It is the character's destiny to be the leader of a large guild, nation, or organisation and successfully lead it through a significant and challenging event. The character may be aware or unaware of the group they are destined to lead. Maybe the character has been raised in the Hilathrin Imperium and one day seeks to return as the rightful heir, maybe the character is a rookie in the Firewatch yet will one day become the archon, or maybe they’re destined to raise a new guild from the ashes of the old war. Regardless of the character’s origins or current allegiances, it is known that they will rise to a position of power and save their guild, nation or organisation from wrath or ruin.
The target guild, nation or organisation relating to this destiny must be significantly powerful. A group of pickpockets in a border town wouldn’t be powerful enough to fit this destiny, however if the character was to turn them into a powerful thieves guild to rival the Guild of Fallen Stars then that would be suitable. When it comes to choosing your organisation, think big. The Hilathrin Imperium is a fascist monolith in Varikédïa and there is nothing stopping the character being destined to lead it. Work with your DM to chose an organisation and how the character is related to it.
Choose the specifics of your Destiny.
E.g. I am the wayward son Grand Archon Ælfheah of the Hilathrin Imperium, one day I will take the throne from my father and lead the Imperium into a new age.
Destiny Ability: Commanding Presence
You may automatically succeed at a Persuasion or Intimidation check (no skill roll required). You can use this ability once and you regain all uses as below:
Destiny Recharge.
You recharge your Destiny Ability when you succeed at a Persuasion, or Intimidation check. You cannot recharge your Destiny Ability from a test on which you have already used your Destiny Ability.
Abilities
- Destined to Lead: You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
- Loyal Followers: You begin the game with 2 followers (see sidebar). These followers are loyal to you and will do as you ask, they can support you in a fight and they go on your Initiative. You may use a Bonus Action to command your followers to attack. If they do not receive an order, they will use the Dodge action OR continue attacking a previous target. If you are reduced to 0 hit points, the followers will automatically move to your location and protect your body.
Note: In the event that a follower is killed, you are able to recruit a new follower by spending one hour in a town, village or city. Additionally it is always assumed that these followers are paid as part of this destiny. Followers that are treated poorly may leave. In the event that a follower leaves in such a way, the time to replace the follower increases to one week. When the character reaches level 10, they gain 1 additional follower for a total of 3. At level 15, you can replace one follower with a champion. A champion has an additional +4 to all their attributes and can go on their own initiative.
FOLLOWER
Medium Humanoid
Armor Class 14 (Leather Armour + Shield + Dex)
Hit Points 5 + five times your character level (the follower has a number of Hit Dice [d8s] equal to your character level)
Speed (Based on Race)
STR14 (+2)DEX12 (+1)CON15 (+2)INT10 (+0)WIS12 (+1)CHA12 (+1)Saving Throws Dex +1 plus PB, Wis +1 plus PB
Languages Common & one other language of your choice. Can learn Thieves Cant if you have it.
Senses (Based on Race)
Passive Perception 12
Challenge — Proficiency Bonus (PB) equals your proficiency bonus
Allegiance. You can add your proficiency bonus to any ability check or saving throw that the follower makes.
Expertise. Each follower can have one skill or tool for which your proficiency bonus is doubled.
Actions
Longsword. Melee Weapon Attack: 2 + PB, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Shortbow. Ranged Weapon Attack: 1 + PB, one target. Hit: 1d6 + 1 + PB piercing damage.
Reactions
Opportunity Attack. The follower can make an opportunity attack when a hostile creature that they can see moves out of their reach.
Comments