment
You can twist fate for one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Bane
concentration, 1 minute/mana
As two actions, you curse up to two creatures you can touch or see within 10 meters and within 5 meters of each other. Each creature must make a Will saving throw.
On a failure, whenever a creature makes a skill check or a saving throw before the spell ends, it rolls with disadvantage.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 5 minutes/mana
As two actions, you curse a creature that you touch. The creature must make a Will saving throw.
On a failure, it is becomes cursed for the duration.
When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability. While cursed, the creature has disadvantage on skill checks made with that ability.
- While cursed, the creature has disadvantage on attacks.
- While cursed, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
- While cursed, your attacks and spells deal an extra 1d8 necrotic damage to the creature.
- While cursed, the creature is blinded or deafened (your choice).
- While cursed, the creature can not regain health.
A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
Augment
You can target one additional creature for each additional mana expended. You must touch each creature when you target them.
You can expend 1 additional mana to bestow an additional curse.
Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.
Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.
concentration, 1 minute/mana
As two actions, you bless up to two creatures you can see within 5 meters. Whenever a target makes a skill check or a saving throw before the spell ends, it rolls with advantage.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 hour/mana
concentration, 5 minutes/mana
As two actions, you temporarily link the fates of any two creatures within 10 meters and within 5 meters of each other. If either linked creature experiences pain, both feel it. When one loses health, the other loses the same amount.
Each time a target takes damage, the target can make a Will saving throw, ending the spell on a success.
If one dies, the spell ends and the other linked creature must succeed on a Will saving throw or take 6d6 psychic damage.
concentration, 3 hours/mana
As you spend 1 minute to cast this spell, you can find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
concentration, 1 hour/mana
As two actions, you can divine the near future. By understanding the course of one’s near future, one can direct their actions to the advantages that fate set for them. You gain an effect determined by rolling on the Fortunes of Fate table, which lasts for the duration.
Fortunes of Fate
d20 | Effect |
---|---|
1 | The Magician. Whenever you make a skill check or a saving throw before the spell ends, you roll with advantage. |
2 | The High Priestess. While you aren’t incapacitated, you and each friendly creature within 5 meters of you who can see or hear you gains a bonus to saving throws equal to half your spellcasting ability. |
3 | The Empress. Whenever you regain health, you regain an additional 2d6 health. |
4 | The Emperor. Once on your turn, choose a friendly creature within 10 meters who can see or hear you can immediately use its reaction to move up to half its speed without provoking opportunity attacks. |
5 | The Hierophant. If you perform the same type of action as your previous turn you have +1 on the skill check or saving throw. |
6 | The Lovers. Chose one willing creature other than yourself that is on the same plane of existence as you. You and the target gain a +2 bonus to Defense. If you do not target a willing creature, this has no effect. |
7 | The Chariot. You have advantage on Will saving throws. |
8 | Strength. You and any friendly creatures within 5 meters of you have advantage on saving throws against being frightened or charmed. |
9 | The Hermit. You have resistance to psychic damage and you can’t be targeted by any divination magic or perceived through magical scrying sensors. |
10 | Wheel of Fortune. You gain 1 luck point and can use it for the duration. |
11 | Justice. You have advantage on attacks made against enemies that have dealt damage to you since the end of your last turn. |
12 | The Hanged Man. As a reaction, which you use when you take damage, you can take 1d12 extra damage, and grant one ally that you can see advantage on a skill check or a saving throw that they make until the start of your next turn. |
13 | Death. As two actions, you can repeat a saving throw that caused a effect, ending the effect on a success. |
14 | Temperance. You have advantage on skill checks and saving throws if you did not move or take any actions on your last turn. |
15 | The Devil. As two actions, a creature that you can touch or see within 5 meters must make a Will saving throw. On a failure, the creature is restrained until the end of your next turn. |
16 | The Tower. Chaotic energy rips reality asunder as the chaos storm spell centered on your position at the start of each of your turns until you end concentration on this spell. |
17 | The Star. You can grant yourself advantage on skill checks and saving throws. Once you use this ability three times, the spell ends. |
18 | The Moon. A creature that you can touch or see within 10 meters must make a Will saving throw. On a failure, the creature is charmed or frightened by you (your choice) for for the duration. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. |
19 | The Sun. Life-giving energy radiates from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. When you cast the spell—and once on on each of your turns thereafter as an action—you can cause a creature in the aura to regain 2d10 health. |
20 | Judgement. You have advantage on attacks made against creatures that dealt damage to or cast a spell on you since the end of your last turn, and creatures that you have dealt damage to or cast a spell on since the end of your last turn have advantage on attacks made against you. |
As two actions, you show a creature that you can touch or see within 10 meters vision of its own demise. The creature must make a Will saving throw.
On a failure, it takes 1d6 psychic damage and is stunned until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 4d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana so the spell deals no damage, but the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can expend 1 additional mana so the creature is paralyzed instead of stunned.
concentration, 1 minute/mana
As two actions, you predict the near future, aiding yourself in combat. Whenever you make a skill check or a saving throw before the spell ends, you roll with advantage.
Additionally, whenever you are attacked before the spell ends, the attacker rolls with disadvantage.
As two actions, choose a creature, object, or magical effect within 20 meters. Make a Divinity or Occult check. The Difficulty typically equals the spell Difficulty used to cast the curse spell + the mana used to cast the curse spell or a flat Difficulty. If there are multiple curses and if you have not identified them, the curse is chosen at random starting with the least powerful curse.
On a success, if the curse specifies that it is lifted by this spell, the curse ends.
If you fail by 4 or less and the curse specifies that it is lifted by this spell, the curse is suppressed for 1 minute.
On a success, if the curse does not specify that it is lifted by this spell, you learn about the curse. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”
Augment
You gain a +1 bonus to your skill check for each additional mana expended.
until dispelled
As you spend 1 minute to cast this spell, you put a protective curse on an object or place dedicated to your god, such as a shrine, icon, cemetery gate, or so on. If the object is desecrated, then this spell is triggered and a curse is placed on the desecrators. Choose one of the following curses:
Bad Luck. The target is haunted by ill luck. It has disadvantage on skill checks.
Poverty. The target is cursed with poverty. Within 24 hours of gaining money or goods worth 10 sp or more, half of it will be lost, stolen, or destroyed.
Vulnerability. The target is easily injured. Other creatures have advantage on attacks made against the target.
A remove curse spell cast with 5 or more mana ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
1 hour/mana
As you spend 1 minute to cast this spell, you gain a limited ability to see into the immediate future. For the duration, attacks made against you have disadvantage and can’t gain advantage and you have advantage on skill checks and saving throws.
Augment
You can expend 1 additional mana to target a willing creature you touch. This spell immediately ends if you cast it again before its duration ends.
Wish
As two actions, by simply speaking aloud, you can alter the very foundations of reality as you wish.
The basic use of this spell is to duplicate any other spell of 4 mana or less. Alternatively, you can create one of the following effects of your choice:
- You create one object of up to 25,000 sp in value that isn’t a magic item. The object can be no more than 100 meters in any dimension, and it appears in an unoccupied space you can see on the ground.
- You allow up to twenty creatures that you can touch or see to regain full health, you end all effects that cause them to be bleeding, blinded, burning, charmed, deafened, paralyzed, petrified, or poisoned, you remove any reductions to their abilities, you remove any effect that reduces their maximum health, and you reduce their exhausted levels by one.
- You grant up to ten creatures that you can touch or see resistance to a damage type you choose.
- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 2d10 necrotic damage for each mana expended. This damage can’t be reduced or prevented in any way. In addition, your Strength becomes −4, if it isn’t −4 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again if you suffer this stress.
Augment sizes
1 catalyst/stamina die/mana | 2 catalysts/stamina dice/mana | 3 catalysts/stamina dice/mana | 4 catalysts/stamina dice/mana | 5 catalysts/stamina dice/mana | |
---|---|---|---|---|---|
Cone | 3 meters long | 5 meters long | 10 meters long | 10 meters long | 20 meters long |
Cylinder | 1-meter-radius, 3 meters high | 2-meter-radius, 6 meters high | 3-meter-radius, 9 meters high | 4-meter-radius, 12 meters high | 5-meter-radius, 15 meters high |
Line | 5 meters long, 1-meter wide | 5 meters long, 2-meter wide | 10 meters long, 2-meter wide | 10 meters long, 2-meter wide | 20 meters long, 2-meter wide |
Sphere | 1-meter-radius | 2-meter-radius | 3-meter-radius | 4-meter-radius | 5-meter-radius |
Wall | 5 meters long, 2 meters high, 1 meter thick | 5 meters long, 4 meters high, 1 meter thick | 10 meters long, 6 meters high, 1 meter thick | 10 meters long, 8 meters high, 1 meter thick | 20 meters long, 10 meters high, 1 meter thick |