```metadata
title: Myriel Genra's Deck of Many Fates
description: ''
tags: []
systems: []
renderer: V3
theme: 5ePHB
```
{{frontCover}}
{{position:relative,top:-30px
{{position:relative,top:30px
## Myriel Genra's
}}
# Deck of many fates
:
## A Threadmaster Exclusive
___
}}
{{banner 5th Edition Compatible}}
{{footnote,bottom:20px
Shuffle your Tarot Deck and Discover the Many Subclasses of the Major Arcana!
}}
{position:absolute,left:-0px,height:100%,bottom:0}
\page
## Legal Mumbo-Jumbo
:
Read the following considerations if you are interested in using our content as a part of a commercial venture, or if you want to understand how Ariadne's Codex of Strings ties in with the content / software published by Wizards of the Coast, Midjourney Inc. and NaturalCrit. If none of this is of relevance to you, feel free to skip this page and move on to the content you came for!
- The content here contains references to Wizards of the Coast's 5th edition SRD, and is indeed shaped for compatibility with the rules and content there described. Everything we use from the SRD belongs squarely and completely to WoTC and Hasbro: we offer an expansion upon that content, by the terms of the CC-BY-4.0 license under which the SRD was published by WoTC.
:
- As a paying customer, you may use our expanded ruleset, our features, our spells, our monster --all our original content, in sum-- in any way you see fit, so long as it's non-commercial. If you want to use the content as a part of a commercial venture, you must give proper credit to "Ariadne's Codex of Strings" for the content you make use of. You can claim compatibility with our expanded ruleset, but not affiliation to our enterprise -- your content remains yours (and your responsibility), even if you use fragments of Ariadne's Codex.
:
- All the artwork featured in Ariadne's Codex of Strings is made using a Midjourney premium plan, and hereby published under their General Commercial Terms. This means the artwork featured in Ariadne's Codex of Strings is not owned by us or anyone else. We are not endorsed by Midjourney. Likewise, we do not claim ownership of the artwork, which may be used, commercially or otherwise, by all individuals or enterprises that own a Midjourney premium use license.
:
- The name "Ariadne's Codex of Strings", as well as "Ariadne Stringweaver", "City of Strings", "Runo Fylsworth", and "Guilliam Fallow" are copyright 2023 by Alvar Mallo and Marcelo Fosco. You may use them verbatim (as they are written in this entry) under the conditions of point two, but you may not sell content that significantly expands upon their character and attributes as described here.
:
* The formatting of Ariadne's Codex of Strings is made using the Hombrewery software by NaturalCrit, licensed under an MIT license. As such, we express our profound thanks to them for providing this wonderful tool, and we hereby recommend it to anyone in the process of making professional-looking homebrew content for TTRPGs.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::
{{note,position:relative,top:700px,left:-330px
## Contact Information
:
You may email us at support@codexofstrings.com if you have any questions, collaboration proposals, or, truth be told, anything you want to tell us at all!
:
If you want a great deal on all our publications, find us on Patreon and subscribe to one of our amazing (limited) tiers! www.patreon.com/codexofstrings
:
:
For a full list on where to find us, check out our planar travel hub at www.codexofstrings.com, which will direct you anywhere you need -- socials, selling sites, etc!
}}
{{position:absolute;top:20px;right:20px;width:auto
}}
{{imageMaskCorner26,--offsetX:58%,--offsetY:30%,--rotation:0
{height:75%,position:relative,left:400px,top:-1px}
}}
{{pageNumber,auto}}
{{footnote Legal Considerations}}
\page
{{insideCover}}
{{imageMaskCenter,--offsetX:0%,--offsetY:16%,--rotation:0
{height:118%,top:-100px,left:-0px,)}
}}
:::::::::::::::::::::::::::
{{classTable,frame,decoration,wide,position:relative,top:240px
## FOREWORD
Be not afraid.
:
I know how you must feel. So many paths to choose. You are energy. You are ambition, failure, conquest, and peace. You are victory and defeat, life and death. You are the tranquil seas and the wrathful storms. You are pain. You are joy. You are potential. You... are fate. And I have come to guide you.
:
The cards have not yet been drawn, thus your future is uncertain, as uncertain as it is exciting. You are everything, yet nothing still. To continue, you must make a choice. For that is the yoke of all mortalkind. To determine. To struggle. To live, and to die. To exist. It is quite a blessing. One you mortals tend to forget. Do not, and you will be enlightened. Rewarded by the universe. In that, you will find solace, even through the pain.
:
***The price to be is to become.*** But not to be is a greater curse still. Remember, you are the envy of all that isn't. Be brave. Continue on your journey. Choose, and in so doing, determine your fate. Make the chaos of possibility into the building blocks of existence. Be not afraid, for I will be with you every step of the way.
:
Go ahead. Draw a card. Fate will do the rest.
:
***Myriel Genra, The Many-Masked***
}}
{{pageNumber,auto}}
\page
{{imageMaskEdge3,--offset:8%,--rotation:90
{height:100%,left:-175px}
}}
\column
{{toc
# Contents
- #### [{{ An Introduction}}{{ 5}}](#p5)
- #### [{{ Major Arcana}}{{ 7}}](#p7)
- [{{ College of Fools}}{{ 8}}](#p8)
- [{{ Way of Strength}}{{ 10}}](#p10)
- [{{ The Hermit}}{{ 13}}](#p13)
- [{{ Wheel of Fortune}}{{ 15}}](#p15)
- [{{ Justiciar}}{{ 18}}](#p18)
- [{{ The Hanged Man}}{{ 20}}](#p20)
- [{{ Circle of Death}}{{ 22}}](#p22)
- [{{ Devil Soul}}{{ 24}}](#p24)
- [{{ The Tower}}{{ 27}}](#p27)
- [{{ Path of the Moon}}{{ 29}}](#p29)
- [{{ Oath of the Sun}}{{ 31}}](#p31)
- [{{ School of the World}}{{ 33}}](#p33)
- #### [{{ Strings of Fate (Coming Soon!)}}{{ 36}}](#p36)
}}
\page
{{imageMaskEdge4,--offset:34%,--rotation:180
{height:75%,top:-300px,left:-0px,transform:scalex}
}}
{{imageMaskEdge4,--offset:34%,--rotation:0
{height:55%,bottom:-100px,transform:rotate(10deg)}
}}
::::::::::::::::::::::::::::
# An Introduction
The deck of many fates is an arcane theorem first proposed by Threadseeker Myriel Genra to the council of Threadmasters during the Temporal Rift crisis of 1202. The City of Strings' course was bound to cross a dangerous temporal anomaly that could have doomed of the great bastion of knowledge. In his cups, Runo gave one of the best public explanations of the danger the City had survived.
:
{{quote
Imagine a black hole that swallows time instead of matter. Yeah, a real thorn in our side. If we'd crossed it, mate, the whole City of Strings would have aged ten thousand years in the span of a minute. Who would've been left? Only Garas?
:
{{attribution Runo Fylsworth, Threadmaster of Finance}}
}}
This monstrous amalgam of void magic was a remnant of the great powers of Eternity, left behind after the great wars of the Gods, not at all dissimilar to the Singularity that threatened the universe a few centuries prior.
The crisis was averted by the implementation of a Temporal Warping Sphere, a powerful artifact created by Guilliam Fallow and his research team, planned, forged and enchanted in record time. The Threadmaster later mentioned that such a hastily devised operation was only successful thanks to the contributions of Genra and their Deck of Many Fates theorem. Fallow refuses to comment on the operation itself, for he believes the equations that created the Warping Sphere are too dangerous to be trifled with.
\column
{{quote
Better they are forgotten, for as incredible as the Warping Sphere was, it could have very well spelled our doom. The runes written on that artifact could have precipitated our illustrious City into the void, for they were written in the script of Eternity itself. How the Many-Masked learned such a blasphemous language, I'd rather not ask.
:
{{attribution Guilliam Fallow, Threadmaster of Arcana}}
}}
Myriel Genra was offered the position of Threadmaster not long after, but declined it, choosing instead to continue their voyages in the search for divinity among the furthest of realms. They are still, to this day, one of the most enigmatic members of the City of Strings, hiding a power many believe to be equal or even greater than that of most Threadmasters.
:
Today, the Deck of Many Fates interpretation is a very popular arcane discipline among Threadseekers and Threadmasters alike, mostly used in the art of future-seeing, prophecy, and other powerful divinations that deal with possibility and fate.
The theorem itself is a combination of arcane sigils, experiments, and research notes that deal with the choices a person makes and the impact they have in the cosmic wheel of destiny. It proposes that, to some extent, all possible futures coexist, until they are made manifest by choice, making the power of self-determination the greatest gift of mortalkind, and possibly the key to defeating Eternity, should it ever worm its way back into reality.
\page
{{position:relative,left:-10px,top:-5px
### Myriel and the Daedalus Deck
Myriel Genra has yet to return to the City of Strings. They departed the flying bastion after the Temporal Rift crisis, in 1203, and have since been credited with the discovery of many Threads of Divinity across the planes. To this day, they continue to send travel logs and research journals, and have even published a compilation of their findings titled "To See a God," a best seller in the libraries of Arcanist's Way.
Many wonder what their true goal may be. They seem particularly interested in divinity, and have witnessed many of the most important events of the contemporary era. Their dominion over divination magic is unmatched, and many of their works are recognized across the universe as the foundation stones of entire fields of study. They are even credited with the invention of the famous Daedalus cards, the most used deck of playing cards in the material plane.
:
A full 78 card Dedalus deck is not only used to play Truco or Ghan, but also to illustrate, tell tales, and most importantly, read fortunes. Many diviners across the multiverse use these playing cards for their rituals, as they are intrinsically charged with divination magic, so much so that some talented wizards have even come to use them as their arcane focus.
The Deck of Many Fates theorem was famously presented to the council of Threadmasters using a complete Daedalus deck. The magic within the cards told a tale of different futures, of paths untreaded, of potential within each mortal. Allegedly, Ariadne Stringweaver herself was enraptured by the strange arcana, and asked Genra to pen a comprehensive list of each and every one of the 78 different cards.
This document was made public not long after, and through the futures promised by the Daedalus deck, heroes far and wide walked the ancient paths of fate, the forgotten roads erased by Eternity's passing. When confronted about the scale of cosmic knowledge a mere Threadseeker like Myriel Genra seemed to possess, Ariadne commented thus:
{{quote
It is not our place to judge! The good Myriel can be and eldritch god, for all I care! What is clear to me is that they are on our side. That is all I need to know. And if they do not want to share, then we should not ask.
:
{{attribution Ariadne Stringweaver, Regent of the City of Strings}}
}}
In the pages that follow, you will find some of the writings left by Myriel Genra about the Daedalus deck. It was their belief that within those 78 cards, you could tell the story of your life, past, present, and future. Heroes whose fate is uncertain can even use the Deck of Many Fates to change their course. All futures coexist, after all. You must only choose. Thus spoke the Many-Masked.
}}
{{imageMaskEdge1,--offset:3%,--rotation:269
{height:100%,right:-250px}
}}
{{footnote An Introduction}}
{{pageNumber,auto}}
\page
{{partCover}}
# I
## Major Arcana
{{imageMaskEdge,--offset:10cm,--rotation:180
{position:absolute,top:0,left:0,height:116%}
}}
\page
{{imageMaskCorner33,--offsetX:50%,--offsetY:52%,--rotation:0
{height:55%,right:-0px,top:-1px,transform:scalex(-)}
}}
{{imageMaskCorner33,--offsetX:-53%,--offsetY:-55%,--rotation:-0
{height:55%,left:-50px}
}}
:
{{text-align:center
## College of Fools
*Bard College*
:
*You wouldn't think a jester to be much of a threat. Funny clothing, bad japes, nothing but a clown. A one-note bard with even less self respect than the rest of them. And yet, behind the mask--either figurative or literal--could prowl a scheming thief, a bloodthirsty killer, or simply a bumbling idiot, truly nothing more than what they seemed. How can you know? A fool is as much a mystery as they are an open book.*
:
*That uncertainty is the tightrope walked by bards of the College of Fools. Some may be much more than what they seem, while others can be as superficial as the character they portray. Some are found in royal courts, others in run-down taverns. They could be secret agents in a plot to assassinate the king, or town fools no one takes seriously--not even themselves. Jesters, troubadours, clowns, and chatty travelers. Wherever they might be, they will entertain, often with their own sillyness, be it a performance, or an act.*
:
*The fool is the first and last card of the Deck of Many Fates, but can be found all throughout the deck, as it has no
real place within the sequence. It represents new beginnings, for both hopeful newcomers and
grizzled veterans. The fool is the piece that holds the entire deck together. It takes great valor to speak up when everyone is silent. To take the first step, no matter the ridicule. Some equate that with stupidity, others with courage. Does it matter, really? The path is forward, after all, and purpose is always found through fire and flame.*
}}
\column
{{position:relative,top:540px,text-align:center
:
*Myriel Genra believed the fool to be the unlimited potential of fate. The one that walks forth into the unknown, eager and unburdened. The deck builds itself on that premise. The fool can be anyone; and everyone, without fault, will embody the fool someday. To live is to explore, to endure, to suffer, and ultimately, to grow. Dare. Either by unbridled courage, or sheer stupidity, dare. The College of Fools is the greatest manifestation of this edict.*
:
*Bards are already considered storytellers, chroniclers, performers--even fools. This college puts its focus in the tale, and most of all, in the strength it takes to tell it, from beginning to end. Either by choice or by pure cosmic chance, the bards that take the mantle of fools are the ones that manifest fate in its truest form. Myriel Genra, creator of the Dedalus Deck, is said to be of this persuasion, ominous and gloomy though they are.*
:
*Agents of fate in its truest form, the College of Fools' bards open the path, take the first step, and with their actions, become the truest heroes of them all--those who begin. Draw this card, and prepare for the journey of a lifetime. Reject stability, embrace chaos, and fate will reward your courage.*
}}
 {position:absolute,top:65px,right:30px,width:360px,transform:rotate(6deg)}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
:::::::
### Playing the College of Fools
The Bard of Fools has unlimited potential. This subclass opens the way for many different types of characters, from mysterious and prophetic storytellers to simple and lucky fools, guided by fate. Its mechanics heavily lean on the support aspects of the bard, with social and skill-based features.
#### New Beginnings
When you join the College of Fools at 3rd level, you can choose an additional background. This is your new beginning, or perhaps, the mask behind which you hide.
You do not gain items or extraordinary features from this new background, such as languages, contacts, or otherworldly abilities--it is just a performance, after all--but you do benefit from its proficiencies, as the knowledge of a thousand new beginnings fills your fate-touched psyche. A successful Charisma (Performance) check against a creature's Wisdom (Insight) skill can convince others of your role, for the purposes of background perks such as the Acolyte's *Sanctuary of Faith* or the Entertainer's *By Popular Demand*.
In addition, as a Bard of Fools, you are perpetually in a state of new beginnings, and embody each one with conviction and skill, not mere deception. You can change this new background--and the proficiencies it comes with--whenever you finish a long rest.
:
Alternatively, if your game does not use backgrounds, choose two skill proficiencies and a tool proficiency. You can change these whenever you finish a long rest.
:
#### Self Mockery
At 3rd level, you can make a fool of yourself with such skill enemies disregard you in favor of your allies. Is this really all part of the plan? You learn the Vicious Mockery cantrip, if you don't know it already.
In addition, you can use your action to perform a Self Mockery. You embarrass yourself -- maybe your joke doesn't land, or you fall on
your face, or you let out a
:
\column
:::::::::
cowardly yelp as you
pretend to
\
be a civilian. Whatever the reason,
\
enemies within 60 feet that can see and
\
understand you are magically convinced of your incompetence and regard you as harmless.
Until the end of your next turn, hostile creatures cannot willingly target you with an attack or harmful spell, unless you are the only possible target within 60 feet. This effect does not protect you from area effects, such as the explosion of a fireball or the charm of a hypnotic pattern. Creatures affected by your Self Mockery have disadvantage on saving throws against your spells.
Once a creature has been affected by this feature, it cannot be affected again for the next 24 hours.
#### Beginner's Luck
At 3rd level, whenever you or a creature within 60 feet uses a skill they are not proficient in, you can use your reaction to expend one use of your bardic inspiration and add it to the roll. If the roll is succeeds (at the DM's discretion), you regain one use of your bardic inspiration.
:
#### Fool's Errand
When you reach 6th level, you begin to understand the latent potential in every soul, and the courage it takes to, at the very least, try. Some call it a fool's errand... you know it to be much more than that. Failure is the greatest teacher, after all.
Whenever a creature within 60 feet of you misses an attack or fails a saving throw, you can use your reaction to expend a use of your Bardic Inspiration feature and allow the creature to repeat the roll. If the creature succeeds, it gains one Bardic Inspiration die.
:
#### The One That Begins
Starting at 14th level, your courage in making the first move inspires others to do the same. You cannot be frightened or surprised, and the first roll you make after a long rest is considered a 20.
:
In addition, whenever you succeed on a saving throw, you can choose a number of creatures equal to your Charisma modifier within 60 feet of you. For the next minute, they cannot be charmed or frightened. If they are currently charmed or frightened, the effect ends for them.
{{imageMaskCorner32,--offsetX:-55%,--offsetY:85%,--rotation:-60
{height:80%,top:-00px,right:-0px,transform:scalex(-)}
}}
{{imageMaskCorner32,--offsetX:-2%,--offsetY:85%,--rotation:-50
{height:80%,top:-00px,right:-0px,transform:scalex(-)}
}}
{{imageMaskCorner32,--offsetX:50%,--offsetY:74%,--rotation:-0
{height:70%,top:-50px,right:-80px,transform:scalex(-)}
}}
{{imageMaskCorner32,--offsetX:-23%,--offsetY:-82%,--rotation:10
{height:100%,bottom:-60px,left:-120px,transform:scalex(-)}
}}
{{imageMaskCorner32,--offsetX:-53%,--offsetY:-72%,--rotation:0
{height:70%,bottom:-50px,left:-80px,transform:scalex(-)}
}}
{{imageMaskCorner32,--offsetX:23%,--offsetY:-83%,--rotation:-26
{height:100%,bottom:-70px,right:-80px,transform:scalex(-1)}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskCorner33,--offsetX:-50%,--offsetY:52%,--rotation:0
{height:75%,left:-100px,top:-00px,transform:scalex(-)}
}}
{{imageMaskCorner33,--offsetX:53%,--offsetY:-55%,--rotation:-0
{height:75%,right:-100px,bottom:-100px,transform:scale(-1)}
}}
 {position:absolute,top:45px,right:400px,width:360px,transform:rotate(-6deg)}
{{text-align:center,position:relative,top:550px
*Strength is the eight card in the Deck of Many Fates and represents mastery, power, might, victory, and courage. Decisive action, beyond the veil of darkness. The conquest of emotion, followed by mettle. It's the card most closely aligned with the indomitable spirit of mortalkind.*
:
*Monks who follow this path abide by one rule beyond all: strength without control is tyranny. They train their bodies to become guardians, and summon their inner strength in powerful manifestations of will. Their fists blaze in righteous flame as they pursue those that abuse their power, and their tempered will is ready to meet any challenge.*
:
*Strength is a curious concept, for no matter how far it strays from the physical description, it will always be bound to it. Monks of the Way of Strength understand this fact, and are the only tradition that favors might over agility. They are often less mobile than their dexterous counterparts, but only because they choose to endure instead of avoid. Many find shelter behind them, after all.*
}}
\column
{{text-align:center,position:relative,right:-30px
## Way of Strength
*Monastic Tradition*
:
*What is strength? Is it merely physical might? The prowess of body, sculpted by discipline and training? Does it exist on its own, or is it more of a relation of forces? A qualification among beings, perhaps, to define who is strong, and who is weak. In this manner, Strength can be misconstrued as, primarily, power. For it to be used in alignment with the highest good, however, it mustn't be understood as such, for power is, and will always be, a relation of forces, while strength can mean so much more.*
:
*Take the warrior that lifts the axe. The man is strong, that is for certain. But does he truly show strength, or is he merely an executioner? While power is defined by those who have it and those who don't, strength is more closely aligned with a choice, an inner dilemma. To show true strength is to control it. To sublimate it. The warrior can only be strong as long as he shows restraint. He must put that strength, that physical might, in service of a higher goal, beyond the ability to overpower others.*
:
*In this sense, we arrive at the true meaning of strength. Inner strength. Resolve, control, mastery. The still heart of a grieving wife who must push past tragedy and loss. The focused mind of a magister that must pass a difficult sentence. The strength of a man that must kill a lion to protect his family. The Way of Strength is a path of might, yes, but also control. It deals with the fire that blazes inside every mortal soul. Might is only right as long as it serves. And it will serve you, should you dare to draw this card.*
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{position:relative,top:-20px,width:330px,left:-10px
### Playing the Way of Strength
The Monk of Strength subclass is meant to fill the void for a true front-line monk, playing with strength instead of dexterity and thriving under enemy attacks. This monk is a true bruiser, becoming more powerful with each passing round, as you stack powerful buffs on yourself by spending a unique resource only gained while in combat.
:
The flavor of this monastic tradition leans heavily towards bravery and heroics, protecting the weak and overcoming tyranny, wherever it may rise. You can also subvert this premise, while keeping the mechanics! Self control too often devolves into controlling others, in the end.
:
#### Strength Technique
When you choose this tradition at 3rd level, your physical might becomes the core of your fighting technique, and you learn to benefit from your strength instead of your agility when it comes to avoiding attacks.
You can use your Strength modifier instead of your Dexterity modifier for the purposes of determining your Unarmored Defense AC. In addition you can use your Strength modifier instead of your Dexterity modifier when you use your Deflect Missiles feature.
:
#### Inner Fire
At 3rd level, your strength of body and spirit manifests as an inner fire, fueled by your ki. The more you fight, the stronger this fire becomes, allowing you to weather even the strongest of blows, and retaliate in kind.
During combat, at the start of each of your turns, you gain 1 charge of your Inner Fire. You also gain a charge when you are targeted by an attack roll, reduce a creature to 0 hit points, or spend a ki point. You can have a maximum number of charges equal to your proficiency modifier, that expire if you haven't gained any new charges in a minute. ***You can only gain charges while in combat.***
You can expend these charges to manifest certain abilities. Unless otherwise stated, you can only expend Inner Fire charges during your turn, even if they require no action to manifest.
:
***Soul Blaze (Costs 1 charge).*** Once per turn, whenever you hit a target with an unarmed strike, you can expend 1 Inner Fire charges to add 1d6 fire damage to the attack. The damage of this feature increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
:
***Strength of Body (Costs 2 charges).*** You reduce all incoming damage, except psychic, by 2 and you gain advantage on Strength checks and saving throws for a minute.
The damage reduction of this feature increases to 3 at 5th level, 4 at 11th level, and 5 at 17th level.
:
***Fiery Adrenaline (Costs 2 charges).*** You can expend 2 charges of your Inner Fire feature to increase your AC by 1 for one minute. You can choose to expend 4 charges to instead increase your AC by 2 for the same duration.
}}
{{imageMaskEdge4,--offset:6%,--rotation:270
{height:100%,right:-200px}
}}
{{watercolor5,top:-60px,left:-40px,width:550px,background-color:orange,opacity:50%,transform:scaleX(-1)}}
{{watercolor5,top:530px,left:-40px,width:550px,background-color:orange,opacity:30%,}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
\column
{{position:relative,top:-0px
***Healing Flame (Consumes all charges).*** As a bonus action, you consume your Inner Fire, recovering a number of hit points equal to twice the number of Inner Fire charges you have.
:
#### Manifestation of Soul
Starting at 6th level, you learn to manifest your inner strength and wreathe yourself in spiritual energy. As a bonus action, you enter a state of heightened power for a minute.
While in this state, you gain an additional Inner Fire charge whenever you spend a ki point, and you can use your *Soul Blaze* feature twice in the same turn. In addition, your Strength score is increased by 2, up to a maximum of 22, your speed is increased by 10 feet, and you shed bright light out to 10 feet and dim light for an additional 10 feet.
Once you use this feature, you cannot use it again until you finish a long rest.
#### Improved Inner Fire
When you reach 11th level, your Inner Fire has become a blaze. You gain additional abilities to spend your Inner Fire charges on.
:
***Unbreakable Stance (Passive).*** If you end your turn with at least 3 Inner Fire charges, you cannot be affected by critical hits until the end of your next turn.
:
***Deflect Blow (Costs 3 charges).*** You can expend 3 Inner Fire charges to use your *Deflect Missiles* feature on a melee attack, and reduce the damage by an additional 5 points. If the damage is reduced to 0, instead of returning the projectile, you can spend a ki point to make an unarmed attack against the target as part of the same reaction.
:
***Step of Fire and Wind (Costs 3 charges).*** When you use your Step of the Wind ability, you can expend 3 Inner Fire charges to gain a fly speed equal to your walking speed until the end of your turn.
:
***Inner Strength (Costs 4 charges).*** You gain advantage on all saving throws until the end of your next turn. If you are already under the effects of this feature, you can refresh the duration by expending 2 Inner Fire charges.
:
***Ki Recovery (Consumes all charges).*** As a bonus action, you consume your Inner Fire, recovering 1 ki point for every 3 Inner Fire charges you consume.
#### Aspect of Strength
Beginning at 17th level, your manifestation of soul has become a natural aspect of yourself. You can use your Manifestation of Soul a number of times equal to your proficiency modifier between long rests. While under your Manifestation of Soul, you can make an additional attack as part of your attack action. In addition, whenever you roll Initiative, you gain 3 Inner Fire charges.
}}
{{imageMaskEdge4,--offset:6%,--rotation:90
{height:100%,left:-120px}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskCorner33,--offsetX:50%,--offsetY:52%,--rotation:0
{height:55%,right:-0px,top:-1px,transform:scale(-1)}
}}
{{imageMaskCorner33,--offsetX:-53%,--offsetY:-55%,--rotation:-0
{height:55%,left:-100px,transform:scalex(-1)}
}}
:
{{text-align:center
## The Hermit
*Cleric Divine Domain*
:
*Divine domains are something of a confusing topic in a universe of dead gods. Clerics and paladins all across the planes of existence manifest their magic through shades, aspects, even remembrances of the ancient pantheon; for even in death, these divine domains have endured, first and foremost in the form of Threads of Divinity, aspects of reality made manifest. They coexist, in one way or another, with their worshipers--that is the basis of divine magic; to be a catalyst for another's power.*
:
*The Gaard of the Nova Cluster count many clerics among their ranks, all devoted to Order, even though Gyreon, the god they worship, is naught but stardust and lingering energy. Odin is a corrupt shadow of his former self, yet there are paladins that call upon the golden magic of the Thread of War, as if the Allfather still led the Einherjar legions through the cosmos. The dwarven priests of Dur'Vatar commune, and sometimes even visit, the Halls of Kallemtur, the dwarven afterlife, even though the God of the Forge has been dead for thousands of years.*
:
*The god-like creature known as the Hermit is not one of these cases. This strange character appears in many cultures, all across the universe, in different aspects. Some consider it a stranger, an embodiment of death. Some, instead, prefer to think of it as a traveler, a wise man, passing through and providing help. The enigmatic entity is considered a myth, for no one can truly corroborate its existence, and yet, somehow, those that devote themselves to it are blessed with divine power that rivals that of the previous examples.*
}}
\column
{{position:relative,top:550px,text-align:center
:
*It is quite unclear what entity, if there even is one, gives the clerics of the Hermit their power. These wise wanderers have nothing in common with each other, often hailing from totally different environments, with unrelated conceptions of what the Hermit is and represents. Yet, their power can be traced to the same divine source, the same reclusive, mysterious divine patron.*
:
*In his search for divinity, Myriel Genra has taken great interest in the Hermit. He believes the creature to be much more than a myth. The ninth card of the Deck of Many Fates is an homage to the entity, an attempt to decode what exactly this being stands for. Wisdom, reclusion, understanding; beyond all, peace and enlightenment. This is what the Clerics of the Hermit preach. Their power reflects their own courage, their will to walk alone, into the unknown.*
:
*For they are, in principle, alone. In a universe of dead gods, where other acolytes worship the ghosts of divinity, Clerics of the Hermit make their own faith. Mortals are alone, in the end. They can only rely on themselves.*
}}
 {position:absolute,top:40px,right:25px,width:365px,transform:rotate(5deg)}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
### Playing the Hermit
The Cleric of the Hermit is a supportive caster, focused on inner power and the sharing of knowledge. The god it worships is nebulous and detached and can represent many different concepts. Death, knowledge, solitude. The Hermit is the archetypical stranger, the hooded man in the distance; it could be a simple traveler, or a vision of doom, or even a God masquerading as a mortal creature. Whatever it is, it doesn't concern itself with your conceptions of it, nor your attempts at understanding its actions.
This subclass focuses on mystery, utility, and self-reliance.
##### The Hermit Domain Spells
| Cleric Level | Spells |
|:------------------|:-----:|
| 1rst | Find Familiar, Disguise Self |
| 3rd | Invisibility, Spiritual Weapon |
| 5th | Tiny Hut, Sending |
| 7th | Private Sanctum, Banishment
| 9th | Modify Memory, Greater Restoration
:
#### Hermit's Awareness
Starting at 1st level, you add your Wisdom modifier to your Initiative rolls.
:
#### Channel Divinity: Blessing of Misanthropy
Starting at 2nd level, you can use your Channel Divinity to bless a creature within 30 feet of you with the power of the Hermit. As long as there are no humanoids other than the Cleric within 15 feet of the target, they gain the following benefits:
- Their AC is increased by 2.
- They gain a +2 bonus to spell attack rolls.
- They can use an additional bonus action per turn.
- They have advantage on saving throws against spells and other magical effects.
{{ These bonuses last for an hour, or until a humanoid other than the Cleric of the Hermit is within 15 feet of the target. }}
\column
{{position:relative,top:40px
#### Channel Divinity: Shroud of the Stranger
Beginning 6th level, you can use your Channel Divinity to shroud yourself in the veil of your mysterious patron. As an action, you vanish from your current plane of existence and shift into the ethereal plane. You remain in the ethereal plane for up to a minute, or until you use an action to return. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything looks gray, and you can't see anything more than 30 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. After a minute is passed, or when you decide to end the effect, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
:
#### Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
:
#### Star of the Hermit
Starting at 17th level, your knowledge and power has materialized into a guiding light, an eternal companion made of your own enlightenment. As an action, you can manifest a six-sided, torch-sized star at your side. It sheds bright light in a 15-foot radius, and dim light for an additional 15 feet. You can move it up to 60 feet as a bonus action. If you fall unconscious, the star is further than 120 feet from you, or you dismiss it, it dissipates into faint star dust, and you can't summon the star again until you finish a long rest. The star can pass through objects and creatures, leaving faint glimmers of light. Each creature of your choice that is within the light of the star gains truesight out to a range of 10 feet, increased to 30 feet in your case. If you teleport or enter the ethereal plane, the star shifts with you, appearing in an unoccupied space within 30 feet of you. Illusions that are entirely within the bright light of the star are instantly dispelled.
You can cast the following spells through the star of the hermit, requiring no material components and centered on the star: *zone of truth*, *daylight*, *find the path*.
}}
{{imageMaskCorner35,--offsetX:-43%,--offsetY:-76%,--rotation:-20
{height:80%,bottom:-150px,transform:scalex(-1)}
}}
{{imageMaskCorner32,--offsetX:25%,--offsetY:88%,--rotation:65
{height:80%,top:-150px,transform:scalex(-1)}
}}
\page
{{imageMaskCorner35,--offsetX:-55%,--offsetY:52%,--rotation:0
{height:75%,left:-100px,top:-00px,transform:scalex(-)}
}}
{{imageMaskCorner35,--offsetX:55%,--offsetY:-59%,--rotation:-0
{height:65%,right:-145px,bottom:-180px,transform:scalex(1)}
}}
 {position:absolute,top:45px,right:390px,width:360px,transform:rotate(-6deg)}
{{text-align:center,position:relative,top:550px
*The Wheel of Fortune is the tenth card of the Deck of Many Fates, and represents, as you might have already guessed, fortune, luck, destiny, and change. It is a quite noteworthy draw, for if anything, it ensures big changes are coming. Are they good? Bad? Only fate will know. Will you dare? Will you spin the wheel?*
:
*The rogues of this persuasion can be reckless and brash, yet, behind it all, there is a profound philosophical theory at play. Their luck is self-made, to some extent, for no matter the outcome, they give themselves to it completely.*
:
*One thing is clear, above all: everything is temporary. Happiness is temporary. Pain is temporary. Life is temporary, and the bounties it offers rot away, in time. It's never as good the second time around. Few understand that stagnation, the sickening comfort that arises when everything is settled. The unexpected is always more fulfilling... so why not give yourself to it? If life is meaningless, why not enjoy it at its fullest? The promise of winning through sheer fortune is much more enticing than any philosophical enlightenment, that is for sure. Throw the dice! And may the odds...*
}}
\column
{{text-align:center,position:relative,right:-30px
## Wheel of Fortune
*Roguish Archetype*
:
*What is the meaning of life? Such a question has haunted the minds of philosophers since the beginning of time. Some individuals spend years, decades, even centuries pondering this inquiry, searching within themselves for an elusive answer that, for all we know, might not even exist. It is complicated to understand your place in the universe, to grasp the complexities of blind idiot fate, to find meaning in absolute, random chaos. The fact is, for as much as philosophers would like to believe, there might not even be a "meaning" to it all. So why bother?*
:
*The Wheel of Fortune does not concern itself with such inquiries. They are, after all, pretentious wastes of time. Existence is random, at its core. The only way to endure it is to ride the wave. Mortals are simple creatures, and achievement can become stale if the outcome is expected. Isn't it beautiful, then? To be surprised? To exist in this random, meaningless universe? To be able to extract such euphoric happiness from unknowable outcomes?*
:
*Those that follow the Wheel of Fortune give themselves completely to this concept. They are gamblers, betting more than just their coins, and winning big just as often as they crash and burn. Impulsive to the core, often hedonistic, these roguish characters ride the highs and lows of life with incredible disposition, willing to spin the wheel, again and again, to determine their path. For these individuals, there is no such thing as "moderation" or "restraint". After all, most gamblers back down right before they win big!*
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
### Playing the Wheel of Fortune
The Rogue of Fortune is an extremely fun subclass to play, in part because of its gambling elements, yet it leaves most of its effectiveness to randomness. Playing this subclass is all about managing risk and reward.
From a roleplay standpoint, the "gambler" rogue is a quite fun archetype to play. This subclass enhances those aspects, which can lead to important character moments as you become stronger, and slowly gain more and more control over your fortune, and in turn, your impulsive nature.
:
#### High Risk, High Reward
When you choose this archetype at 3rd level, you become adept at taking greater risks, if only for the promise of a bigger reward. Whenever you make an attack roll or a saving throw, you can choose to test your luck by taking a -4 penalty to the roll. You must decide to do so before you roll. If you meet the DC, you gain one fortune point.
Whenever you make an attack roll or an ability check, you can spend one fortune point to roll an additional d20. You can choose to spend one of your fortune points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one fortune point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
:
You can have an amount of fortune points equal to your proficiency modifier. Unlike the *Lucky* feat, you cannot use these fortune points on saving throws. After you take a long rest, any unused fortune points from this feature are lost.
:
#### Gambler's Strike
Starting at 3rd level, you can attempt to maximize your damage by striking at a well- protected weak spot in your target's defenses. It might work! It might also fail horribly, at which point you shouldn't have even bothered. What a thrill!
Whenever you use your Sneak Attack feature, you can choose to perform a Gambler's Strike. You take a -3 penalty to the attack roll. On a hit, roll a d4. The result determines the number of d6s you roll for your sneak attack damage that turn. If, in addition to the Gambler's Strike penalty, you also take the -4 penalty from your High Risk, High Reward feature (for a total of -7), the attack is considered a critical hit if it connects. Once you have successfully performed a critical hit in this manner, you must finish a short or long rest before you can do so again.
:
The amount of dice increases as you gain levels in this class, as shown in the following table.
{{imageMaskEdge5,--offset:6%,--rotation:270
{height:100%,right:-190px}
}}
\column
{{note,text-align:center,right:-70px,position:relative,top:830px,width:300px
##### Credit to u/PerilousFun for their amazing number crunching and feedback!
In reviewing this subclass, this reddit user helped a lot with the several potential Gambler's Strike curves, as well as giving suggestions that ended up in the final document!
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
##### Gambler's Strike Damage
| Rogue Level | Amount of d6s |
|:------------------|:-----:|
| 3 | 1d4 |
| 4 | 1d4 |
| 5 | 1d6 |
| 6 | 1d6 |
| 7 | 1d8 |
| 8 | 1d8 |
| 9 | 1d10 |
| 10 | 1d10 |
| 11 | 1d12 |
| 12 | 1d12 |
| 13 | 1d12 + 1 |
| 14 | 1d12 + 1 |
| 15 | 1d12 + 2 |
| 16 | 1d12 + 2|
| 17 | 1d12 + 3 |
| 18 | 1d12 + 3 |
| 19 | 1d12 + 4 |
| 20 | 1d12 + 4 |
:
#### Double or Nothing
When you reach 9th level, you learn to use your advantage to achieve even greater success. Of course, sometimes you squander it... but why quit while you are ahead, right? You can gamble on the following features:
:
***Twinned Thrust.*** When you hit with an attack that would benefit from your Sneak Attack feature, but before you roll damage, you can use your bonus action to make an extra attack. If you hit with this attack, it deals additional damage equal to your rogue level. If you miss, you miss with both attacks.
:
***Uncanniest Dodge.*** When you use your Uncanny Dodge feature, you can choose to make a Dexterity (Acrobatics) check as part of the reaction. If the result is equal to or higher than the triggering attack roll, you take no damage instead. If the result is lower, you take full damage from the attack.
:
***Maximum Evasion.*** When you fail a Dexterity Saving Throw and would benefit from the Evasion feature, you can choose to repeat the saving throw. On a success, you take no damage. On a failure, you take full damage.
\column
:::::::
#### Lucky Number
At 13th level, choose a number between 2 and 19. That number becomes your lucky number. Whenever you roll that number on a d20, it is considered a 20 for the purposes of skill checks and saving throws. Your attack rolls also critically hit when you roll that number.
:
#### Master of the Wheel
Starting at 17th level, you have become the master of the wheel of fortune, and can influence its outcomes, not just for you, but for all who dare spin it. Whenever a creature that you can see within 30 feet of you uses a feature to add, subtract, repeat, replace, or otherwise influence a roll other than with advantage or disadvantage, you can use your reaction to deny or promote their twisting of fate. If you choose to deny, the effect fails and the resource used to manifest it is spent. If you choose to promote, the feature does not expend a use.
This can affect features such as a fighter's *indomitable*, a bard's *bardic inspiration*, a divination wizard's *portent* die, and even a dragon's legendary resistance.
Once you use this feature, either to promote or deny, you must complete a long rest before you can use it again.
:
In addition, whenever you use a Fortune point, roll a d20. On an 11 or higher, you do not expend a Fortune point.
{{imageMaskCorner32,--offsetX:-10%,--offsetY:-74%,--rotation:50
{height:96%,transform:scalex(1),bottom:-350px,left:0px}
}}
{{imageMaskCorner32,--offsetX:45%,--offsetY:-53%,--rotation:20
{height:96%,transform:scalex(1),bottom:-350px,left:0px}
}}
{{imageMaskCorner32,--offsetX:35%,--offsetY:82%,--rotation:-25
{height:56%,transform:scalex(-1),top:-180px,right:-0px}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskCorner33,--offsetX:50%,--offsetY:52%,--rotation:0
{height:55%,right:-0px,top:-1px,transform:scale(-1)}
}}
{{imageMaskCorner33,--offsetX:-53%,--offsetY:-55%,--rotation:-0
{height:75%,left:-200px,transform:scalex(-1),bottom:-100px}
}}
:
{{text-align:center
## Justiciar
*Ranger Conclave*
:
*What is Justice? Is it a reckoning? A tool of the vengeful? Or is it weakness? A poor excuse to convince the naive that everyone gets their due, in the end? No. To exist, to determine law, to order mortalkind, Justice must be a concept as clear as water and as unyielding as stone. It must burn on the heart of mortals like fire and must chase the guilty with the swiftness of wind. And it does. It always does.*
:
*Justice is, in no uncertain terms, the whispered promise of balance, an eternal scale that trembles in the hearts of mortals and immortals alike, holding the weight of actions and their consequences.*
:
*Justice is the thread that weaves through the tapestry of time, binding each soul to their deeds, both noble and nefarious. Justice dances on the edge of a sword, glimmers in the eye of a sage, and rests in the quiet assurance of a father's protective arms. It is fairness beyond all, a beacon of light in the darkness of moral ambiguity. In its purest form, justice is the harmony of existence, the recognition that every whisper and roar, every breath and sigh, deserves its due, measured with compassion and wisdom, free of bias and cruelty.*
:
*This edict is followed by a select few rangers, sworn to uphold justice wherever it is lacking. One could think these justiciars agents of retribution, relentless hunters of those that break the law, when they mostly focus on just outcomes for all involved, in conflicts as small as a village dispute or as big as a war between kingdoms.*
}}
\column
{{position:relative,top:550px,text-align:center
:
*This said, when they do have to bring an individual to justice, they do so with terrifying efficiency, tracking down their prey and ensuring they stand trial for their transgressions.*
:
*Justice is a very special card within the deck of many fates. It represents the silent arbiter of the major arcana. The sword, an emblem of truth, cuts through the fog of illusion, revealing the clear path of righteousness. Beyond vengeance, beyond punishment, beyond retribution... balance and fairness, that is the essence of justice. That is what these rangers uphold.*
:
*The Justice card calls upon the seeker to look within, to weigh their heart against the feather of truth, and to embrace the profound wisdom that justice, unmarred by bias and cruelty, is the keeper of universal order. And without order, what are we? Without the cosmic assurance that all actions have consequence, without the warm embrace of kind law, how are we to even act? Justiciars uphold that which allows all to live, and choose, and fail, and thrive. In time, all mortals will get their due.*
}}
 {position:absolute,top:42px,right:20px,width:375px,transform:rotate(5deg)}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
:::::::::::
### Playing the Justiciar
The Justiciar Rangers are an embodiment of fairness, and strive to uphold it wherever they go. They act as arbiters in all things, from nature to civilization, ensuring that the scales of justice are maintained. They have a hard time not getting involved when they are witness to unfairness, which makes them a liability in some scenarios.
Their abilities are focused on discerning truth, administering fair retribution, and maintaining equilibrium, all the while making the Ranger class a little bit more satisfying to play!
:
##### Justiciar Spells
| Ranger Level | Spells |
|:------------------|:-----:|
| 3rd | Hellish Rebuke |
| 5th | Zone of Truth |
| 9th | Dispel Magic |
| 13th | Banishment
| 17th | Hold Monster
#### Judge of Character
Starting at 3rd level, your keen sense of fairness allows you to discern truth from deception. You gain proficiency in the Insight skill. If you were already proficient, you gain expertise instead. Additionally, you can use your Wisdom modifier instead of your Charisma modifier when making Persuasion or Intimidation checks.
:
#### Swift Retribution
Also at 3rd level, you learn to strike fast when punishing wrongdoing. When a creature you can see within 60 feet of you deals damage to you or an ally, you can use your reaction to move up to half your speed toward the creature and make a weapon attack against it. If the attack hits, it deals an extra 1d8 radiant damage. When you reach 11th level in this class, the extra damage increases to 2d8.
\column
::::::::::::
You can use this feature a number of times equal to your half your Wisdom modifier, rounded down (minimum of once). You regain all expended uses when you finish a long rest.
#### Fair Play
At 7th level, you can invoke the principle of fairness in combat. As a bonus action, you can designate one creature you can see within 60 feet of you. For 1 minute (or until you choose to dismiss it), while within 60 feet of you, that creature cannot gain advantage on attack rolls. In addition, if the target attacks a creature other than you, it has disadvantage on the attack roll.
While this feature is active, you cannot gain advantage on attack rolls.
#### Penance Strikes
When you reach 11th level, your are able to castigate your enemies for their actions, impeding more wrongdoing. When you hit a creature with a weapon attack provoked by your *Swift Retribution* feature, ot must make a Wisdom saving throw against your spell save DC. On a failed save, it is stunned until the end of its next turn. On a successful save, it has disadvantage on the next attack roll it makes during its next turn.
#### Balance the Scales
Beginning at 15th level, your justiciar powers allow you to deliver divine retribution to even the strongest foes, if they dare transgress in your presence. When a creature within 60 feet of you deals more than 50 damage on their turn, either to a single target or divided among multiple creatures, you can use a reaction when the treshold is met to force the creature to make a Constitution saving throw against your spell save DC. On a failure, it takes 50 points of radiant damage and is stunned until the end of its next turn. On a success, it takes only half damage and isn't stunned.
Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 5th level as a part of the reaction.
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
{{imageMaskEdge4,--offset:38%,--rotation:180
{height:80%,top:0px,transform:scale(-1)}
}}
{{imageMaskEdge4,--offset:35%,--rotation:0
{height:80%}
}}
\page
{{imageMaskCorner35,--offsetX:-55%,--offsetY:52%,--rotation:0
{height:65%,left:-105px,top:-60px,transform:rotate(-5deg)}
}}
{{imageMaskCorner35,--offsetX:55%,--offsetY:-59%,--rotation:-0
{height:65%,right:-185px,bottom:-70px,transform:scale(-1)}
}}
 {position:absolute,top:40px,right:400px,width:370px,transform:rotate(-6deg)}
{{text-align:center,position:relative,top:545px
*The Hanged Man is the eleventh card of the Deck of Many Fates, and represents suspension, sacrifice, and meaningful pain. It is the rose we choose to carry, regardless of its thorns.*
:
*Fighters do not generally bother themselves with philosophical concepts. They are capable warriors, with but one solid skill: battle. Yet, ask any fighter about suffering, and you will find they have much to say. The indomitable nature of their spirits makes them face hardship head on, and endure pain, very often by choice. They lead the charge, through the dark forest, and emerge on the other side, stronger for it.*
:
*The fighters of the Hanged Man archetype follow this doctrine more than any others. They are survivors, often very scarred, both physically and mentally. They are also the most inspiring individuals you will ever know. Their terrible pasts often correlate to their profound kindness, for in overcoming the painful trials of their history, they have understood the true meaning of life. Suffering is inevitable, so why cower from it? If it must come, catch it with your own two hands. Don't let it hit you in the back.*
}}
\column
{{text-align:center,position:relative,right:-30px
## The Hanged Man
*Fighter Martial Archetype*
:
*The inevitability of pain. Such a terrible reality. Desperation. Hopelessness. Surrender. These are all concepts we ought to be familiar with. There is no avoiding defeat. One way or another, we all have to face it. And when it comes, there is no escape from the wave that follows. A shock so great, so stark, it might well be the end of you. To live is to suffer, as the great poets say.*
:
*One cannot extract this reality from the mortal experience. Pain is the price we pay for knowledge. It is the crucible in which resilience is forged, the silent teacher that imparts wisdom through its dolorous embrace. Existence, in all its beauty, is intertwined with moments of strife, each a stepping stone towards greater understanding, and true, profound transformation. Growth often requires us to endure discomfort, to see the world from a perspective we would willingly choose.*
:
*That is what the Hanged Man stands for. Suspended upside down, he signifies surrender in its purest form, for he has been tied to the dark wood by choice, not happenstance. His position, as painful as it might be, reflects the ultimate truth that through embracing our trials, we transcend them. In his suspended state, we find the echo of our own struggles. Through pain and sacrifice, a deeper understanding is born, and a more profound peace is found.*
:
*There is no purest teacher than suffering.*
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskEdge4,--offset:5%,--rotation:270
{height:100%,right:-170px}
}}
{{position:relative,top:-30px,left:-20px,width:330px
### Playing the Hanged Man
Fighters of the Hanged Man archetype draw inspiration from the themes of sacrifice, perspective, and enlightenment. They are often very flawed, rapturous characters, obsessed with martyrdom and crazy heroic antics, which can lead to interesting roleplay scenarios.
These fighters are frontline warriors who use their ability to endure and redirect the flow of battle in order to achieve victory.
:
#### Martyr's Endurance
Beginning at 3rd level, when you choose this subclass, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.
#### Deathbound Adrenaline
Also at 3rd level, you are at your strongest when you are closest to the grave. If you start your turn with less than half your total hit points (not counting temporary hit points), you gain +1 to your attack and damage rolls, and can make an additional attack as part of your attack action. The bonus to attack and damage rolls increases to +2 when you reach 7th level, and +3 when you reach 14th level.
In addition, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. After you use this feature, you cannot use it again until you finish a long rest.
#### Improved Second Wind
At 7th level, your stubborn spirit refuses to go down without a fight. You gain an additional use of your Second Wind feature. Whenever you use your second wind, you gain temporary hit points that last for one minute equal to 1d6 + your proficiency bonus. If you have less than half your total hit points, this increases to 1d10 + your proficiency bonus.
#### Pain Tolerance
When you reach 10th level, your enhanced tolerance for pain allows you to shrug off small wounds. Whenever you take an amount of damage equal or lower than your fighter level + your Constitution modifier, you can choose to ignore it. You can use this feature an amount of times equal to your Constitution modifier between long rests.
#### Enlightened Perspective
Beginning at 15th level, your suffering has given you greater wisdom, and beyond all, an iron spirit few can match. You gain proficiency in Wisdom saving throws, and your Wisdom score increases by 2.
#### Dance with Death
At 18th level, you have learned to endure even through the most perilous of trials. You reduce all incoming damage by your proficiency modifier. After a minute passes, you take damage equal to your proficiency modifier on each of your turns until you suffer through half the damage you mitigated with this feature. This damage cannot reduce your hit points below 1.
}}
{{watercolor6,top:-420px,left:850px,width:600px,background-color:#BBAD82,opacity:60%,transform:rotate(-30deg)}}
{{watercolor6,top:120px,left:-60px,width:600px,background-color:#BBAD82,opacity:60%,transform:rotate(-20deg)}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskCorner33,--offsetX:50%,--offsetY:52%,--rotation:0
{height:55%,right:-10px,top:-15px,transform:scale(-1)}
}}
{{imageMaskCorner33,--offsetX:-53%,--offsetY:-55%,--rotation:-0
{height:75%,left:-50px,transform:scalex(-),bottom:-150px}
}}
:
{{text-align:center,position:relative,top:-15px
## Circle of Death
*Druid Circle*
:
*Death is not the end. Mortals are quite taken aback by the concept, when it truly is just one more step on an infinite journey. Everything decays and dies, in time, yet from the ashes of what was sprouts what will be. And so the cycle continues. Fear not the reaper.*
:
*The domain of death is a contentious topic among scholars and philosophers, for most undead are creatures of evil intent, their only purpose to kill and defile, and in turn, bolster their numbers. Yet, is that much different from what life is about? Fight, conquer, thrive. Even for the deathless, these concepts hold the same sway in their mindless actions. Life and death are two sides of the same coin, a continuous, universal experience that we are all destined to face, sooner or later.*
:
*There are those that abuse the dead. Necromancers. Blights upon the world. Forcing their will on the remains of others, leveraging their power to subdue those that attempt to rest. Druids of Death are not necromancers. Their reverent creed and concern for all things that passed makes them appear intimidating, when their true nature is instead much tamer. They are wardens. Sheperds. And unlike other keepers of the dead, such as clerics or spirit callers, that focus on the mortal soul, these druids pay heed to nature in all its forms, and the eternal cycle of rebirth inherent to it.*
:
*Death clears away the decayed and stagnant, urging us to release what no longer serves. It is the dark, fertile soil from which the seeds of change sprout, a necessary purging that paves the way for transformation. This is the guiding principle of the Circle of Death.*
}}
\column
{{position:relative,top:555px,text-align:center
:
*Death is the thirteenth card of the Deck of Many Fates, a foreboding placement, and not without its merits. It represents change, the ending of a phase, and the beginning of a new chapter. It is, quite literally, death in its purest form, an ending that urges us to let go. It opposes stagnation and suspension, and is often related to acceptance of grief, of upheaval, and of death itself.*
:
*Druids of this particular circle are blessed by the solemn energy of all dead things, from soldiers on the battlefield to rotten trees and animal carcasses. They do not handle souls, nor their power, but instead embody the aspect of death in its purest form. They do death's biding, often hunting those that abuse or cheat the reaper. To deny the inevitable fate of all things is to rebel against the natural order, a blasphemy that cannot go unchecked.*
:
*The Death card itself invites us to look beyond our fear of change, to see the beauty in transitions, and to trust in the inevitable renewal that follows every ending. It is imperative to understand that, in the grand tapestry of existence, death is not an end, but a profound and necessary metamorphosis.*
}}
 {position:absolute,top:35px,right:15px,width:375px,transform:rotate(5deg)}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
### Playing the Circle of Death
Yes, that is the name of a spell. It's pure coincidence, trust me. The Circle of Death druid plays into the fantasy of transforming into undead creatures and controlling the battlefield with powerful, deathly incantations. From a roleplay standpoint, these druids can be as solemn and respectful or as wicked and nefarious as you wish them to be.
:
#### Circle Spells
Your connection to the other side grants you access to certain spells.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Death Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|:------------------|:-----:|
| 3rd | Ray of Enfeeblement, Inflict Wounds |
| 5th | Animate Dead, Vampiric Touch |
| 7th | Blight, Death Ward
| 9th | Contagion, Raise Dead
#### Deathly Shape
At 2nd level, you gain the ability to turn into powerful aspects of death, instead of simple beasts. Whenever you use your wildshape to turn into a beast, you can choose to turn into an undead version of said beast, and gain the following features.
- Your creature type changes to undead.
- You are immune to poison damage and the poisoned condition.
- You are resistant to necrotic damage.
- If damage would reduce your wildshape to 0 hit points, make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, your wildshape drops to 1 hit point instead.
{{
The following Undead Transformations also benefit from these features.
}}
#### Undead Transformation
Also at 2nd level, you can use your wildshape to turn into several undead creatures, as seen in the following table.
| Druid Level | Deathly Shape |
|:------------------|:-----:|
| 2nd | Shadow, Ghoul |
| 6th | Specter, Minotaur Skeleton |
| 10th | Will-o-wisp, Mummy
| 14th | Ghost, Wraith, Vampire Spawn
| 18th | Vampire (Costs 2 Wildshapes)
\column
If you choose to transform into one of these undead creatures, you can maintain your form for a number of minutes equal to your druid level. Other than that, these undead transformations follow the rules of your *Wildshape* feature. You can't use any legendary actions, legendary resistances, or lair actions of the new form.
#### Nature's Reaper
When you reach 6th level, your attunement to the forces of death grants you increased resilience and unveils to you the secrets of deathly magic. You gain resistance to necrotic damage even when you are not in your wildshape. In addition, your attacks in your Deathly Shape and Undead Transformation use your spell attack bonus and are considered magical.
#### Blossoming Decay
Beginning at 10th level, your connection to the cycle of life and death allows you to create a zone of rejuvenation and decay. As an action, you can choose a point on the ground within 60 feet of you. A 20-foot radius centered on that point becomes infused with necrotic energy for 1 minute. While in this area, allies gain advantage on saving throws against disease and poison, and any spell you cast that deals necrotic damage against a creature within the area deals maximum damage.
You can use this feature once, and you regain the ability to do so when you finish a long rest.
#### Avatar of Death
Starting at 14th level, you become an embodiment of death, warden of the cycle of rebirth and renewal. You learn the *Create Undead* and *Circle of Death* spells. These spells are always prepared and do not count against the number of spells you can prepare each day.
:
In addition, you can maintain your Undead Transformation for up to an hour. While transformed, you can cast your Circle Spells, as well as use your Blossoming Decay feature.
{{imageMaskCorner25,--offsetX:50%,--offsetY:-69%,--rotation:0
{height:91%,bottom:-250px,right:-220px}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskCorner35,--offsetX:-55%,--offsetY:52%,--rotation:0
{height:65%,left:-105px,top:-140px,transform:rotate(-5deg)}
}}
{{imageMaskCorner35,--offsetX:55%,--offsetY:-59%,--rotation:-0
{height:65%,right:-185px,bottom:-70px,transform:scale(1)}
}}
 {position:absolute,top:35px,right:400px,width:370px,transform:rotate(-6deg)}
{{text-align:center,position:relative,top:545px,width:330px
*The Devil is the fifteenth card of the Deck of Many Fates, and represents complacency, the prioritization of material gain over spiritual purity, and law-backed decadence. It is the hell we make for ourselves, in trying to find wealth and security within a chaos-ridden world.*
:
*Devil Soul Sorcerers find themselves naturally drawn to the accumulation of riches, the cutting of deals and the art of oratory. It is something that bubbles from the depths of their being, a zero-sum ideology that seems ingrained in their nature, as inevitable as exploitation and the conflict of classes.*
:
*The innate understanding of "the game" and what it means often leads them to become great adventurers or merchants of ill repute, but there are many exceptions. Understanding and being gifted at something doesn't necessarily equate to supporting it, and some mortals endowed with a devilish bloodline shun the cunningly predatory behavior of their magical inheritance. Hardly a trait unique to mortalkind; even infernal lords have rebelled against the eons old system of riches and misery that rules the hells. None have succeeded, though, and the game remains alive and well, its stakes growing with every new player at the table.*
}}
\column
{{text-align:center,position:relative,right:-30px
## Devil Soul
*Sorcerous Origin*
:
*The road to the hells is paved with good intentions, or so they say. An old adage, and one that holds especially true when dealing with devilkind. Make a deal, sign a contract; live better, cure your father's madness, heal your daughter's flesh rot, buy a knighthood for your son... You deserve it. You work so hard, why should the universe not reward all your pain and sacrifice? The price, of course, is your purity in life, and in death, your soul.*
:
*Those who carry the blood of devilkind fall into one of two categories: the fools enthralled by the game of sweet words and cunningly engineered contracts, and the masters that host it. In the end, though, the game has a life of its own, and all who play are its fools. The only winning move is never to enter the board, no matter how tempting the prizes. But, as with hags, one rarely has much choice when entering the Devil's Den.*
:
*The Devil card is a representation of both the game and its players. Golden clothing, a cunning expression, and the fires of hell roaring in the background. In the path of material ascension one may acquire a great many things; coin, servants, lands and armies. But never happiness. Devilkind belongs, after all, in the hells. And none there, from the lowest imp to the greatest infernal lord, are anything other than miserable. Some players are even foolish enough to think they will be the ones to break the wheel, to set every other player free and create a better existence for all.*
:
*Ah... Is there a sweeter path to damnation than solidarity?*
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskEdge1,--offset:3%,--rotation:90
{height:101%,left:-175px,top:-1px}
}}
\column
{{position:relative,top:-30px,right:-20px
### Playing the Devil Soul
Sorcerers of the Devil Soul have a magical inheritance that grants them all the instincts and powers to become lords of iniquity, or inspiring rebels against systems of oppression. There is no better saboteur than the one who knows which way the cogs turn, after all.
Torn between their mortal and infernal roots, most Devil Soul Sorcerers are a mix of those two extremes, drawn to manipulating and exploiting others, while simultaneously feeling a deep sense of shame about such tendencies, sometimes compensating with lavish displays of generosity and selflessness.
:
#### Devil Contracts
With the awakening of your devilish magic at 1st level, you can read, write and speak Infernal. Additionally, you gain the ability to draft devil contracts, pacts that bind you and one other creature to certain conditions. You can manifest these contracts using an action, and they appear instantly in a puff of smoke and brimstone. When you draft a devil contract, you must write three clauses:
:
- ***Clause I:*** A service you will perform for the signatory.
:
- ***Clause II:*** What the signatory will give you in return, including a maximum delay until they pay for your service (minimum of 24 hours).
:
- ***Clause III:*** What happens if the signatory defaults on their part of the bargain.
{{
A signed contract is a Tiny object with an AC of 15, 30 hit points, and immunity to all damage except force, to which it is resistant. If it is destroyed, both you and the signatory sense it, and all conditions of the contract are no longer magically enforced. To be a valid signatory, a creature must have an Intelligence score of 6 or higher at the moment of signing. They must enter the contract willingly, without physical or magical coercion. Likewise, you cannot be forced to draft a contract against your will.
Once signed, you must perform your part of the bargain first; if you fail to do so within one week of signing, the contract is destroyed and loses its magic. Once you deliver your part, the signatory must make good on their payment within the stipulated timeframe, or have the third clause of the contract instantly take effect. The magic of devil contracts cares nothing for the spirit of an agreement, only heeding the letter.
:
Certain eventualities can cause the third clause to fail: for example, if the consequence of breaking the contract is having their soul taken by you, but the signatory's soul was taken by someone else in the meantime and is no longer theirs to give away, the contract fails. There are infernal appeal courts for such cases, led by the infamous Twin Justices of Hell, Adjudicator Bast and Arbitress Hasphermet, but most Devil Soul sorcerers have no notion of their existence or how to find them, as their relation to the hells is but distant.
}}
}}
{{pageNumber,auto}}
{{footnote Deck of Many Fates}}
\page
{{position:relative,top:-10px
#### Arcana of the Hells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Devil Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
:
##### Devil Magic
| Sorcerer Level | Spells |
|:--------------:|:---------:|
| 1st | Command, Hellish Rebuke |
| 3rd | Suggestion, Flame Blade |
| 5th | Fireball, Protection From Energy |
| 7th | Wall of Fire, Compulsion |
| 9th | Geas, Flame Strike |
:
#### Magical Wealth
Starting at 6th level, the possession of magical treasure bolsters your arcane capabilities. While you are attuned to a magic item of Rare of higher rarity, you gain a bonus to your spell save DC and spell attack bonus depending on the rarity of the item; +1 for Rare, +2 for Very Rare and +3 for Legendary or Artifact. If you already have a boost to your spell save DC and spell attack bonus from another source, such as a magic item or a spell effect, the bonus from this feature cannot exceed +1.
:
}}
\column
{{position:relative,top:-10px,left:20px,width:310px
#### Searing Inheritance
Also at 6th level, your devilish blood awakens enough to grant you the famed resiliency of devils. You gain resistance to one of the following damage types: fire, lightning, cold and poison. You gain an additional resistance to a damage type from this list at 14th level, and gain the remaining two at 18th level.
:
#### Hellfire
Starting at 14th level, when you deal fire damage to a creature that you can see, you can use a reaction to cause the flames to stick to that creature. The target must succed on a Dexterity saving throw against your spell save DC or take half the triggering damage again at the start of their next turn. You can use this feature an amount of times equal to your proficiency bonus in between long rests.
:
Additionally, fire damage dealt by your spells ignores resistance to fire damage.
#### Royal Infernal Blood
At 18th level, your devilish blood thickens further, granting you the mightiest powers of devilkind.
- You have truesight out to a range of 15 feet.
- You have darkvision out to a range of 120 feet, and magical darkness does not impede your vision.
- Your Devil Contracts are immune to all damage, only breakable via the *Wish* spell, a specific artifact-level item, or a divine intervention.
- You can cast the *Command* and *Suggestion* spells at will against devils and creatures who have an active Devil Contract with you.
- When you use your *Hellfire* feature, you can affect a number of creatures equal to your Charisma modifier (minimum of 1) that are within 30 feet of your target. The fires leap to the additional targets; they do not need to have been affected by the initial instance of fire damage to be affected by *Hellfire*.
}}
{{pageNumber,auto}}
{{footnote Deck of Many Fates}}
{{imageMaskEdge3,--offset:19%,--rotation:20
{height:117%,left:-1px,top:-80px}
}}
 {width:395px,position:absolute,bottom:-135px,right:290px,transform:scaleX(-1)rotate(deg)}
 {width:395px,position:absolute,bottom:-150px,right:505px,transform:scaleX(-1)rotate(deg)}
\page
{{imageMaskCorner32,--offsetX:57%,--offsetY:52%,--rotation:0
{height:85%,right:-30px,top:-220px,transform:rotate(-50deg)}
}}
{{imageMaskCorner32,--offsetX:-53%,--offsetY:-55%,--rotation:-0
{height:69%,left:-130px,transform:scale(-1),bottom:-00px}
}}
:
{{text-align:center
## The Tower
*Warlock Patron*
:
*Is it not curious how both individuals and empires have a tendency to fail catastrophically just as they reach the zenith of their power and influence? The story of Icarus and his wings of wax immortalized this tale, that repeats itself endlessly as new mortals rise and burn and fall.*
:
*The hubris of mortalkind certainly plays its part in this ceaselessly spinning wheel of disgrace, but with a little push here and a touch of misfortune there, malicious entities tip the scales to ensure as many people as possible follow the fate of poor old Icarus. Such entities are represented in The Tower, a card that symbolizes a tragic twist of fortune that brings disaster where once was glory and beauty.*
:
*In his study of fate, Myriel Genra was taken aback when he found that The Tower, which was once considered a mere archetype for powerful entities of the ruinous persuasion, was actually one of the Enemy's aspects, empowering warlocks with the sole purpose of undermining existence as a whole, and bring about its eternal darkness.*
:
*Warlocks of the Tower, wittingly or not, by the noblest or most ruinous of purposes, all play to the tune of Eternity and the legions that would see life, and everything else for that matter, ended. But do some aspects of existence not deserve to be ended? Would it not be swell to rid the world of cruel lords and narcissistic demigods? Is darkness not preferrable to a sickening light? Death, to eternal illness?*
}}
\column
{{position:relative,top:550px,text-align:center,right:-10px
:
*The Tower is the sixteenth card in the Deck of Many Fates, one that would burn every other card in a dark firepit, if it had the means to do so. For now, The Tower remains only one possible fate. It is the duty of all who know its meaning to prevent it from becoming the only fate left.*
:
*As a facet of the Enemy's poisonous presence in the universe, The Tower is a mostly silent patron, nudging its warlocks along the path of ruin slowly but surely. The ill-reputed erosion of Eternity at play. Through that thorny trail, all that's left in a warlock's life, eventually, is the power to ruin the lives of others.*
:
*If, by chance, a warlock of The Tower deciphers the true nature of their patron, it doesn't take away their powers, or enact any sort of vengeance. It will maintain the bond that links them, and manipulate the warlock into situations where they are forced to use its ruinous might, even if they don't wish to do so. Eternity is patient, after all, and utterly convinced of its eventual victory over all that lives. Agents of the City of Strings are instructed to capture or kill any warlocks of The Tower they encounter.*
}}
 {position:absolute,top:50px,right:15px,width:365px,transform:rotate(5deg)}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{position:relative,top:-20px,right:20px
### Playing the Tower
The powers of The Tower are intrinsically ruinous, most evidently for the foes of the warlock who wields them, but also for its wielder, in the end. Such wielders are defined by their relationship with the devastating outcomes that are born of their accursed agency. Like as not, they entered their pact with the intent of bringing ruin to a hated enemy. But vengeance is a fickle mistress. What to do with this devastating might?
#### Expanded Spell List
The Tower lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
##### The Tower Expanded Spells
| Sorcerer Level | Spells |
|:--------------:|:---------:|
| 1st | Bane, Thunderwave |
| 2nd | Heat Metal, Silence |
| 3rd | Bestow Curse, Lightning Bolt |
| 4th | Confusion, Polymorph |
| 5th | Planar Binding, Wall of Force |
#### Tides of Ruin
Starting at 1st level, when a creature fails a saving throw against one of your spells, they become *ruined* for the next minute, suffering a -1 penalty on saving throws against your spells. This effect can stack up to three times. Your spell attacks score a critical hit on a natural roll of 19-20 against *ruined* targets.
#### Dire Misfortune
Starting at 6th level, you can use a reaction when a creature you can see within 60 feet of you makes an ability check, attack roll or saving throw to substract 1d12 from the roll. You can choose to do so after they roll, but before any results of the roll are announced. If the target is *ruined*, you can choose to reroll the d12, taking the highest result. Once you use this feature, you cannot do so again until you finish a long rest.
#### Disaster Aura
Starting at 10th level, choose one type of damage from the following list: psychic, thunder, or cold. Creatures of your choice within 15 feet of you become vulnerable to that type of damage, unless they are resistant or immune to it.
When you finish a long rest, you can change the damage type of your Disaster Aura.
#### Inescapable Ruin
Starting at 14th level, you can inflict misfortune repeatedly on your foes, if you allow it to infect you as well. You can use your *Dire Misfortune* feature up to six times between long rests, but each time you do so beyond the first, you suffer a penalty to your next attack roll, ability check, or saving throw: 1d4 for the second time, 1d6 for the third, 1d8 for the fourth, 1d10 for the fifth and 1d12 for the sixth. A creature affected by your *Dire Misfortune* gains a stack of the *ruined* condition.
}}
{{descriptive,position:relative,top:750px,left:55px
##### Threadnotes: Ripples in Time
The patron of these warlocks is a distant entity, and mostly disinterested by the batting of a fly's wings; a description that fits all mortals, from its perspective. Its warlocks may avoid the ruinous fate their powers are keen to wreak upon them for quite a long time--or even forever. Hence, they may even be good people, using the powers of darkness for a more or less just cause. All that's done in Eternity's name, however, can only serve to bring about the fated end of the universe--at least in the long run.
}}
{{imageMaskEdge4,--offset:4%,--rotation:270
{height:100%,right:-190px}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskCorner33,--offsetX:-50%,--offsetY:52%,--rotation:0
{height:95%,left:-10px,top:-150px,transform:scalex(-1)}
}}
{{imageMaskCorner33,--offsetX:53%,--offsetY:-55%,--rotation:-0
{height:99%,right:-105px,transform:scale(-1)}
}}
{{text-align:center,position:relative,top:535px
*The Moon card is the eighteenth card of the Deck of Many Fates, and represents many different things. Secrets, the unconscious mind, the light that reveals. It represents intuition, a realization from within, and of course, the night itself, with all it entails. The moon is your deepest fears, and at the same time, the gentle glow that guides you through them.*
:
*Only the brave even dare to mention the tales surrounding the mysterious Path of the Moon. A sect of barbaric warriors that stalk the forests, praying to the moon in order to reveal their true, animalistic strength during their wild skirmishes. The moon shines upon them, and in their fury, they take on the aspect of their soul, becoming primal, monstrous hybrids, that fight with unparalleled ferocity. These barbarians have managed to turn their monstrous nature into their secret weapon, and when the fighting starts, their true selves come out to play. No civilization can bury the profound truths of their souls. And thus they hunt.*
:
*Myriel Genra has added in his memoires that the Moon card is one of the most important in the entire deck. To draw such a fate is to have the opportunity of a lifetime. Will you answer the call? Will you follow the moon and reveal your deepest secrets?*
}}
\column
{{text-align:center,position:relative,right:-30px
## Path of the Moon
*Barbarian Primal Path*
:
*It is said that, beneath the moon, all secrets are unveiled. What hides during the day, monsters or mysteries, never fails to come out at night, under the cover of shadow. Yet, the moon is always watching. A restless guardian, an eye in the sky; a witness, and for some, a confidant. It illuminates the frontier between the conscious and unconscious mind, and reveals under its silvery glow the depths of the mortal soul. The savagery hidden behind layers of civilization. The darkness in the heart of men. It is no small thing at all.*
:
*The moon is a beacon of the unseen. It calls forth the world of dreams, intuition, and the hidden depths of the psyche, where secrets and shadows intertwine. Under its light, the wolves within begin to howl, their cries echoing the ancient wisdom that lies dormant in all of us. There are some things that cannot be tamed. A wild origin that can only be erased by death. Only at night is this primal nature unveiled, and many choose to run from it. They see the monster within, and shun it, shamefully rejecting all it reveals about themselves. "I cannot" they whisper in hushed breaths. "I cannot be that monster".*
:
*It is not enough. To suppress it is to make it stronger. To ignore it, to dread it, to attempt to lock it away... It is inescapable. And the moon, serene, ever watching, illuminates even the darkest of souls, in this terrible conundrum. The silver light that streaks across the sky awaits patiently for you to accept her. To bathe in its glow. To turn your darkest secret into your greatest strength. For only those that truly see the beast within... have a chance to tame it.*
}}
 {position:absolute,top:5px,right:405px,width:375px,transform:rotate(-4deg)}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
:::
### Playing the Path of the Moon
The Path of the Moon barbarian channels the wild, untamed power of your inner beast, revealed under the light of the moon. Barbarians who follow this path embrace their monstrous side, transforming into werewolves when they rage, using the moon's influence to unleash their primal fury.
From a flavor standpoint, the Path of the Moon Barbarian can always transform into other beasts during their rage and doesn’t need to be a werewolf-type character. This subclass supposes a *lycanthropic* transformation, but you can always change into a rat! Or a dragon! Or an axolotl! The moon reveals *your* inner beast, after all...
:
#### Moonlit Transformation
When you choose this path at 3rd level, your rage transforms you into your true inner beast. When you enter a rage, you can choose to undergo the following changes:
:
***Lycanthropic Form.*** Your appearance changes, growing fur and claws. Your unarmed strikes deal 1d6 slashing damage plus your Strength modifier. If you already have natural weapons, use the higher damage die. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
:
***Flurry of Claws.*** When you use your attack action and you have a free hand, you can use your bonus action to make an unarmed strike.
:
***Keen Senses.*** You gain advantage on Wisdom (Perception) checks that rely on smell or hearing.
:
***Darkvision.*** You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
:
At night, while under the light of the full moon, you can enter a rage and use your moonlit transformation without expending a use of your rage, and you can choose to maintain the benefits of your Moonlit Transformation even when you are not raging.
:
#### Lunar Resilience
At 6th level, the moon’s power fortifies your body, even when you are not transformed. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't made with silvered weapons. Additionally, you gain temporary hit points equal to your Constitution modifier when you start raging (minimum of 1).
\column
:::
#### Prowess of the Hunt
Beginning at 10th level, your partial transformation becomes stronger. While raging and transformed, you gain the following benefits:
:
***Predator’s Leap:*** Your movement speed increases by 10 feet. You can use a bonus action to make a long jump or high jump without requiring a running start.
:
***Terrifying Howl:*** As an action, you can unleash a howl that frightens your enemies. Each creature of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be frightened for the next minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Terrifying Howl for the next 24 hours.
:
***Improved Flurry of Claws.*** When you use your attack action and you have a free hand, you can use your bonus action to make two unarmed strikes.
:
***Lunar Empowerment.*** Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
#### Full Moon Transformation
At 14th level, you can fully embrace the moon’s power to transform into a formidable lycanthropic beast. When you enter your rage, you can choose to undergo a Full Moon Transformation. For the next minute, you gain the following benefits:
:
***Increased Size.*** Your size increases by one category--from Medium to Large, for example--and you gain advantage on Strength checks and Strength saving throws.
:
***Lunar Regeneration.*** At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1).
:
***Fury of the Moon.*** Once per turn, when you hit a creature with an unarmed strike, you can force the target to make a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the target takes additional slashing damage equal to 3d6 + your proficiency modifier and is knocked prone. On a successful save, the target takes only half of the additional damage and isn’t knocked prone.
:
Once you use your Full Moon Transformation, you cannot do so again until you finish a long rest.
{{imageMaskEdge1,--offset:43%,--rotation:180
{height:120%,top:-400px}
}}
{{imageMaskEdge1,--offset:42%,--rotation:0
{height:120%,bottom:-380px}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0
{height:300%}
}}
{{imageMaskCorner32,--offsetX:57%,--offsetY:52%,--rotation:0
{height:85%,right:-30px,top:-220px,transform:rotate(-50deg)}
}}
{{imageMaskCorner32,--offsetX:-53%,--offsetY:-55%,--rotation:-0
{height:69%,left:-130px,transform:scale(-1),bottom:-00px}
}}
:
{{text-align:center,position:relative,top:-30px
## The Sun
*Paladin Sacred Oath*
:
*We all bow before the sun. So bright. So warm. The sun shines upon the world and illuminates the darkness between the stars. It does so with powerful radiance, drawing from seemingly unlimited inner power. To defy the sun is a thing of madness. Impossible. You cannot even lay your eyes upon it. It is, inherently, the closest thing the universe has to a god, in the times after Eternity.*
:
*Yet, it is not that special. The sun that shines upon the material plane is, in fact, just another star. It shines brighter than the rest, sure, but some galactic sectors possess two, or even three of such brilliant balls of fire. No God created their light, save for that vague, unknowable entity responsible for all creation: physics. The sun is just matter and energy. Plasma. A fact of science. Much like the inert rock, the flowing river and the raging storm.*
:
*So what, if anything, gives the Paladins of the Sun their radiant power? They pay homage to the brilliant star called Helios, the sun that shines upon the material plane. Yet, there is demonstrably no trace of divinity to be found there. Helios is, after all, just a superheated astral body. It will die out, eventually, far into the future, just like many other stars before and after. And still, it is hard to deny the divine authority of the sun when hit by a radiant smite from one of these sacred warriors, blessed, without a shadow of a doubt, by holy power.*
:
*What thing empowers their divine smites? What entity facilitates their healing hands? If the sun is nothing more than a ball of fire in the sky... What are these legendary golden warriors praying to? Themselves, of course. Their oath beholds them to becoming a living and walking sun upon the earth, and thus they shine and warm and scorch.*
}}
\column
{{position:relative,top:550px,text-align:center,right:-10px
:
*The Sun is the nineteenth card in the Deck of Many Fates, and embodies the essence of clarity, vitality, light and warmth. It is joy, but also regalness. All bow before the sun, and in turn, the sun shines upon all. It represents the bounties of life, the rewards of hard labor, and the beginning of a new day. It is a symbol of success, positivity, and the boundless energy that comes from living in alignment with our true purpose. That, coincidentally, is what the Paladins of the Sun preach. Their unbridled heroism only matched by their incredible arrogance.*
:
*Myriel Genra studied this powerful creed of paladins for a long time, staying in their awe-striking Bastion of Morning, down in the material plane. They count among their ranks some of the most powerful heroes in existence, and have protected the light of life against the Enemy since times immemorial. One thing, beyond all, amuses Myriel Genra still: the fact that they believe their power comes from the Sun, and not from their devotion to the cause of radiance, and in a way, from their own shining souls, that are much like miniature suns in their own right. They even get mad if you suggest this!*
}}
 {position:absolute,top:50px,right:15px,width:365px,transform:rotate(4deg)}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{position:relative,left:-10px
### Playing the Oath of the Sun
The Oath of the Sun is a pledge to uphold the virtues of light, warmth, and life. Paladins who take this oath seek to be beacons of hope and strength, illuminating the darkness and vanquishing evil with the power of the sun. They are, very much like the name implies, a little bit full of themselves. Their pride works in tandem with their power, however, and the more these holy warriors shine, the more their enemies burn.
:
##### Tenets of Radiance
Paladins who swear the Oath of Radiance follow tenets that emphasize the virtues of the sun and the power of light:
:
***Shine Brightly.*** Be a beacon of hope and courage, inspiring others with your presence and actions.
:
***Banish Darkness.*** Seek out and eliminate evil wherever it hides, bringing light to the darkest places.
:
***Radiate Warmth.*** Offer comfort and warmth to those in need, protecting the weak and uplifting the downtrodden.
:
***Pride in Purpose.*** Embrace pride in your righteous cause, knowing that your actions serve a greater good.
#### Oath Spells
You gain oath spells at the paladin levels listed.
:
| Paladin Level | Spells |
|:------------------|:-----:|
| 3rd | Faerie Fire, Guiding Bolt |
| 5th | Lesser Restoration, Scorching Ray |
| 9th | Daylight, Beacon of Hope |
| 13th | Guardian of Faith, Fire Shield
| 17th | Flame Strike, Greater Restoration
#### Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Aura of Brilliance: As a bonus action, you can use your Channel Divinity to radiate an aura of blinding light. For 1 minute, you emit bright light in a 30-foot radius and dim light for an additional 30 feet. Allies within the bright light gain advantage on saving throws against being frightened.
- Solar Flare: As an action, you can use your Channel Divinity to present your holy symbol and evoke the brilliance of the sun. Each creature of your choice within 30 feet of you that can see you must make a Constitution saving throw. On a failed save, a creature takes radiant damage equal to 2d10 + your paladin level and is blinded until the end of its next turn. On a successful save, the target takes half damage and isn't blinded.
}}
\column
::::::::::::::::::::::::::::
#### Aura of Warmth
Starting at 7th level, your presence
\
radiates comfortable warmth and protection.
\
You and friendly creatures within 10 feet of you gain resistance to cold damage, and whenever you or a friendly creature within this aura regains hit points, they regain additional hit points equal to your Charisma modifier (minimum of 1).
:
At 18th level, the range of this aura increases to 30 feet.
:
#### Solar Smite
Beginning at 15th level, your weapon strikes sear with the power of the sun. Once per turn, when you use your *Divine Smite* feature, you can choose to expend an additional 1st level spell slot, adding an extra 2d8 radiant damage to the attack.
:
#### Avatar of the Sun
At 20th level, you can assume the form of a Radiant Champion as an action. For 1 minute, you emanate an aura of blinding light within 30 feet of you. The area is brightly lit and counts as sunlight. Hostile creatures within the aura have disadvantage on attack rolls against you and any ally within the area. In addition, you and friendly creatures within the aura have advantage on saving throws against spells and other magical effects.
{{
Once you use this feature, you can’t use it again until you finish a long rest.
}}
{{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0
{height:300%}
}}
{{imageMaskCorner32,--offsetX:55%,--offsetY:50%,--rotation:45
{height:60%,right:-150px,top:-110px}
}}
{{imageMaskEdge7,--offset:44%,--rotation:-10
{height:80%}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{imageMaskCorner33,--offsetX:-50%,--offsetY:52%,--rotation:0
{height:75%,left:-0px,top:-0px,transform:scalex(-)}
}}
{{imageMaskCorner33,--offsetX:53%,--offsetY:-55%,--rotation:-0
{height:75%,right:-10px,transform:scale(-1)}
}}
 {position:absolute,top:55px,right:390px,width:360px,transform:rotate(-6deg)}
{{text-align:center,position:relative,top:550px
*The World holds a very special place in the Deck of Many Fates. It is the final numbered card, the end of the journey. It represents power, discovery, and perspective. It's the cyclical nature of all things, the destination, and the start of a new adventure. It's mastery, the reward of ambition, a reprieve before the beginning of another journey. For it does imply continuation. The summit of a mountain always reveals another one, further up. The climb continues.*
:
*Wizards of the World understand the true nature of power. Their study is not of a specific domain, as specialization is constraint, after all. No, they focus on the greatest magic of them all -- mortal ambition. They have grand, sometimes impossible goals, and dedicate themselves fully to them. Not only that, they encourage others to realize their own aims and objectives, always striving for greater heights, all while savoring every minute of their journey.*
:
*These Wizards are not naive, they know the climb to be infinite -- such is the meaning of life. One must remain unphased, unbroken, ambitious. Do not go gentle into that good night, lest the Enemy find you kneeling to it.*
}}
\column
{{text-align:center,position:relative,right:-30px
## School of the World
*Wizard Arcane Tradition*
:
*What even is it, about wizards, that makes them want to take over the world? Why do sages, academics, and bookworms, the very most intellectually gifted mortals, always happen to fall from grace in this manner? The question is simple, yet the answer is not. Power corrupts, after all, and magic is power given form. Perhaps their hunt for knowledge, their ever-increasing library of books and spells becomes a swirling abyss that pulls them deeper with every page. Perhaps they lack the wisdom to control their urges, to be satisfied, or rather, accept they never will. For no matter how much power is accrued, there will always be more. This is the great folly of mortalkind, and before that, of the Gods themselves.*
:
*Wizards are special, in this sense, for their power comes from their own grueling efforts. Long hours studying in the library, transcribing ancient and unreadable tomes, understanding the mechanics of the universe itself. What fuels a mind like this, if not the promise of power? Of conquering the world itself?*
:
*Magic is a fool's game. More of a force of nature than a field of study. To even pretend to master the arcane currents of the world is naivety. And yet, we try. We write it in our books and teach it in our universities. We attempt to make sense of chaos, and in doing so, create miracles, but also catastrophes. The intention is pure, at first. It stems from mortalkind's greatest gift. That pretention of understanding, that peerless drive, that dangerous ambition... That, is what the School of the World attempts to capture.*
:
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
### Playing the School of the World
A Wizard of the World is an ambitious, inspiring character. The heroic (or villainous!) wizard, striving for more each step of the way. The School of the World is more than a subclass, in this sense. While other specializations focus on a specific type of magic, the World gives a wizard the tools they need to realize their potential, whatever that might be. It gives the class a more involved approach to magic, much like the mages of ancient myths. Gandalf would be proud!
:
#### Worldly Savant
Beginning when you select this subclass at 2nd level, you may add an additional spell to your spellbook. It can be a spell from any class, and it counts as a wizard spell for you. It must be a spell for which you have slots, as shown on the wizard table. When you gain a level in this class, you may replace this spell with another spell of your choice, following the same restrictions.
#### Rewrite Magic
At 2nd level, your knowledge of the world and the connection shared by all things allow you to modify certain spells. You learn two Rewrite Magic options of your choice from the following list. You learn an additional Rewrite Magic option at 6th and 10th level. You can use this feature twice, and you regain all uses after you complete a long rest.
:
***Disregard Components.*** You ignore somatic components for a spell, and can ignore material components as long as their gold value is equal to or less than your wizard level x 50.
:
\column
***Recycle Prana.*** You recycle some of the latent magical essence of a spell for later use. When you cast a spell, you can use your reaction to recapture some of the prana and gain a temporary spell slot of one level lower than the spell you just cast. This temporary spell slot lasts for a minute and can only be used to cast a spell of the same school of the spell you used this feature on. For example, when you cast a 3rd level fireball, you gain a temporary 2nd level spell you can use to cast an evocation spell such as Scorching Ray.
:
This feature cannot be used on a spell that is being upcasted, nor can the temporary spell slot be used to upcast a lower level spell.
:
***Touch to Range.*** A spell with a range of touch gains a range of 60 feet when you cast it.
:
***Change Area.*** You change the area of effect of a spell from one type to another. You can choose one of the options below:
##### Area Equivalences
| Change | Equation |
|:------------------|:-----:|
| Line to Cone | Length is divided by 4 and becomes the length of the cone
| Sphere to Cone | Radius is multiplied by 2 and becomes the length of the cone. Range becomes self.
| Sphere to Line | Radius is multiplied by 4 and becomes the length, width is 5 feet. Range becomes self.
| Cone to Line | Length is multiplied by 3, width is 5 feet
{{imageMaskCorner32,--offsetX:-30%,--offsetY:-56%,--rotation:-27
{height:80%,bottom:0,right:0,transform:scale(-1)}
}}
{{imageMaskCorner32,--offsetX:30%,--offsetY:-50%,--rotation:20
{height:80%,bottom:0,right:0,transform:scale(-1)}
}}
\page
#### Journeyman of the World
When you reach 6th level, your many
\
travels, coupled with your ambitious and
\
curious spirit, have endowed you with greater
\
durability, skill, and practical knowledge. You gain
\
the following benefits:
* Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.
* You gain one skill or tool proficiency and learn one additional language.
* You gain proficiency on Constitution saving throws.
:
#### Greater Worldly Magic
Starting at 10th level, your ability to manifest the magic of the world itself becomes even greater. You gain an additional use of your Rewrite Magic feature and learn the following Rewrite Magic options.
:
***Power Word.*** When you cast a spell that requires a saving throw, creatures cannot benefit from advantage against it as a result of the *Magic Resistance* feature.
:
***Lingering Effect.*** When you are concentrating on a spell and you lose concentration or you choose to stop concentrating, you can have the spell linger until the end of your next turn.
:
#### Worldly Ascendance
Beginning at 14th level, you achieve a state of arcane enlightenment, harmonizing with the world on a fundamental level. You can cast the plane shift spell once per day without expending a spell slot. When you cast plane shift in this way, you can choose to travel to any location you are familiar with on the Material Plane instead of another plane of existence.
In addition, you gain an additional use of your Rewrite Magic feature.
::
{{note,text-align:center,right:-0px,position:relative,width:300px
##### Credit to u/SamTheHam5 and u/TheRainKing42 for their amazing feedback!
In reviewing this subclass, these reddit user helped a lot with balancing. Some of their suggestions ended up in the final document!
}}
{{imageMaskEdge2,--offset:7%,--rotation:271
{height:100%,transform:scalex(-1),left:-200px}
}}
{{imageMaskCorner32,--offsetX:-15%,--offsetY:-74%,--rotation:20
{height:100%,transform:scalex(-1),left:-200px}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{partCover}}
# II
## Strings of Fate
:
## (coming soon!)
{{imageMaskEdge,--offset:10cm,--rotation:180
{position:absolute,top:0,left:0,height:116%}
}}
{{footnote Deck of Many Fates}}
{{pageNumber,auto}}
\page
{{backCover}}
{{position:relative,top:-20PX,text-align:center
# That's all, Folks!
:
We would like to extend a big *THANK YOU* {{width:1px}} to all of our patrons, who make these entries possible and give us starving creatives some stability in this ever-fledging world.
:
These commendable Threadmaster-tier Patrons have climbed through the ranks of our organization, and are the lifeblood of this project:
:
{{width:10px}} Luke
Levi M
Cici
BrolyTLX
Rick Smathers
olive
darkangelfeu
ChewyALEC
Eli Simms
dude of dudes
Thomas Woodruff
Samuel Brown
Kristian Meling
Dakota hinton
Asin Samay
Aníbal Pinto
:
##### A Special thank you to our Stringweavers!
:
{{width:12px}}Anish Patel
Aden Leach
9LK
Richard J Shepard III
Steven Zillinski
Colt Fountain
___
:
{{text-align:center
##### And to our one and only Master of Strings, the illustrious ***Shadowkihn***!
}}
:::
##### Cheers, and Happy Threadseeking!
}}
{position:absolute,bottom:0,right:-244px,height:100%}