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## The Fates Version 1.0 by DoctorFill
The Fates are an ancient and mischievous set of three sisters who work know the destiny and future of everyone. They act in mysterious ways that lead them to interfere in the lives of creatures at times. Fate is a thing seldom altered but some may be able to influence or see what may perhaps be in the future. The chaotic and strange nature of The Fates will sometimes give those who make a pact with them great power but other times might lead to that power blowing up in their face.
### Extended Spell list The Fates 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. | Spell Level | Spells | |:----:|:-------------| | 1st |
Bane, Bless
| | 2nd |
Augury, Enhance Ability
| | 3rd |
Clairvoyance, Spirit Guardians
| | 4th |
Divination, Dimensional Door
| | 5th |
Commune, Antilife-Shell
|
### cards of fate At the first level you posses 10 cards of fate. Theses cards are infused with the powers of The Fates themselves, their powers are able to be used when the card is drawn as an act of fate from the deck by those who make a pact with them. After a long rest you are allowed to roll a d10, X amount of times based on your level shown in the table, to determine which of the 10 cards of fate you possess and can use at the start of combat to alter the battle until the next long rest. Once used at the start of combat the cards power is consumed making it useless until the next long rest is over. After rolling for a card you must then flip a coin, heads means the card is its normal powers will occur while tails means its powers are in reverse. Once the cards have been drawn you have the option to reroll the cards but the fates do not like trying to defy their will but will allow you to reroll all the cards for new ones but at a cost. The last card you get will become marked and have the chance to become a cursed card. If you choose a marked card during the start of a combat as your card of fate you must flip a coin to see if the card will function normally or the card will become cursed and have negative effects. Your first reroll will make 1 card marked, a second reroll will cause 2 of your cards, ect. The effects of the card of fate last until the single fight they are used at the beginning of are over, the card must be decided upon and selected before initiative is calculated and only one card may be used during a single battle.
| Warlock Level | Number of Cards Able to be Held | |:---:|:-----------:| | 1st | 1 | | 2nd | 1 | | 3rd | 2 | | 4th | 2 | | 5th | 2 | | 6th | 3 | | 7th | 3 | | 8th | 3 | | 9th | 4 | | 10th | 4 | | 11th | 4 | | 12th | 5 | | 13th | 5 | | 14th | 5 | | 15th | 5 | | 16th | 6 | | 17th | 6 | | 18th | 6 | | 19th | 7 | | 20th | 7 |
\pagebreak ### the cards of fate ##### 1. Card of the Masterful Tactician **Normal**: Choose X willing creatures and have them gain advantage on attack hit rolls
**Normal Cursed**: You and friendly creatures within a 100ft range have disadvantage on attack hit rolls
**Reversed**: Choose X creatures and have them gain disadvantage on attack hit rolls
**Reversed Cursed**: Enemy creatures within a 100ft range have advantage on attack hit rolls ##### 2. Card of the Swift Wind **Normal**: Choose X willing creatures and have them gain 5 speed and have +1 initiative
**Normal Cursed**: You and friendly creatures within a 100ft range lose 5 speed and have -1 initiative
**Reversed**: Choose X creatures that lose 5 speed and have -1 initiative
**Reversed Cursed**: Enemy creatures within a 100ft range gain 5 speed and have +1 initiative ##### 3. Card of the Unbreakable Hero **Normal**: Choose X willing creatures and have them gain an extra 2 AC
**Normal** **Cursed**: You and friendly creatures within a 100ft range take 2 extra damage from slashing, piercing, or bludgeoning damage
**Reversed**: Choose X creatures and have them take 2 extra damage from slashing piercing, or bludgeoning damage
**Reversed Cursed**: Enemy creatures within a 100ft range now have an extra 2 AC ##### 4. Card of the Traveling Apothecary **Normal**: Choose X willing creatures and have them gain 6 temporary HP
**Normal** **Cursed**: Healing from spells and items are reduced by half effectiveness for you and friendly creatures within a 100ft range
**Reversed**: Choose X creatures and have any healing they try to do have half effectiveness
**Reversed** **Cursed**: Enemy creatures within a 100ft range gain the ability to use Second Wind one time only during battle as a bonus action ##### 5. Card of the Legendary Archer **Normal**: Choose X willing creatures and have them now crit on rolls of 19 and 20
**Normal** **Cursed**: You and friendly creatures within a 100ft range cannot crit
**Reversed**: Choose X creatures and make them forced if they roll a crit they have to reroll the die one time (if they crit after rerolling once they are allowed to keep the second crit)
**Reversed** **Cursed**: Enemy creatures within a 100ft range now crit on rolls of 19 or 20
##### 6. Card of the Elegant Dancer **Normal**: Choose X willing creatures that gain use of dodge as a reaction
**Normal** **Cursed**: You and friendly creatures within a 100ft range can no longer use reactions
**Reversed**: Choose X creatures and make it so that if they move more than half of their speed in their turn must make a dex saving throw to make sure they do not fall over while moving
**Reversed** **Cursed**: Enemy creatures within a 100ft range now can use dodge as reaction ##### 7. Card of the Indomitable Beast **Normal**: Choose X creatures to gain advantage on strength, dexterity, and constitution saving throws
**Normal** **Cursed**: The presence of the powerful enemies is terrifying making it so you and friendly creatures within a 100ft range are left prone and on the ground the first turn of combat
**Reversed**: Choose X creatures that feel your presence and are left prone on the ground the first turn of combat
**Reversed** **Cursed**: Enemy creatures within a 100ft range gain advantage on strength, dexterity, and constitution saving throw ##### 8. Card of the Elemental Knight **Normal**: Choose X willing creatures that on physical attacks deal an extra 1d4 of a specific elemental type you choose
**Normal** **Cursed**: The power of the elements are against you, attacks that you and friendly creatures within a 100ft range make that deal elemental damage are reduced by 4
**Reversed**: Choose X creatures that are now vulnerable to one specific type of elemental damage (chosen at random by DM)
**Reversed** **Cursed**: Enemy creatures within a 100ft range physical attacks deal an extra 1d4 of a specific elemental type (chosen randomly by DM) ##### 9. Card of the Knowledgeable Wizard **Normal**: Choose X willing creatures that gain advantage on wisdom and intelligence saving throws as well as a +2 for spellcasting modifier
**Normal** **Cursed**: For the battle you and friendly creatures within a 100ft range lose one spell slot for the battle (chosen at random by DM)
**Reversed**: Choose X creatures that have their spells last half of the time they normally would
**Reversed** **Cursed**: Enemy creatures within a 100ft range gain advantage on wisdom and intelligence saving throws as well as a +2 for spellcasting modifier ##### 10. Card of the Expert Hunter **Normal**: Choose X willing creatures that are now able to identify AC and any potential weaknesses opposing creatures have
**Normal** **Cursed**: Any knowledge you and friendly creatures within a 100ft range have about the enemies you face are lost and no matter how hard you try to remember you don't remember anything about them
**Reversed**: Choose X creatures to have disadvantage while making attacks of opportunity
**Reversed** **Cursed**: Enemy creatures within a 100ft range have advantage and deal +2 damage on attacks of opportunity \pagebreak ### Reading the cards Starting at the 6th level using the power of the cards you can perform a ritual that takes 10 minutes before taking a long rest to know if you will or will not be attacked or ambushed by anyone during your long rest.
### Change of fate Starting at the 10th level you can have the power of fate swing in your favor when you need it the most. When you roll and fail a saving throw, one time, you can redo the saving throw but this time with advantage. After using this ability a long or short rest is required to use it again. ### Thread of life Starting at 14th level you can use the powers of the fates to put a curse on a single creature. The fates hold the power of life and death in a single string that can be cut at any moment. When you use this ability target creature must make a wisdom saving throw against your warlock spell save DC. If it fails the save it takes 8d6 necrotic damage while on a successful save they take half as much damage. At level 19 the damage on a failed save goes to 10d6. Once you use this ability it requires a long rest as well as an offering to the fates to be used again.
(The offering to the fates includes a ritual that is to be done after a long rest, the player pours 3 cups of wine for the fates then the player proceeds to pour 3 drops of their blood into each of the cups of wine a piece of rope or string is to then be tied around each of the cups to connect them together)
> ##### Credits > *The Fates* by [Lacey Bryant](https://www.moderneden.com/products/the-fates) >
*Strength Tarot Card* by [Rider Waite Smith](http://www.sacred-texts.com/tarot/)
Special thanks to Paul for all the help he gave me in order to make this