CLASS FEATURES
Hit Points
Hit Dice: 1d8 per fatebender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fatebender level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: One instrument of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
>(a) leather armor or (b) chain mail
>(a) a martial weapon and a shield or (b) two martial weapons
>(a) a shortbow and a quiver of 20 arrows or (b) a light crossbow and a quiver of 20 bolts
>(a) a lucky simple item of sentimental value which can be used as an improvised weapon or (b) a lucky charm with a value of up to 15 gp
>a random equipment pack (roll 2d4:2 —burglar’s pack, 3—diplomat’s pack, 4—dungeoneer’s pack, 5—entertainer’s pack, 6—explorer’s pack, 7—priest’s pack, 8—scholar’s pack)
Fate Pool
At 1st level, you embody an innate distortion within the tapestry of fate. Your ability to tug and unravel the strands of destiny is represented by a number of fate points. You gain a number of fate points equal to your Charisma modifier. You gain additional fate points as you advance in fatebender levels as shown on the Bonus Fate Points column of the Fatebender table.
You can spend these points to fuel various fate features. You start knowing two such features: Chaos Theory and Fatebend. You learn more fate features as you gain levels in this class.
When you spend a fate point, it is unavailable until you finish a long rest, at the end of which your power to manipulate causality is restored. Whenever you finish a short rest, you regain a number of fate points equal to your Charisma modifier.
Some of your fate features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Fate save DC = 8 + your proficiency bonus + your Charisma modifier.
Chaos Theory
At the 1st level, your presence distorts the tapestry of fate, causing the highly unlikely but not technically impossible to happen. You can use an action and spend 2 fate points to choose one highly unlikely event to occur within 50 feet of you. The exact nature of this event is left up to the GM’s discretion but is otherwise limited to any event that could conceivably happen, however unlikely, but nothing that requires supernatural actions to occur. Examples include a cat conveniently distracting the guards, the barman’s cask of ale suddenly breaking, or drawing a hand of winning cards.
Fatebend
At 1st level, you can tactfully tug upon a strand of fate to shift the circumstances in your favor. Whenever a creature makes an attack roll, ability check, or saving throw within 50 feet of you (including yourself), you can use your reaction and spend 1 fate point to force that creature to reroll the d20 after the result of the roll is known but before the outcome is determined. You may not reroll an attack roll, ability check, or saving throw that has already been rerolled using this feature.
Destined Prospect
At 2nd level, choose a prospective destiny: Jinx, Mascot, or Weaver. Your prospect grants you features at nd level and again at 6th, 10th, and 14th level.
Never Leave Home Without It
At the 2nd level, seemingly critical attacks against you often result in weapons embedded in books, canteens, or other innocuous objects that just happen to be in the right pocket to mitigate the attack. Whenever you would take bludgeoning, piercing, or slashing damage, you can spend 1 fate point and reduce the damage by up to 1d6 + your fatebender level.
Luck Beats Skill
At 3rd level, you’ve learned to trust in fate more than your own fighting prowess. You gain proficiency with improvised weapons (using range 20/40 . and dealing 1d4 damage of a type appropriate to the object). You may add your Charisma modifier to attack and damage rolls with improvised weapons, simple weapons, and unarmed strikes instead of any other ability modifier.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Chance Encounter
At the 7th level, fate rarely lets you miss a destined encounter or clue, causing you to figuratively and often literally trip over what you are seeking. Whenever you or an ally within 50 feet makes an Intelligence (Investigation) check or a Wisdom (Survival) check to locate a creature or object, you may add your Charisma modifier to the check.
Wild Haymakers
At 9th level, you have a penchant for striking the perfect spots, though seemingly always through dumb luck. Once per turn when you roll damage for a weapon attack, you can reroll the weapon’s damage die and use either total.
Missed by an Inch
At 11th level, you have an uncanny ability to evade death by mere inches when you focus on your own survival. Whenever you take the Dodge action until the beginning of your next turn your AC increases by an amount equal to half your proficiency bonus.
Tip the Balance
At 13th level, you learn to unravel the strands of fate from another and reweave them for yourself. As a bonus action, you can force a creature within 50 feet that you can see to make a Charisma saving throw. On a failed save roll a d6 and mark the result. The next time this turn you roll a d20 for an attack roll, ability check, or saving throw, add the marked result. The next time the target makes an attack roll, ability check, or saving throw before the end of its next turn, subtract the marked result. In both cases, the changed die rolls are considered the new natural results of the rolls (possibly undoing a critical hit).
What Was It Supposed to Do?
At 15th level, fate tries to buffer you from the harmful circumstances. Whenever you trigger a trap, as a reaction you may spend 2 fate points. If you do, a mechanism of the trap fails and it does not activate.
Flip the Scales
At 17th level, you don’t just tip the scales, you down-right rig the game by shredding what strands of fate surround your enemies and remaking them for yourself. Whenever you use the Tip the Balance feature, roll a d12 and mark the result rather than a d6.
Expendable and Invulnerable
At 18th level, you and your allies have an unnatural knack for surviving impossible odds and being saved at the last moment. You and friendly creatures within 50 feet die when they fail their 6th death saving throw instead of their 3rd. Creatures with 3 or more failed death saving throws that move or are moved further than 50 feet away from you die instantly.
Oblivious and Unscathed
At 20th level, through a nearly impossible comedy of errors, you can stride through a battlefield of carnage and danger to emerge intact. You can use this feature as action and when you do so until the beginning of your next turn any attacks that target you automatically miss and you cannot be the target of spells or abilities. Once you use this feature, you must finish a long rest before you can use it again.