Base Class: Fighter
While some people are born with unnaturally good luck, a Master of Fate can interact with the threads of fate around him or herself. A Master of Fate receives their abilities from the universe itself as a way balance the conflict between good and evil. When evil grows too powerful or becomes too smothered, a master of fate is created to correct the imbalance. This can apply to an imbalance of a single town or the whole world. Masters of Fate are drawn toward activities of chance as the more random an activity is the more control they have over the situation.
Devil's Luck
When you choose this archetype at 3rd level, you gain the ability to alter your luck to alter a fight to your advantage.
You gain the ability to alter your luck to alter a situation to your advantage. Whenever you hit an enemy with an attack or an enemy misses you, you can expend one use of your Fated die to roll on the Devil's Luck table using the Fated die to determine the result. Whenever you roll a natural 20 or an enemy rolls a natural 1 on a hit, you may roll on the table without expending a slot.
You have {{2*proficiency}} Fated Dice ({{scalevalue}}), which are expended when used. You regain one expended Fated Die when you finish a Short Rest, and regain all of them when you finish a Long Rest. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Devil's Luck
| Fated Die | Effect |
|---|---|
| 1 | The target loses balance and falls prone. |
| 2 | The target's weapon gets deflected into their own body. The target takes damage equal to one melee attack with that weapon. |
| 3 | The attack startles the target. The target makes its next saving throw at disadvantage. |
| 4 | The target's movement is reduced to 0. |
| 5 | The target drops a random monster part(feather) or item from equipment. The item falls to the ground within 5ft. of the target. |
| 6 | Your next attack is made at advantage and your target's next attack is made at disadvantage. |
| 7 | Nearest ally within 30ft. may use their reaction to make an opportunity attack against the target. |
| 8 | The enemy becomes distracted. The enemy must succeed a Constitution saving throw or suffer the blinded condition until the end of your next turn. |
| 9 | A jarring shock runs up the target's limb. A random limb gets disabled until the end of your next turn. If a weapon requires two hands to wield then it can be used at disadvantage. If the limb is required for movement than the target movement speed is halved for the duration. |
| 10 | You nick a major artery. For the next minute, the target will lose hit points equal to one roll of your fated dice at the start of their turn. Any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. |
| 11 | The weapon breaks. The weapon does half damage until it is mended (physical weapons) or healed (natural weapons). If this effect is applied twice, the weapon breaks completely and is unusable until it is mended or healed. |
| 12 | The target must succeed on a Constitution saving throw or suffer the stunned condition until the end of your next turn. |
You regain one of your expended Fated Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
You harbor a boundless luck within yourself. It is represented by your Fated Dice, which fuel powers you have from this subclass. The Fated Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | D6 | 4 |
| 5 | D8 | 6 |
| 9 | D8 | 8 |
| 11 | D10 | 8 |
| 13 | D10 | 10 |
| 17 | D12 | 12 |
Any features in this subclass that use a Fated Die use only the dice from this subclass. Some of your powers expend the Fated Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Fated Dice are expended.
Gambling Legend
At 3rd level, you can choose to win or lose up to 100 coins in a night of gambling. After you finish gambling, you must roll a d100.
Win - If the number you roll is equal to or lower than the amount of coins you won then everyone you gambled with will become hostile towards you and you will not be allowed to gamble there for 1d10 days. If the number you roll is equal to or lower than half the amount you won then the people you gambled with will become violent and you will not be allowed to gamble there for 1d10 months.
Lose - If the number you roll is equal to or lower than the amount of coins you lost then everyone you gambled with will become friendly towards you and you will have advantage on persuasion and deception checks with them for the rest of the day. If the number you roll is equal to or lower than half the amount you lost then the people you gambled with will become charitable towards you and they will give you one piece of important information that is relevant to you.
The kind of coins they are will depend on who you are gambling with.
Commoners - Copper
Adventurers/Travelers - Silver
Nobles/Wealthy - Gold
Royalty - Platinum
Lucky Encounters
Starting at 7th level, you have the ability to turn your interactions into coincidences. You use your bonus action to make your next ability check success on even and failure on odd. If you fail, you can spend a Fated Die to add to the result.
Guided Destiny
You now have the ability to destiny toward certain outcomes. Whenever you roll on the Devil's Luck table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Luck of the Muse
At 15th level, the people around you are influenced by your fate. You can use your action to charm the person that your are speaking to outside of combat. While charmed this way they are under the effects of the Charmed condition. Whenever the target is asked to say or do something that it wouldn't say or do for a friend, the target gets to make a save to break the effect (8 + proficiency bonus + CON modifier). The effect lasts as long as you are within line of sight and within 60ft. of the person you have charmed.
Ruler of Fate
At 18th level, before you or someone that is attacking you rolls, you can use your reaction to choose to crit or for the enemy to crit fail. This ability can be used 3 times per long rest. You may also use the effect of both rolls on the Devil's luck table. If you roll the same number you can choose the second effect.







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