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Fatespinner

About these subclasses

This subclass focuses around trying to manipulate the threads of fate, but also the battlefield in new ways. More roleplay focus.

Designed for class

Sorcerer image
Core class
Sorcerer

Fatespinner

Spellcast Trait: Instinct

Play as the Fatespinner if you want to use your arcane powers to tug and manipulate the threads of fate for yourself and those around you.

Foundation

Fate Bender: You have the following abilities: 

  • You can harmlessly and minorly bend reality and fate into harmless effects within close range. Like winning the jackpot on a slot machine, making someone roll snake eyes, getting a Full House, have chains or devices randomly break, or have something or someone break the fall of another by pure chance. Roll a Spellcast Roll (14) to cause the effect to occur.
  • When you or an ally within Far range rolls a failure on an action roll with Hope, you can spend 2 Hope to change into a success with Hope.

Miracle Gatherer: Choose a number between 1 and 12. When an ally within Far range rolls that number on a Duality Die, gain a Hope. You can change this number when you take a long rest.

Specialization

Spinning Fate: You are able to manipulate fate further with either miracles or pull the strings of the universe. After a long rest, place a number of tokens on this card equal to your Instinct. When either you or an ally within Far range goes to make an action roll, spend a token on this card and describe how you spin fate in either your or your ally’s favor to give either yourself or your ally advantage. When you take a long rest, clear all unspent tokens.

Rewind, Be Kind: Spend a Hope and give the GM a Fear to do one of the following effects for an ally within Far range:

  • Clear a Hit Point
  • Clear a Stress
  • Give them a token to one of their domain cards that use tokens.
  • Repair an Amor Slot

You can only do this one effect at a time per ally in a spotlight or scene at a time. 

Mastery

Fate Shaper: Your abilities to further manipulate the fates around you allow you to create fate itself. By spending 2 Hope, you can give yourself or an ally within Far range a Fate token. The Token must be spent before the end of your spotlight if given to yourself or in ally’s next spotlight, or it is cleared. You or the ally can spend the Fate token to do one of the following:

  • Extend the range of an attack or spell by one range. If the attack was a physical weapon attack, it becomes magical damage.
  • To gain 1d4 Evasion till you next mark a Hit Point.
  • Double the damage of an attack. 
  • Hit an additional target within range.
  • Gain a +3 bonus to an action roll that uses an experience. 
  • To clear a condition without needing to roll. 

You can choose to use the Fate token after a roll is considered a success or failure

Printable cards

Foundation / Specialization / Mastery
Sorcerer

Fatespinner

Foundation

SPELLCAST TRAIT: Instinct

Fate Bender: You have the following abilities: 

  • You can harmlessly and minorly bend reality and fate into harmless effects within close range. Like winning the jackpot on a slot machine, making someone roll snake eyes, getting a Full House, have chains or devices randomly break, or have something or someone break the fall of another by pure chance. Roll a Spellcast Roll (14) to cause the effect to occur.
  • When you or an ally within Far range rolls a failure on an action roll with Hope, you can spend 2 Hope to change into a success with Hope.

Miracle Gatherer: Choose a number between 1 and 12. When an ally within Far range rolls that number on a Duality Die, gain a Hope. You can change this number when you take a long rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sorcerer

Fatespinner

Specialization

Spinning Fate: You are able to manipulate fate further with either miracles or pull the strings of the universe. After a long rest, place a number of tokens on this card equal to your Instinct. When either you or an ally within Far range goes to make an action roll, spend a token on this card and describe how you spin fate in either your or your ally’s favor to give either yourself or your ally advantage. When you take a long rest, clear all unspent tokens.

Rewind, Be Kind: Spend a Hope and give the GM a Fear to do one of the following effects for an ally within Far range:

  • Clear a Hit Point
  • Clear a Stress
  • Give them a token to one of their domain cards that use tokens.
  • Repair an Amor Slot

You can only do this one effect at a time per ally in a spotlight or scene at a time. 

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sorcerer

Fatespinner

Mastery

Fate Shaper: Your abilities to further manipulate the fates around you allow you to create fate itself. By spending 2 Hope, you can give yourself or an ally within Far range a Fate token. The Token must be spent before the end of your spotlight if given to yourself or in ally’s next spotlight, or it is cleared. You or the ally can spend the Fate token to do one of the following:

  • Extend the range of an attack or spell by one range. If the attack was a physical weapon attack, it becomes magical damage.
  • To gain 1d4 Evasion till you next mark a Hit Point.
  • Double the damage of an attack. 
  • Hit an additional target within range.
  • Gain a +3 bonus to an action roll that uses an experience. 
  • To clear a condition without needing to roll. 

You can choose to use the Fate token after a roll is considered a success or failure

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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