Fatemaster

Chosen by destiny, born for greatness, subjects of prophecy -- some have a grand future before them, and a clear path to follow. The Fatemaster is one such chosen.

Fatemasters are in control of their actions, but these actions are all part of a greater plan. Unknowingly guided by greater powers, the Fatemaster is able to overcome challenges and obtain results their skills and abilities would normally never allow.

Beginning Fatemasters quickly get a reputation for being lucky. Experienced Fatemasters become legends because of what they accomplish. Any story a child reads about a hero who shouldn't succeed, but does, that was a Fatemaster.

The Fatemaster
Level Fate Line Features
1st 2 Luck Stat, Fate Rolls, Fate Bending
2nd 2 I Got This
3rd 2 Threads of Fate
4th 2 Ability Score Chance
5th 3 Fate Blasting
6th 3 Fate Shield
7th 3 Improved I Got This, Champion of Fate
8th 3 Ability Score Chance
9th 4 Thread of Fate Feature
10th 4 Improved Fate Shield
11th 4 Not How It Happened
12th 4 Ability Score Chance
13th 5 Thread of Fate Feature
14th 5 Empowered Fate Shield
15th 5 Definitely Not How It Happened, Hero of Fate
16th 5 Ability Score Chance
17th 6 Thread of Fate Feature
18th 6 Master Fate Shield
19th 6 Ability Score Chance, Master of Destiny

Class Features

You may not take this class at 1st character level. It is available for Multiclass only.

The Luck Stat

Any character that wants to multiclass into Fatemaster must first determine their Luck stat. Some campaigns already have one, if not, the character must gain one.

This replaces the normal requirements for Multiclassing.

Point Buy Stats

If the character's ability scores were determined by Point Buy, the character gains a Luck stat of 12. After this happens, they may swap any one of their ability scores higher than 12, with their Luck stat.

Rolled Stats

The character rolls 4d6 and adds the highest three. If the result is 12 or higher, their Luck stat is that result. If the result is 11 or lower, they must make a choice. a) choose any of their ability scores higher than 12, make that score their Luck stat, and change that ability score to a 12. b) don't take the first level of Fatemaster this level.

In campaigns that do not normally have a Luck stat, Luck has no effect except as listed in the Fatemaster class abilities.

Multiclass Features

As a Fatemaster, you gain the following class features

Hit Points


  • Hit Dice: 1d8+Con per Fatemaster level. You may not take 5, you must roll.

Proficiencies


  • None: Fatemasters ride the line that separates Luck and Fate, but neither affect skills. Multiclassing into Fatemaster does not add any Proficiencies.

Saving Throws

Saving throws against Fatemaster class abilities are special. The victim rolls a d20, and the DC is 10 + the Fatemaster's Luck modifier. Only abilities and effects that raise all Saving Throws, such as a ring of protection, affect the d20.

Luck Rolls vs. Fate Rolls

Whenever a Fatemaster is about to roll a d20 to attempt an action that has consequences for failure (such as combat), they must decide before rolling if it is a Luck Roll or Fate Roll. If they don't declare before rolling, it's a Fate Roll by default.

Luck Rolls are rolled as normal. Fatemaster abilities never apply to their own Luck Rolls.

Fate Rolls can activate or use Fatemaster abilities, but not others. Abilities or features that can change the natural number on die rolls or allow rerolls after seeing the natural die result, such as the Halfling Lucky ability or Divination Wizard abilities, may not be used on Fate Rolls.

Note that Advantage/Disadvantage can be used with either. This includes Inspiration.

Fate Bending

Fatemasters have access to an innate ability that changes results of actions to their will, rather than leaving them to chance. Fate Bending is a resource that has a maximum number of uses equal to their Fate Line + their Luck stat modifier.

During a Long Rest, the Fatemaster moves their number of uses of Fate Bending one step towards two. If it's less than two, it increases by one. If it's higher than two, it decreases by one.

Whenever the Fatemaster rolls a Critical Success on a Fate Roll, which is a normally a natural 20 on a d20, they may decide to forfeit the results and increase their Fate Bending by one (up to their maximum). If they do, they must attempt the Fate Roll again, and must take the second result (no matter what it is).

Whenever the Fatemaster attempts a Fate Roll and the natural result of the d20 is their Fate Line or lower, and they have at least one use of Fate Bending available, they may decrease their Fate Bending by one and attempt the Fate Roll again. They must take the second result (no matter what it is).

I Got This

Starting at 2nd level, the Fatemaster with Advantage on a Fate Roll of any Ability Check or Skill Check may decrease their Fate Bending by one and forfeit Advantage and instead get Expertise to the roll, adding double their Proficiency bonus.

The bonus for Expertise follows the normal rules, replacing but not adding to the Proficiency bonus of any check the Fatemaster is proficient in, and threfore has no effect if the Fatemaster already has Expertise on the roll.

Abilty Score Chance

When a Fatemaster would normally get an Ability Score Improvement, and increases their ability scores instead of taking a Feat, they may also choose to take Ability Score Chance.

The Fatemaster rolls 4d6 and adds the highest three.

If the result is higher than their Luck stat, Luck increases by one, maximum 20.

If the result is lower than their Luck, Luck decreases by one, minimum 8.

There is no change in the case of a tie.

Only the natural ability score is counted. If, somehow, the Fatemaster benefits from a temporary effect that modifies their Luck stat, it does not apply during Ability Score Chance.

Fate Blasting

Starting at 5th level, when a Fatemaster rolls 4 or more dice and adds them together, for example the damage dice of a fireball spell they cast, they may announce ahead of time that they are using Fate Blasting. By default, they are not doing so. If they do, abilities (other than Fatemaster abilities) that allow rerolling some/all of the dice may not be used.

The four dice must all be for the same result. Two hits with a 2d6 weapon are still two results, and Fate Blasting cannot affect either.

If, of the four or more dice, three or more dice were the maximum natural result, the Fatemaster may use Fate Bending as if they'd rolled a Critical Success. Their uses of Fate Bending increase by one (up to maximum) and they reroll all of the dice. They must accept the second result (no matter what it is).

If three or more dice were the minimum natural result, and they have one or more uses of Fate Bending available, they may decrease their Fate Bending by one use and reroll all the dice. They must accept the second result (no matter what it is).

If both of these results happen at the same time, Fate Blasting cannot be used.

Fate Shield

Starting at 6th level, the Fatemaster's abilties can also be used defensively.

Whenever an enemy attepts an attack roll against the Fatemaster and scores a Critical Hit, the Fatemaster may reduce their Fate Bending by one, and force the attacker to reroll the attack. This does not change Advantage or Disadvantage.

The second result is always taken, even if there are other Fatemasters involved.

If the attacker has access to Legendary Actions, or is themselves a Fatemaster, they may attempt a Saving Throw against this effect.

I Definitely Got This

Starting at 7th level, the Fatemaster may use I Got This on Saving Throws.

Champion of Fate

At 7th level, the Fatemaster is a Champion of Fate. When they attempt a Fate Roll, they may make a Champion Fate Roll. This will replace the d20 roll with adding up 3d6 instead.

When making a Champion Fate Roll, a Critical Success is: a) a natural 18 b) a natural 17, if a natural 16 would have also succeeded, and c) any result that ends up exceeding the DC by 10 or more. A Critical Success on an attack roll is a Critical Hit.

Champion Fate Rolls, like normal Fate Rolls, may be used in Fate Bending if the result equals the Fatemaster's Fate Line, or lower. While rolling 3d6, this is less likely, and average results (9 to 12) are far more likely than with a d20. Champion Fate Rolls are typically used to build up Fate Bending when it's low, or to increase the chance of success against a low or average DC.

Improved Fate Shield

Starting at 10th level, the Fatemaster may use Fate Shield on any attack against an adjacent ally.


Not How It Happened

Starting at 11th level, if the Fatemaster is subjected to an attack or effect that Incapacitates them, including an attack that reduces their hit points to 0 and knocks them unconscious, they may use Not How It Happened to defend against the attack, negating it and making it retroactively miss or otherwise fail.

Not How It Happened only works on avoidable sources of risk, such as those that require an Attack Roll, or those that allow a Saving Throw or Ability Check to avoid/reduce the effect. If a Fatemaster voluntarily jumps off a tall tower, they may not use Not How It Happened to negate the falling damage, but if an opponent is trying to Shove them over the side, they could. Similarly, if an enchantment forces them to stab themselves in the heart, the Fatemaster could use Not How It Happened to break the enchanment, but not if they did it themselves just to prove a point. The DM has final say.

Using Not How It Happened drains every remaining Fate Bending use, and the Fatemaster cannot use it again until they take a Long Rest.

Empowered Fate Shield

Starting at 14th level, the Fatemaster may use Fate Shield when they, or any ally within 60 feet, is struck by any attack that rolls four or more dice for damage. If three or more of the dice rolled for damage are the die's natural maximum, the Fatemaster may decrease their Fate Bending by one and force all the damage dice to be rerolled.

The second result is always taken, even if there are other Fatemasters involved.

If the attacker has access to Legendary Actions, or is themselves a Fatemaster, they may attempt a Saving Throw against this effect.

Definitely Not How It Happened

Starting at 15th level, Not How It Happened can be used on any avoidable unwelcome effect.

Hero of Fate

At 15th level, the Fatemaster is a Hero of Fate. When they attempt a Fate Roll, they may make a Hero Fate Roll. This will replace the d20 roll with adding up 2d10 instead.

When both natural d10 rolls are the same number, the Hero of Fate may either accept it and stop, or roll 2d10 again and add this to the result. If, however, either the first or second 2d10 roll are both natural 1's, the entire roll is replaced with a natural 1 (no matter what the first roll was, if it happens on the second) and Fate Bending cannot be used to reroll it.

When making a Hero Fate Roll, a Critical Success is any result that exceeds the DC by 5. A Critical Success on an attack roll is a Critical Hit.

Master Fate Shield

Starting at 18th level, Fate Shield may be used on any attack against any ally of the Fatemaster, as long as the Fatemaster is aware of the attack. Distance is not a factor.

Master of Destiny

At 19th level, the Fatemaster simply wills reality to be so, and it is so.

When about to attempt any Fate Roll, they Fatemaster may instead reduce their Fate Bending by one, and declare the result of the die roll to be their Luck ability score (but never a Critical Success). Or, they may reduce their Fate Bending by three, and declare the result to be a natural 20.


Threads of Fate

The Fatemaster has three subclasses available: the Prepared, the Storyteller, and the Fortunate.

Prepared

Fortune favors the Prepared. Their affinity with Fate borders on precognition.

I Knew This Would Happen

Starting at third level, the Prepared add their Fate Line to the number of spells they have prepared at any time.

Good Thing I Had This

Starting at third level, a Prepared may retroactively add an item to their inventory which they could have brought with them, but until recently didn't.

This item must be one that was available in the last civilized area the Prepared was in, cost 25gp or less, and fit inside a backpack. The Prepared must retroactively trade for or purchase the item (spending their money, for example) as if they did when they had the chance.

Once used, Good Thing I Had This cannot be used again until the Prepared visits a civilized area. It doesn't have to be a different one.

Even fate must give way to logic. If a Prepared is locked in a prison cell, they can't use this ability to materialize a longsword out of thin air. However, they could retroactively smuggle a lockpick, material component, or similiar small item they could have hidden on their person if they were not thoroughly searched. Similarly, if the Prepared had a choice between two items and picked one, they cannot use this ability to retroactively get both if that was never an option. The DM has final say on situations too contrived to use this.

I've Been Waiting For This

Starting at 9th level, the Prepared naturally finds themselves ready for real emergencies. They may use I've Been Waiting For This to reset any single class ability, Fatemaster or otherwise, as if they'd taken a Short Rest. Alternatively, they may immediately gain uses of Fate Bending equal to their Luck modifier.

Once I've Been Waiting For This has been used, it cannot be used again until the Prepared takes a Long Rest.

Better Thing I Had This

At 9th level, Good Thing I Had This can be used on items up to 100gp.

I've Been Studying Up

Once, at 13th level or later, the Prepared reveals they'd been secretly learning a new talent, and decides this is the time to reveal it.

The Prepared instantly gains Proficiency in one weapon, armor, Skill, language, or tool. Or, they can add a single spell from any spell list to their available spell list. This is permanent.

Best Thing I Had This

Starting at 17th level, Good Thing I Had This can be used regardless of cost.

Fortunate

Half of everything is luck. The other half is fate. The Fortunate don't have to decide, and weave back and forth across that line at will.

Just Lucky

At 3rd level, while in combat or other life-threatening situation, the first Luck Roll the Fortunate makes during their turn adds their Luck ability modifier.

What Are The Odds?

Starting at 9th level, the Fortunate may also add their Luck modifier to Luck Rolls in situations that aren't life-threatening. They may do this a number of times equal to their Fate Line. Uses of What Are The Odds? reset to maximum during a Long Rest.

Just Roll With It

When the Fortunate reaches 13th level, if their Luck stat is lower than 15, it raises to 15 permanently. If their Luck stat was already 15 or higher, they may instead permanently add 1 to any Ability Score that is 14 or less.

Unbelievable

Starting at 17th level, while in Combat or other life-threatening situation, the Fortunate adds their Luck Modifier to any Luck Rolls they make while it isn't their turn, and on all Reactions.

Storyteller

The Fatemaster can control their own fate. The Storyteller controlls the fate of the entire situation.

Fill Your Role

Starting at 3rd level, the Storyteller may use Fate Bending on poor rolls of their allies.

When another character and ally of the Storyteller rolls a natural d20 result equal or lower than the Storyteller's Fate Line, the Storyteller may expend a use of Fate Bending to allow a reroll. As with Fate Bending in general, this does not change Advantage or Disadvantage, and the second result must be accepted (no matter what it is).

The Storyteller does not have to be aware of the attempt itself and distance is not a factor.

Once a Storyteller uses Fill Your Role on another character, they may not do so on that same character again. They may do this on a total number of allies equal to their Charisma modifier. Both limits are reset when the Storyteller takes a Long Rest.

Storytellers may not "steal" natural 20s from their allies to increase their Fate Bending.

Fulfill Your Destiny

Starting at 9th level, the Storyteller can also empower their allies with Fate Blasting rerolls instead of Fate Bending. The same rules apply: the ally must roll four or more dice towards a single result, and get a natural minimum number on at least three of those dice, without getting the natural maximum amount on three of those dice.

Fulfill Your Destiny shares the uses and restrictions of Fill Your Role, so, the same Storyteller cannot grant both Fulfill Your Destiny and Fill Your Role to the same ally without taking a Long Rest.

Your Story Doesn't End Here

Starting at 13th level, when a Storyteller uses Fill Your Role on an ally's failed Saving Throw or missed Attack Roll, but ther reroll still fails or misses, they do not expend a use of Fill Your Role, and the same ally character may be affected later. The use of Fate Bending is still used.

As usual with Fate Bending, the second result must still be taken.

Happily Ever After

Starting at 17th level, the Storyteller may change the result any Death Saving Throw of themselves or any character ally to a natural 20, and allows that ally to immediately roll up to two of their own Hit Dice.

Happily Ever After does not require the use of Fate Bending, can be done even if the Storyteller is unaware of the attempt (including if the Storyteller is incapacitated), does not require any Action and has no range limit.

Once Happily Ever After is used, it cannot be used again until the Storyteller takes a Long Rest.