Fighter
Base Class: Fighter

The Fate Fighter is a fighter that fights using the infinite magic of fate on their side. The cards speak for themselves to protect one of the defenders of the natural order of the world.

Fate Dice

Turn Your Fate

  • When making as Charisma (Persuasion) check you can choose to expend one Fate Die and add it to your roll.
  • As a reaction, when an ally within 10ft takes damage you can expend a Fate Die and reduce the damage by the roll.
  • Before you make an attack you can choose to expend a Fate Die and add it to the attack roll.
  • When you make an Initiative Roll you can choose to expend a Fate Die and add it to the roll.
  • When you are hit with an attack you can choose to expend a Fate Die and add it to your AC until your next turn.
  • After you hit but before you roll damage, you can choose to expend a Fate Die and add it to the damage.

 

Surge of Destiny

When you use your Second Wind feature or when you roll a Critical Hit you gain one Fate Dice back if you are able to. 

Destined Insight

You look into the attributes of an enemy within 60ft of you. The enemy must make a Charisma saving throw, DC 12 + Charisma Modifier. If they fail you can choose to learn their Max HP, Ac, Strength Modifier, Dexterity Modifier, Constitution Modifier, Wisdom Modifier, Charisma Modifier, or Casting Level.

For 1 minute you see any changes that happen do the stat that you choose to gain the insight of.

You can use this feature one time per long rest.

Strands of Time

Starting at 15th level, you become in tune with the Fate Plane. You are able to transport to the plane when you need to escape and change battle to your advantage to keep destiny in order.

Once per long rest you can reset the battle field. You are able to choose up to 4 willing creatures within 40ft of you. You are able to teleport the creatures, including yourself, to the Fate Plane temporarily to move along the strands of time and be replaced where you want within 40ft of your original location.

This teleportation doesnt provoke opportunity attacks.

Form of Destiny

Once per long rest you can assume a form unlike yourself. While in this form you gain the following features

Your body shifts and molds. Your skin slowly changes to a swirl of purples and blues as the strands of reality are seen making up your body. The oldest form of Fate Fighters were seen this way wearing no armor and benefiting only from destiny aiding them in their combat.

  • Your attacks do an extra 2d8 of Psychic damage
  • Attacks against you have disadvantage
  • You gain a ranged attack. You whip a strand of time within 20ft of you. Make a ranged attack. If the attack hits it does 2d6 Psychic damage
  • As a bonus action you can form an alternate version of yourself and swap to their position within 20ft

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