It is the character's destiny to rescue a person from death or an object from destruction. Most of the time a character with this destiny is unaware of the person or object they must save, nor will they have any idea of when or how they are supposed to do so. Maybe there is a heroic maiden in the wilds who will be ambushed by bandits only to be saved by the character, then going on to rule a kingdom with kindness. Or maybe there is a child of magic, so powerful they can right the wrongs of the vile moon goddess, and the character manages to save the expectant mother from cultists just before she gives birth. Regardless of the nature of the rescue, the character will be the saviour whether they wish to or not.
Unlike other destinies, this is a ‘right place, right time’ destiny meaning that a character could spend weeks, months, or even years adventuring only to stumble across the person or object of their destiny at the prescribed moment they are supposed to save them. Either succeeding or failing at a task they were likely unaware of. This is not to say that a character cannot be aware of their destiny, for example through a prophecy or vision, but this does not have to be the case.
Choose the specifics of your Destiny.
E.g. I always try to do the right thing, maybe one day that will save someone’s life. Narrator: “It would save someone’s life”.
Destiny Ability.
You may automatically succeed at any ability check related to protecting or saving someone or something. The DM is the final arbiter on whether an ability check relates to protecting or saving someone or something. You can use this ability once and you regain all uses as below:
Destiny Recharge.
You recharge your Destiny Ability when you save another character or object in some way, such as through casting Spare the Dying or interposing yourself between an object and an incoming projectile. The DM is the final arbiter on what counts as saving another character or object. You cannot recharge your Destiny Ability from a test on which you have already used your Destiny Ability.
Abilities
- Guardian: After completing a long rest you can declare another character as ‘under your protection.’ That character receives a +2 to their armour class whenever they are within 5ft of you. This ability lasts until you finish a long rest. At level 10 this bonus increases to +4.
- One for the Team: When an ally, within 30ft of you, is hit with an attack, but before damage is rolled, you may use your reaction to activate One for the Team. You instead take all the damage directed at that ally. This can be done even in instances where you are also a target, such as when an area effect spell is cast. In these cases, you take both your ally’s damage and the damage directed at yourself. You can use One for the Team a number of times equal to your wisdom modifier (minimum 1) and you regain all uses on a long rest.
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