Introduction
Contents
Part 1: Introduction
Part 2: Fate
Part 3: Credits
What is Fate
A person's Fate is an extension of their Soul. It is everything to do with what and who the individual is in past, present, and future. Fate is something an individual is granted by the Fates at birth, but the strength of one's own Fate usually does not show until their early teens. Many cultures in the world of Saol mark this with the rising of lanterns towards the Beacon of Fate.
Who are the Fates
The Fates were the first Gods in the world of Saol and are responsible for all creation. They are both one being and three beings at once. They represent positivity, negativity, and the balance of neutrality between the two.
The Beacon of Fate
The Beacon of Fate is a large pillar of orange light emanating from the centre of the world out, up towards the sky. It was created in the world of Saol in the year 1020 AOH (Age of Heroes) by an Incarnation of Change. Its creation allowed for everyone in the world to have access to Fate and to be able to control their own Fate.
Fate
When creating a character using the Fate system they start at both Level 1 and Fate Tier 1. Your DM decides when your Fate Tier increases. The features you gain from each Tier are shown on The Fate Table.
Fate has three other known forms it can show itself in. Blessings, Manifestations or Fragments. It is up to your DM if they choose to give your character one these.
Blessing. A Blessing of Fate is Fate Power given by the Fates themselves and not one that is created from the granted Fate at one's birth. The nature of Blessings are widely unknown and often come in various forms, however once an individual has received a Blessing, markings will appear along their body. These markings glow while the Blessing is in use.
Manifestation. A Manifestation of Fate is when Fate has achieved a physical form this is typically achieved whenever the soul seeks aid or guidance. For many warriors with strong Fate a manifestation usually comes in the form of a weapon, for spellcasters or craftspeople it can come in the form of a focus for their spellcasting or craft, and for others it can come in the form of a sentimental item. In very rare cases the Manifestation may be partially alive or be an extension of an individual.
Fragment. A Fragment of Fate is a small orb of potential that was once part of the Fates. As a base line, these Fragments are capable of similar feats to the wish spell. Anyone who has held a Fragment will tell you that the Fragment will always ask for a purpose. When given its purpose it will do its best to achieve it, provided the Fragment has enough potential.
The Fate Table
| Fate Tier | Fate Die | Fate Features |
|---|---|---|
| 1st | d4 | Fate Modifier, Fate Points, Fate Power |
| 2nd | d4 | Influence of Fate |
| 3rd | d4 | Fate Path, Fate Bond |
| 4th | d6 | Bonus Proficiency |
| 5th | d6 | Influence of Fate |
| 6th | d6 | Path Feature |
| 7th | d8 | Bonus Proficiency |
| 8th | d8 | Influence of Fate |
| 9th | d8 | Path Feature |
| 10th | d10 | Bonus Proficiency |
| 11th | d10 | Influence of Fate |
| 12th | d10 | Path Feature |
| 13th | d12 | Bonus Proficiency |
| 14th | d12 | Influence of Fate |
| 15th | d12 | Fate Path Capstone |
Fate Modifier
As part of creating your character who has Fate you must calculate your Fate Score and Fate Modifier. While using Fate your DM may ask you to roll a Fate skill check. You add your Fate Modifier when rolling these checks. A Fate skill check is commonly used when determining a character's luck or connection to something in the world or their own Fate.
Your Fate Score is calculated as 8 + your proficiency bonus + your highest ability modifier + your lowest ability modifier.
Fate Points
As part of having Fate, whenever you roll a 1 or a 20 on a d20, you will receive a Fate Point. You can have a number of Fate Points equal to your proficiency bonus at one time.
At the end of a long rest you receive 1 Fate Point. You can also receive Fate Points through character moments determined by the DM.
Moreover, whenever you make an attack roll, ability check or saving throw you can choose to spend 1 Fate Point to add your Fate Die or Fate Modifier to the roll, to a maximum of the highest number on your Fate Die.
Fate Power
Each character who has Fate is given a Fate Power that embodies who they are. No two Fate Powers are the same, each one being shaped to the individual who is granted it. A Fate Power is presented by you or your DM when you create your character. As a rule of thumb these benefits are of a slightly similar strength to half-feats, less combat orientated feats or ribbon class features, however their strength can vary. Your DM creates the Fate Power after you or your DM presents it for your character, your DM has the final say on what is allowed for your Fate Power. Alternatively, in place of your Fate Power you can choose to take a half-feat without the ability score increase.
Influence of Fate
As you learn to bond with your Fate you can use it to improve on many of your innate abilities such as your speed, vitality or skill.
When you reach Fate Tier 2 you gain an Influence of Fate. You then gain an additional Influence at Tier 5, another at Tier 8, again at Tier 11, and your final Influence at Tier 14.
Whenever you gain an Influence you choose which bonus it Influences. The following bonuses can be Influenced:
- Influence of Speed: Your Movement Speed increases by 5ft for each Influence.
- Influence of Vitality: Your Hit Point Maximum increases by 5 for each Influence.
- Influence of Skill: You gain a Half-Proficiency in a skill of your choice for each Influence, using two to gain a Proficiency. If you are already Proficient in the skill you can instead use two Influences to gain Expertise in the skill. Each Influence can be used for a different skill.
You can Influence multiple bonuses at once, provided you have multiple Influences. Additionally, you can choose to use all your Influences on a single bonus. You can change what bonuses you currently are Influencing at the end of a long rest.
Fate Path
At Fate Tier 3, your Fate must become more focused in order to advance. At the end of your next long rest you can choose which Fate Path to follow, the path of the Archmage, Champion, Guardian or the Individual. At Fate Tier 6, 9, 12 and 15 you make these choices again. Whenever you reach these Tiers you can choose to do one of the following:
- Continue to follow the path you originally chose.
- Gain the benefits of multiple by following both at the cost of further progress to your original path. Replace the path you have followed with another, provided it is not the Path of the Individual.
Fate Bond
When you reach Fate Tier 3, you learn to bond your Fate with other creatures, allowing you to give them one of your Fate Points at a moment's notice (no action required). This can be done after the creature makes an attack roll, ability check or saving throw provided they have not used one of their own Fate Points on the roll.
At the end of a long rest, choose a number of friendly creatures equal to your proficiency bonus to bond with. You can give your Fate Points to these creatures.
Additionally, as an action you can look at another creature and attempt to assess the nature of its Fate. You roll a Fate check with the DC being their Fate Ability Score, on a success you learn what paths, if any, the creature has taken.
Bonus Proficiency
When you reach Fate Tier 4, and again at Tier 7, 10 and 13 you gain one of the following.
- One Tool Proficiency of your choice.
- One Language Proficiency of your choice.
- One Armour Proficiency (Light, Medium, Heavy or Shields) of your choice.
- One Weapons Proficiency (Simple or Martial) of your choice.
The Archmage
| Archmage Tier | Archmage Features |
|---|---|
| 1st | Archmage's Potency, Influence of the Archmage |
| 2nd | Archmage Score Increase |
| 3rd | Archmage's Surge |
| 4th | Archmage Score Increase |
| 5th | Archmage's Knowledge |
Archmage's Potency
Starting at Archmage Tier 1, the first creature you hit on each of your turns with a spell attack takes additional damage equal to one roll of your Fate Die. The damage from the roll is not affected by resistances or immunities.
Influence of the Archmage
At Archmage Tier 1, you gain an Influence of the Archmage you can use it to improve abilities that align with the Archmage.
You gain one additional Influence of the Archmage per tier of the Archmage you currently have above Tier 1.
Whenever you gain an Influence of the Archmage you choose which bonus it Influences. The following bonuses can be Influenced:
- Influence of Spell Capacity: You gain 1 additional spell slot of 1st level for each Influence of the Archmage. You regain a spell slot gained in this way at the end of a long rest.
- Influence of Spell Power: You can increase the level of 1 spell slot for each Influence of the Archmage. The level of the increased spell cannot exceed your proficiency bonus.
- Influence of Spell Versatility: You learn 1 cantrip from any spell list for each Influence of the Archmage.
You can change your Influence of the Archmage whenever you gain a Tier of Fate. Additionally, an Influence of the Archmage can instead be used as an Influence of Fate.
Archmage Score Increase
When you reach Archmage Tier 2, and again at Tier 4 your Intelligence or Charisma score increases by 2, or both by 1. Increasing a score also increases its maximum by the amount increased.
Additionally, when you reach a new tier in this path you can choose to replace the choice you made with another.
Archmage's Surge
At Archmage Tier 3, whenever you cast a spell you can choose to spend 1 Fate Point to increase the DC of the spell by a roll of your Fate Die. You can only affect a spell with one Fate Die at a time.
Archmage's Knowledge
At Archmage Tier 5, you can prepare a spell from any spell list provided its level does not exceed 3. When cast, the level of the spell is equal to your proficiency bonus. You can cast this spell without expending a spell slot, but you must have each spell component required. You can change the prepared spell at the end of a long rest.
The Champion
| Champion Tier | Champion Features |
|---|---|
| 1st | Champion's Might, Influence of the Champion |
| 2nd | Champion Score Increase |
| 3rd | Champion's Power |
| 4th | Champion Score Increase |
| 5th | Champion's Intensity |
Champion's Might
Starting at Champion Tier 1, the first creature you hit on each of your turns with a melee or weapon attack takes additional damage equal to one roll of your Fate Die. The damage from the roll is not affected by resistances or immunities.
Influence of the Champion
At Champion Tier 1, you gain an Influence of the Champion you can use it to improve abilities that align with the Champion.
You gain one additional Influence of the Champion per tier of the Champion you currently have above Tier 1.
Whenever you gain an Influence of the Champion you choose which bonus it Influences. The following bonuses can be Influenced:
- Influence of Combat Prowess: You learn one Maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is your Fate Die. If your Maneuver requires a DC it is your Fate Score. You regain your expended superiority dice when you finish a short or long rest.
- Influence of Combat Technique: You learn 1 Offensive Fighting Style of your choice for each Influence of the Champion. You can’t take a Fighting Style option more than once, even if you later choose to Influence this bonus again.
- Influence of Combat Identity: You gain Proficiency and Mastery* in one weapon of your choice for each Influence of the Champion.
You can change your Influence of the Champion whenever you gain a Tier of Fate. Additionally, an Influence of the Champion can instead be used as an Influence of Fate.
Offensive Fighting Styles
- Arcane Warrior*
- Archery
- Dueling
- Great Weapon Fighting
- Lies*
- Superior Technique
- Thrown Weapon Fighting
- Treachery*
- Two-Weapon Fighting
- Unarmed Fighting
Champion Score Increase
When you reach Champion Tier 2, and again at Tier 4 your Strength or Dexterity score increases by 2, or both by 1. Increasing a score also increases its maximum by the amount increased.
Additionally, when you reach a new tier in this path you can choose to replace the choice you made with another.
Champion's Power
At Champion Tier 3, whenever you hit with an attack roll you can choose to spend 1 Fate Point to increase the damage of the attack by a roll of your Fate Die. Additionally, the creature is considered vulnerable to all damage you deal from this attack. You can only affect an attack with one Fate Die at a time.
Champion's Intensity
At Champion Tier 5, whenever you take the attack action you can make one additional attack as part of that action. An attack made in this way has its attack and damage modifier increased by your proficiency bonus.
The Guardian
| Guardian Tier | Guardian Features |
|---|---|
| 1st | Guardian's Vigour, Influence of the Guardian |
| 2nd | Guardian Score Increase |
| 3rd | Guardian's Ward |
| 4th | Guardian Score Increase |
| 5th | Guardian's Protection |
Guardian's Vigour
Starting at Guardian Tier 1, whenever you are hit with an attack you can choose to reduce the damage by a roll of your Fate Die. Once used, you can't do so again until the start of your next turn.
Influence of the Guardian
At Guardian Tier 1, you gain an Influence of the Guardian you can use it to improve abilities that align with the Guardian.
You gain one additional Influence of the Guardian per tier of the Guardian you currently have above Tier 1.
Whenever you gain an Influence of the Guardian you choose which bonus it Influences. The following bonuses can be Influenced:
- Influence of Defensive Resilience: You gain a resistance to 1 damage type of your choice for each 2 Influence of the Guardian.
- Influence of Defensive Guarding: Your AC increases by 1 for each Influence of the Guardian.
- Influence of Defensive Identity: You learn 1 Defensive Fighting Style of your choice for each Influence of the Guardian. You can’t take a Fighting Style option more than once, even if you later choose to Influence this bonus again.
You can change your Influence of the Guardian whenever you gain a Tier of Fate. Additionally, an Influence of the Guardian can instead be used as an Influence of Fate.
Defensive Fighting Styles
- Blind Fighting
- Bravado*
- Defense
- Interception
- Protection
- Schemes*
- Superior Technique
Guardian Score Increase
When you reach Guardian Tier 2, and again at Tier 4 your Constitution or Wisdom score increases by 2, or both by 1. Increasing a score also increases its maximum by the amount increased.
Additionally, when you reach a new tier in this path you can choose to replace the choice you made with another.
Guardian's Ward
At Guardian Tier 3, whenever you or an ally within a number of feet equal to 5 times your proficiency bonus takes damage. You can choose to spend 1 Fate Point to reduce that damage by the amount rolled and give resistance to the damage taken for 1 minute.
Guardian's Protection
At Guardian Tier 5, whenever you take damage you can choose to gain immunity to the taken damage type until the end of your next long rest. Taking immunity to a new damage type replaces the previous one.
The Individual
| Individual Tier | Individual Features |
|---|---|
| 1st | Minor Individual Ability, Influence of the Individual |
| 2nd | Individual Score Increase |
| 3rd | Medium Individual Ability |
| 4th | Individual Score Increase |
| 5th | Major Individual Ability |
Minor Individual Ability
Starting at Individual Tier 1, you can choose to gain a minor ability built around your character's Fate with both you and your DMs approval, or improve your existing Fate Power. Alternatively, you can instead choose to gain a Feat of your choice.
Influence of the Individual
At Individual Tier 1, you gain an Influence of the Individual you can use it to improve abilities that align with the Individual.
You gain one additional Influence of the Individual per tier of the Individual you currently have above Tier 1.
Whenever you gain an Influence of the Individual you choose which bonus it Influences. The following bonuses can be Influenced:
- Influence of Negativity: You can choose for any disadvantage roll to be made have an extra stack of disadvantage. You can do this a number of times for each Influence of the Individual before you take a long rest.
- Influence of Neutrality: You can choose for any roll to be made to be a flat roll. You can do this a number of times for each Influence of the Individual before you take a long rest.
- Influence of Positivity: You can choose for any advantage roll to be made have an extra stack of advantage. You can do this a number of times for each Influence of the Individual before you take a long rest.
You can change your Influence of the Individual whenever you gain a Tier of Fate. Additionally, an Influence of the Individual can instead be used as an Influence of Fate.
Individual Score Increase
When you reach Individual Tier 2, and again at Tier 4 your Fate score increases by 2.
Medium Individual Ability
At Individual Tier 3, you can choose to gain a medium ability built around your character's Fate with both you and your DMs approval, or improve your existing Fate Power. Alternatively, you can instead choose to gain a Feat of your choice.
Major Individual Ability
At Individual Tier 5, you can choose to gain a major ability built around your character's Fate with both you and your DMs approval, or improve your existing Fate Power. Alternatively, you can instead choose to gain an Epic Boon of your choice.
Art Credits
In order of appearance:
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Front Cover: The Spirits of the Tidepools by Devin Elle Kurtz
-
Back Cover: MtG - Defiant Strike by Dominik Mayer
Playtesters
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Charles Kelly (toxicqueen_)
-
Declan Cooke (rastacookie)
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genericvillager.exe
-
J
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Niamh Homan
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Ryan O'Connor (Noodle)
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Smol
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vvitch
If you are the original creator of any of the artworks used in this document and would like them removed from this document, please email me.
Fate
Let your players control their own Fate with this new rule expansion for the world's greatest roleplaying game.
Fate (Version 1.0) Created by MohanLaoch/ jmohandm@gmail.com
Feel free to email feedback.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
For use with the fifth edition Player's Handbook, Monster Manual and Dungeon Master's Guide.