Fated
About this class
The Fated is a person chosen by fate, destiny, or what-have-you, to go out in the world to take on a specific calling. Fate tends to imbue the Fated with power in order to tackle the difficulties. Yet it is not an easy road to walk. The path is filled with many challenges, and it takes someone with a real drive, cunning, and strength to make it though. However, Fated people are determined to fight, and move forward. They intend to prove that fate made the right choice in trusting them. But one cannot walk through life on fate alone. And as much as facing down monsters, and challenges is part of a journey, so is making connections that last a lifetime.
Domains
Bone
Starting stats
Hope feature
Class features
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Immortal Skill
Mark a Stress to turn any action roll into a roll using your Spellcast trait.
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Immortal Soul
You may Spend a Hope to Clear 1 Hit Point a number of times per rest equal to your Spellcast Trait.
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Immortal Power
Add your Spellcast trait to damage rolls.
Class items
- A passage of a prophecy
- A good luck charm
Character questions
Background prompts
- At what age did you learn you were destined for something greater?
- Did you stand out in your hometown, or did you fit it?
- Do you feel honored to be chosen?
Connection prompts
- You know at least a little bit of the destiny I’m supposed to seek. What should I look out for?
- What feat did you witness me accomplish that made you feel reassured that I was the right choice for the job?
- Do you see me as a person, or merely as “a plaything of the gods”?
Subclass cards
Printable via header menu
Child of Power
Foundation
SPELLCAST TRAIT: Strength
Bulky: You have maintained pique physical condition, and are imbued with strength. Gain an additional Hit Point Slot.
The Might of Many: Whenever you make a successful attack within Melee range, Mark a Stress to deal d4 + your level damage of your weapon’s damage type to all other adversaries in Melee range.
Child of Power
Specialization
Harnessed Power: Whenever you get hit with an attack, place a d8 on this card. You may have a number of d8s on this card equal to your Strength trait. Whenever you make your next successful attack, you may roll all your d8s, and add the result as Magic damage to the damage roll.
The Might of an Army: Your The Might of Many ability improves. It extends to Very Close range, and the damage increases to d6 + your level damage of your weapon’s damage type.
Child of Power
Mastery
Reflecting Power: After you get hit with an attack, Spend a Hope to force the target to make a reaction roll (16). On a failure, the damage is divided between you, and the attacking creature.
The Might of a Legion: Your The Might of Many ability improves. It extends to Close range, and the damage increases to d8 + your level damage of your weapon’s damage type.
Child of Playfulness
Foundation
SPELLCAST TRAIT: Presence
One Jump Ahead: Gain +1 Evasion
Strings of Fate: Whenever an attack misses you, you may Spend a Hope to force the attacking creature to make a reaction roll (13). On a failure, they become temporarily restrained.
Child of Playfulness
Specialization
Untouchable: Mark a Stress. Attacks against you are made at Disadvantage for a number of attacks equal to your Presence trait. While you are Untouchable, you may add 1d8 Magic damage to damage rolls.
Web of Fate: The reaction roll for your Strings of Fate increases to (14). Additionally, you may spend additional Hope to target additional creatures within Very Close range of the attacking creature; one Hope per additional creature.
Child of Playfulness
Mastery
Mercurial Medicine: Whenever you use your Immortal Soul ability, you may increase your Evasion by 1d4 until your next rest, you use this ability again, or take any damage.
Pulling Strings: The reaction roll for your Strings of Fate increases to (15). Additionally, whenever a creature fails their reaction roll, you may Mark a Stress to pull them into your weapon’s range, and deal your weapon’s damage to them; one Stress per creature.
Child of Learning
Foundation
SPELLCAST TRAIT: Knowledge
Applied Knowledge: Spend a Hope, and make a Spellcast roll against a target within Close range. On a success, add 1d8 to all damage rolls against the target a number of times equal to your Knowledge trait.
Scholarly Wisdom: You may use your Immortal Skill ability without Marking a Stress a number of times per rest equal to your Knowledge trait.
Child of Learning
Specialization
Smart Aiming: Spend a Hope. Until the end of the scene, all creatures of your choice in Far range gain a bonus to attack, and damage rolls equal to your Knowledge trait.
Knowledge is Power: Whenever you use your Fated Power ability, you may Mark a Stress to give everyone Advantage on their next attack roll.
Child of Learning
Mastery
Improved Application: Your Applied Knowledge ability improves. The range extends to Far range, and the damage die becomes 1d10.
Pattern Recognition: Whenever you make a successful attack, Mark a Stress to force the target to make a reaction roll (16). On a failure, their difficulty is lowered by your Knowledge trait.
Child of Wonder
Foundation
SPELLCAST TRAIT: Presence
Wondrous Light: Whenever you use your Immortal Soul ability, you may apply it to all creatures of your choice within Very Close range.
Breaking Limits: Spend a Hope, and make a Spellcast roll (14). On a success, whenever you use your Immortal Power ability, your Spellcast Trait is doubled until the end of the scene.
Child of Wonder
Specialization
Wondrous Flame: Your Wondrous Light feature extends to Close range.
Limitless Light: When you make a successful attack while your Breaking Limits ability is active, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, they become Temporarily Vulnerable.
Child of Wonder
Mastery
Wondrous Sun: Your Wondrous Light feature extends to Far range. Additionally, all creatures who benefit from it gain advantage on their next roll.
Blinding Light: Spend a Hope, and Make a Spellcast roll against a target. On a success, the target takes d12 + your Presence trait magic damage using your proficiency, and must make a reaction roll (17). On a failure, they subtract your Presence trait from their rolls until the GM spends a number of Fear equal to your Presence trait to clear the condition.
Fated
The Fated is a person chosen by fate, destiny, or what-have-you, to go out in the world to take on a specific calling. Fate tends to imbue the Fated with power in order to tackle the difficulties. Yet it is not an easy road to walk. The path is filled with many challenges, and it takes someone with a real drive, cunning, and strength to make it though. However, Fated people are determined to fight, and move forward. They intend to prove that fate made the right choice in trusting them. But one cannot walk through life on fate alone. And as much as facing down monsters, and challenges is part of a journey, so is making connections that last a lifetime.
Domains
Bone + Star
Starting Evasion
12
Starting Hit Points
5
Class Items
- • A passage of a prophecy
- • A good luck charm
Fated’s Hope Feature
Fated Power : Spend 3 Hope. You, and all your allies, may add a level of Proficiency to your next successful attack.
Class Features
Immortal Skill
Mark a Stress to turn any action roll into a roll using your Spellcast trait.
Immortal Soul
You may Spend a Hope to Clear 1 Hit Point a number of times per rest equal to your Spellcast Trait.
Immortal Power
Add your Spellcast trait to damage rolls.
Fated Subclasses
Choose either the Child of Power or Child of Playfulness subclass.
Child of Power
Use your power to command the battlefield to your whims.
Spellcast Trait
Strength
Foundation Features
Bulky: You have maintained pique physical condition, and are imbued with strength. Gain an additional Hit Point Slot.
The Might of Many: Whenever you make a successful attack within Melee range, Mark a Stress to deal d4 + your level damage of your weapon’s damage type to all other adversaries in Melee range.
Specialization Feature
Harnessed Power: Whenever you get hit with an attack, place a d8 on this card. You may have a number of d8s on this card equal to your Strength trait. Whenever you make your next successful attack, you may roll all your d8s, and add the result as Magic damage to the damage roll.
The Might of an Army: Your The Might of Many ability improves. It extends to Very Close range, and the damage increases to d6 + your level damage of your weapon’s damage type.
Mastery Feature
Reflecting Power: After you get hit with an attack, Spend a Hope to force the target to make a reaction roll (16). On a failure, the damage is divided between you, and the attacking creature.
The Might of a Legion: Your The Might of Many ability improves. It extends to Close range, and the damage increases to d8 + your level damage of your weapon’s damage type.
Child of Playfulness
Control the pace of a battle by avoiding hits, and using the strings of fate to tangle your foes.
Spellcast Trait
Presence
Foundation Features
One Jump Ahead: Gain +1 Evasion
Strings of Fate: Whenever an attack misses you, you may Spend a Hope to force the attacking creature to make a reaction roll (13). On a failure, they become temporarily restrained.
Specialization Feature
Untouchable: Mark a Stress. Attacks against you are made at Disadvantage for a number of attacks equal to your Presence trait. While you are Untouchable, you may add 1d8 Magic damage to damage rolls.
Web of Fate: The reaction roll for your Strings of Fate increases to (14). Additionally, you may spend additional Hope to target additional creatures within Very Close range of the attacking creature; one Hope per additional creature.
Mastery Feature
Mercurial Medicine: Whenever you use your Immortal Soul ability, you may increase your Evasion by 1d4 until your next rest, you use this ability again, or take any damage.
Pulling Strings: The reaction roll for your Strings of Fate increases to (15). Additionally, whenever a creature fails their reaction roll, you may Mark a Stress to pull them into your weapon’s range, and deal your weapon’s damage to them; one Stress per creature.
Background Questions
Answer any of the following, or create your own.
- • At what age did you learn you were destined for something greater?
- • Did you stand out in your hometown, or did you fit it?
- • Do you feel honored to be chosen?
Connections
Ask one of the following, or improvise.
- • You know at least a little bit of the destiny I’m supposed to seek. What should I look out for?
- • What feat did you witness me accomplish that made you feel reassured that I was the right choice for the job?
- • Do you see me as a person, or merely as “a plaything of the gods”?
Discussion
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