

Roguish Archetype:
Hand of Fate
"Another murder, a nobleman this time, cut down but with the wound seared shut. Nobody saw anyone come in or out... But the strangest thing is, the assassin left the door to the victims cellar right open, allowing the detectives to find all the children the nobleman had squandered away there..."
--Report from a city officer.
When a deity requires a more subtle approach than the blazing sword of a paladin or the booming voice of a vicor, they send their more discrete, yet equally fanatic servants. These agents of fate deal swift justice, guided by visions and cloaked by the light that would reveal others. Sometimes, a quick death can save more lives than it costs...
Class Features
| Level | Feature |
|---|---|
| 3rd | Spellcasting, Fate's Light, Radiant Strikes |
| 9th | Divine insight |
| 13th | Fate's Blessing |
| 17th | Greater gifts |
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips: You learn three cantrips: “Light” and two other cantrips of your choice from the Cleric spell list. You learn another cantrip of your choice at 10th level.
Spell Slots: The Hand of Fate Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher: You know three 1st-level cleric spells of your choice, two of which must be from among the abjuration, divination or enchantment spells on the cleric spell list. The Spells Known column of the Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be a abjuration, divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 7th, 10th, 13th, 16th and 19th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, divination or enchantment spell, unless you're replacing the spell you gained at 7th, 10th, 13th, 16th or 19th level from any school of magic.
Hand of Fate Spellcasting
| Rogue level | Cantrips known | Spells known | 1st | 2nd | 3rd | 4rth |
|---|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | - | - | - |
| 4th | 3 | 4 | 3 | - | - | - |
| 5th | 3 | 4 | 3 | - | - | - |
| 6th | 3 | 4 | 3 | - | - | - |
| 7th | 3 | 5 | 4 | 2 | - | - |
| 8th | 3 | 6 | 4 | 2 | - | - |
| 9th | 4 | 6 | 4 | 2 | - | - |
| 10th | 4 | 7 | 4 | 3 | - | - |
| 11th | 4 | 8 | 4 | 3 | - | - |
| 12th | 4 | 8 | 4 | 3 | - | - |
| 13th | 4 | 9 | 4 | 3 | 2 | - |
| 14th | 4 | 10 | 4 | 3 | 2 | - |
| 15th | 4 | 10 | 4 | 3 | 2 | - |
| 16th | 4 | 11 | 4 | 3 | 3 | - |
| 17th | 4 | 11 | 4 | 3 | 3 | - |
| 18th | 4 | 11 | 4 | 3 | 3 | - |
| 19th | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
Spellcasting Ability: Wisdom is your spellcasting ability for your spells, since you are granted your power from your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Fate's Light
Beginning at 3rd level, fate guides you with light from beyond the weave. You learn the Light cantrip and can cast it with a bonus action. When you cast it this way, you can cause the light to have the following properties:
- You cause a touched object to shed light as normal but the light provided by the spell can only be seen by you and a number of allies of your choice up to a number equal to your Wisdom modifier + your proficiency bonus. You can turn this on and off during your turn as a bonus action.
- You may target a creature within 60ft and bend the light in such a way that you appear invisible to that creature until the end of your next turn or until after you take the attack action. When a creature is already aware of you, they must make a Wisdom (perception) check contested by your spell attack roll, losing sight of you if you win.
Radiant strikes
Also at 3rd level, your strikes become blessed by Fate’s will. Your sneak attack damage becomes radiant type. Additionally, when you apply sneak attack damage, you may expend a spell slot to increase the damage by an additional 2D6 radiant damage and another 1D6 for each slot level above 1st.
Divine Insight
Starting at 9th level, your connection to the divine grants you access to the profound wisdom of fate. As an action, you can attune your senses to perceive the threads of destiny that envelop a creature or an object within 30 feet of you. Through this feature, you may seek a single question about the future or past of that creature or object, akin to casting the Divination spell. Instead of receiving a mere few words or a cryptic riddle, you are granted a vision, shaped by the DM that reveals an answer to your inquiry. If no such answer exists, you do not receive a vision and you do not expend a use of this feature.
This ability has a maximum number of uses equal to your proficiency modifier and regains one use after finishing a long rest.



Fate's Blessing
Starting at 13th level, your divine connection empowers you to enshroud yourself or an ally in radiant light. When you cast the light spell and choose a willing creature as the target, you can enfold them in a luminous mantle. This radiance disorients foes, causing attacks of opportunity to fail against the target and imposing disadvantage on regular attacks aimed at them for the duration of the spell. While under this effect, the target can't become invisible, but they can attempt to hide when in bright light (but not in darkness). This ability does not affect entities that lack visual senses or rely on means other than sight.
Greater gifts
Starting at 17th level, your insight into the strings of reality grants you power beyond the confounds of what you are normally capable of. You may expend two spellslots of any level and cast a cleric spell of a level equal to the combined levels of the expended spellslots. You can use this ability once per long rest.
Optional rule:
Every day at dawn you may get a vision of a certain individual whom is fated to die by your hand (this vision can be as vague or clear as the DM wishes). Any attack action against this individual is considered a sneak attack and will increase the sneak attack damage by 2D6. Fate will only grant another target once this target has met its end.
Art credit
First page top: F3LC4T
Second page right: MichealDRAWS
Third page left: Lucas Slominski, ESO

