Base Class: Fighter
When you choose this Martial Archetype at 3rd level, the Guardian Deity that has been watching over you begins to exert it's power. Your ability in and out of battle is enhanced by the magics of fate, and a mysterious luck seems to follow you. This Deity may have been guiding or watching over you since birth, or due to a powerful or extreme event. It may be a great celestial god, or a mysterious evil fiend. The deity empowers you with might, magic, and luck in whatever way it sees fit to aid in your destiny.
Cantrips. Choose any two of the following cantrips. At 10th level, you may choose an additional cantrip. Resistance, Mending, Guidance, True Strike, Spare the Dying.
Spell Slots. The Knight of Fate Spellcasting table shows how many 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.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spells Known of 1st-Level and Higher. You know three 1st-level Knight of Fate spells of your choice from the Knight of Fate spell list.
The Spells Known column of the Knight of Fate Spellcasting Table shows when you learn more spells of 1st-level or higher.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list. The spell must be of a level for which you have spell slots.
Knight of Fate Spell List.
1st-level Spells - Comprehend Languages, Detect Evil and Good, Detect Magic, Heroism, Hunter's Mark, Cure Wounds, Sanctuary, Bane.
2nd-level Spells - Enhance Ability, Magic Weapon, Pass without Trace, Branding Smite, Find Steed, Find Traps, Zone of Truth.
3rd-level Spells - Dispel Magic, Remove Curse, Magic Circle, Nondetection, Tongues, Beacon of Hope.
4th-level Spells - Death Ward, Stoneskin, Freedom of Movement, Guardian of Faith.
Spellcasting Ability. Wisdom is your spellcasting ability, because your spells are channeled into you by the great deity of fate that has taken an interest in you, and your natural wisdom allows you to put them to use when the time calls for them.
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 Knight of Fate spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Bonus Languages
Your Guardian Deity has gifted you with additional skills to ease the transition from the everyday life into dangerous the path of your destiny.
You may learn up to two new languages of your choice from Abyssal, Infernal, Celestial, or Deep Speech.
Favored by Fate.
At 3rd-level, your destiny reveals itself to you. You are granted knowledge of the creatures employed by the higher powers of the universe. Your Guardian Deity favors you over Fiends, Celestials, and Aberrations.
Foresight
Starting at 3rd level, any time you make a melee weapon attack on your turn, against a creature at it's hit point maximum, you may have that attack deal an additional 1d8 damage. You may only deal this damage once per turn.
This damage increases by 1d8 at 10th level, and again at 18th level.
Lucky Strike
Beginning at 7th level, whenever you use your action surge you gain advantage on any attack rolls you make until your next turn.
You may choose to exchange this advantage for an additional use of Second Wind. Once you use this ability you can't use it again until you finish a long rest, regardless of how many uses of Action Surge you have.
Chosen for Battle
Starting at 10th level, when you hit a creature you are favored against (Celestial, Fiend, or Aberration) with a melee weapon attack, that creature has disadvantage on all attack rolls against you until your next turn.
Additionally, you can no longer become Frightened by any creature of these types.
The Hand of the Oracle
The hand of the Gods of Fate themselves reach through you and bestow you with their knowledge of your enemies.
Starting at 15th level, you may add your wisdom modifier to all damage rolls you make.
Stoic Empowerment
Starting at 18th level, any time a creature you are Favored against ( Celestial, Fiend, or Aberration) would force you to make a saving throw, you gain advantage on that roll.
Additionally, you gain +1 AC while wearing armor, suffer none of the drawbacks of old age, and you can’t be aged magically.
Previous Versions
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5/7/2019 8:44:24 PM
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5/30/2019 11:09:06 PM
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