Fateweaver

Written by Martin K.

tumblr nsz5afmZeT1rqat58o1 1280Fateweavers perceive reality as an interwoven fabric, with each living being moving along a thread that twists and turns as it leads from knot to knot. As an apprentice, their magic is subtle, twisting a thread here, loosening a knot there. By influencing small events here and there, they push fate in a certain direction through fine manipulation. As they grow stronger, they become a force to be reckoned, with the power to rip reality apart at its seams. They move back and forth along the fabric, even reaching into the past to change the present.

Fateweavers can manipulate the game in ways that no other class can reach, but they are only strong as part of a group. By themselves, they are not able to best a single monster in combat, but they excel at making other characters stronger and pushing them to succeed. In that, the Fateweaver is a classic support class.

Play Style: As a Fateweaver, you approach the game like a chessmaster. Your moves are out in the open, but your strategy is ten turns ahead of your opponents. Where other classes are slaves of their luck with the dice, you can manipulate the dice themselves.

Ability Scores: Most Fateweaver abilities rely on one of two ability scores - Wisdom for passive, intuitive, perceptive abilities, and Charisma for active, outward, controlling abilities. However, many spells do not require a roll to hit, even if they target enemies, so a high ability score in either is not required.

Races: Fateweavers are few in number, and the gift can manifest in any race. The dark elves command the highest respect for them, whereas in human lands, they are often forced to join travelling troupes of bards or a carnival, where they are protected from the superstitions of the common folk and earn their coin as card readers or astrologers. Among the orcs and other savage folk, a gifted child is sometimes taken in by the shaman of the tribe and taught the ways of bending fate.

Backgrounds: fortune teller plays into the superstitions of the common folk; court jester is the same at a noble's court; prisoner of the Shadow Prince raises the question of how you can be out adventuring, but not every prison is visible; a lucky everydayman might not even be aware of his power, believing that's it's all just luck, or divine protection. 

Icons: The icons see themselves as the movers and shakers of the Dragon Empire, and don't appreciate it when lesser mortals wield the power to shape destinies. The Shadow Prince sees himself as a master over luck and fortune, and does not appreciate the competition. It's possible that he (or she?) has the powers of fateweaving himself. Fateweavers who received their power from a deity or pantheon are connected to the Priestess. The High Druid protects the natural cycle of life, and does not like fateweavers mess with it. The Elf Queen could be a protector of a fateweaver if he or she helps her to keep the peace between the elven races. The Archmage will surely show some academic curiosity. The Lich King might pursue the fateweaver's secrets to restore himself to true life.

Gear

If you are currently or formerly part of a travelling troupe, your clothing will be as garish and outlandish as possible to get full attention. On the other hand, if you are on the run from somewhere or someone, you'll choose the most inconspicuous travelling gear you can find.

In your pockets, you start with 25 gp. You could also roll 1d6 x 10 gp, if you don't quite feel comfortable with the whole "there is no luck, everything happens according to a greater cosmic plan" shtick yet.

Armor

Fateweavers are either on the road, on the run, or on stage performing tricks. Armor doesn't help with any of that. You're very comfortable staying behind the fighter.

Fateweaver Armor and AC
Type Base AC Attack Penalty
None 10 -
Light 11 -1
Heavy 12 -2
Shield +1 -1

Weapons

You might have picked up a bit of stage fighting, you might even know a few tricks with a dagger, but in general, you leave the fighting to others.

Fateweaver Melee Weapons
Size One-Handed Two-Handed
Small 1d4 knife 1d6 staff
Light or Simple 1d6 short sword, rapier 1d8 (-2) spear
Heavy or Martial 1d8 (-2) longsword, scimitar 1d10 (-5) greatsword
Fateweaver Ranged Weapons
Size Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow -
Light or Simple 1d6 (-2) javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy - 1d8 (-2) heavy crossbow 1d8 (-2) longbow

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Strength OR Dexterity + Level vs. AC

Hit: Weapon + Strength damage

Miss: Your level in damage

Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: Weapon + Dexterity damage

Miss: Your level in damage

Fateweaver Level Progression

Fateweavers gain 3 talents at first level. They do not gain additional talents as they level up.

Fateweaver
Level
Total Hit Points Total Feats Meditations known Spells known Pool Available Level-up Ability Bonuses Damage Bonus from Ability Score
Level 1 multiclass Half of both classes As 1st level PC 1 adventurer 2 1st level Not affected ability modifier
Level 1 (5 + CON mod) x 3 1 adventurer 2 adventurer 3 1st level   ability modifier
Level 2 (5 + CON mod) x 4 2 adventurer 2 adventurer 4 1st level   ability modifier
Level 3 (5 + CON mod) x 5 3 adventurer 3 adventurer 4 3rd level   ability modifier
Level 4 (5 + CON mod) x 6 4 adventurer 3 adventurer 5 3rd level +1 to 3 abilities ability modifier
Level 5 (5 + CON mod) x 8 4 adventurer 1 champion 2 adventurer
1 champion
6 5th level   2 x ability modifier
Level 6 (5 + CON mod) x 10 4 adventurer 2 champion 1 adventurer
2 champion
7 5th level   2 x ability modifier
Level 7 (5 + CON mod) x 12 4 adventurer 3 champion 1 adventurer
3 champion
7 7th level +1 to 3 abilities 2 x ability modifier
Level 8 (5 + CON mod) x 16 4 adventurer 3 champion 1 epic 1 adventurer
2 champion
1 epic
8 7th level   3 x ability modifier
Level 9 (5 + CON mod) x 20 4 adventurer 3 champion 2 epic 3 champion
1 epic
9 9th level   3 x ability modifier
Level 10 (5 + CON mod) x 24 4 adventurer 3 champion 3 epic 2 champion
2 epic
10 9th level +1 to 3 abilities 3 x ability modifier

Fateweaver Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Wisdom or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (no armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (5 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points (4 at 5th level, 5 at 8th)
Talents 3
Feats 1 per level

Class Features

Focus

While you are able to weave basic forms of your magic with just a few gestures that don't require special concentration, you can enter a state of deeper concentration, called Focus,  that unlocks more powerful versions of your spells. Some high-level spells require focus to be cast at all. To gain focus, you can either use the Gather Focus power below, or use special powers called Meditations.

Gather Focus

Close quarters spell; At will; standard action

Effect: Until the end of your next turn, you gain a +2 bonus to MD, and you have Focus.

Epic feat: Once per battle, when the escalation die is 3+, you can Gather Focus as a quick action.

Ritual Caster

You can cast rituals in the same way as a Wizard or Cleric.

Class Talents

Arrow of Fate

You can use ranged weapons without attack penalty. You can use Wisdom instead of Dexterity for attack and damage with ranged weapon attacks.

Adventurer feat: When you have Focus, roll twice on ranged weapon attack rolls and take the better result.

Champion feat: Once per day, don't roll an attack with a ranged attack. The arrow finds its target, no matter the odds.

Ascetic

Whether in a monastery or as a solitary hermit, you have trained to overcome the cravings of the body that weaken the lesser mind.

You gain a +1 bonus to PD and learn an additional adventurer tier meditation.

Adventurer feat: When you take a recovery during a short rest, add your Wisdom modifier to the hit points you regain.

Champion feat: You gain the adventurer feats for all meditations you know for free.

Epic feat: You gain the champion feats for all mediations you know for free.

Calm Anticipation of Impending Battle

If your initiative roll is even, you start the battle with Focus.

Epic feat: When you gain focus with this talent, you can immediately expend it to increase the escalation die to 1.

Favored Soul

Your powers are tied to a deity. How, depends on your backgrounds and One Unique Thing. You could be the revered oracle of a cult, the recipient of a divine spark, you could even have divine blood.

Choose a domain from the cleric list, which you gain as a talent. If the powers of that domain refer to spellcasting, you can use that ability with your fateweaver spells.

In addition, starting from 3rd level, you can choose cleric spells instead of fateweaver spells for your spells known. You cast these spells at two levels lower than your fateweaver class level.

You can take the feats of the chosen domain and cleric spells.

Hand of the Reaper

For the living, and ultimately for everything on the primal plane of existance, all strands of fate end in death. You merely extend a hand to hasten its arrival.

When you have Focus, add your Charisma modifier to all damage you deal.

Adventurer feat: You also gain the bonus without focus.

Champion feat: Add double Charisma.

Epic feat: Add triple Charisma.

Limits of the Body

You can push your body beyond mortal limits. You can walk over hot coals and meditate for hours in an ice-cold waterfall. You can put your body in a state where you can survive days, months, even years with a minimum of air, water or food. You never take damage from the natural environment.

You gain a +2 bonus to PD.

Limits of the Mind

You have achieved a clarity of mind beyond what mortals can hope to achieve. You often appear distant, unemotional and unworldly. This is far from the truth. When you choose to experience an emotion, you can do so with more intensity than any of the uninitiated. It is merely that you do not require simple triggers such as drinking or gambling to experience joy.

You gain a +2 bonus to MD.

Meddling from the Sidelines

Once per session, you can choose an ally who failed all icon relationship rolls, that is, none of his or her icon relationship roll came up as a 5 or 6. Choose an icon that this ally does not have an icon relationship with and grant him or her a 5 with that icon.

Merciful Fate

When you have Focus, add your Wisdom modifier to all healing you grant.

Adventurer feat: You also grant the bonus without focus.

Champion feat: Add double Wisdom.

Epic feat: Add triple Wisdom.

Mortal Vessel

Your spellcasting does not represent an innate ability, but rather a higher power, be it a guardian angel, an icon or even a god watching over you. Your physical presence is merely the vessel that channels this power. Acting as a vessel still requires your mental presence and physical participation.

However, for one battle per day, when you are unconscious, incapacitated or even dead, this entity can manifest itself separate from your body, as an incorporeal presence, and cast spells with your spellcasting ability, but without requiring any action from you. The "ghost" does not interact with your reality in other ways.

Shrieking Disharmony

Not all Fateweavers have the gift of subtle, delicate spellcasting. When you use your powers, they come with visible, haunting side effects. The room goes dark, words are whispered of doom and despair, and eerie, screaming faces appear.

Whenever you cast a spell with focus, make a Charisma + level vs. MD attack against all nearby enemies. If you hit, you deal your level + Charisma psychic damage. Double Charisma at 5th level, triple it at 8th. This attack is part of your spellcasting action.

Adventurer feat: You gain some control over the effect. You can choose to cast focused spells without the damage effect, so they don't alarm everyone in the vicinity.

Champion feat: You can choose to amplify the effect. Increase the damage to 1d4 per level + Charisma, but the screams are deafening to the point that you must immediately succeed at a save or be dazed until the end of your next turn.

Epic feat: You can amplify the effect without the risk of daze.

Adventurer Tier Meditations

Mantra of Cleansing

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Target: You or a nearby ally

Effect: The target makes a save, with your level as a bonus.

Adventurer feat: Both you and an ally can make a roll.

Mystic Healing

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Target: You or a nearby ally

Effect: The target can spend a recovery to heal.

Adventurer feat: The recovery heals the maximum amount.

Champion feat: You can use Mystic Healing twice per battle.

Steel as Sharp as the Mind

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Target: A nearby weapon or implement

Effect: Once this battle, the wielder of the weapon can choose to set a natural attack roll to 10 + your level instead of rolling a die.

Adventurer feat: The wielder can set the die after making a roll.

Veil of the Void

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Target: You or a nearby ally

Effect: The target gains resist negative energy 12+ until the end of the battle.

Adventurer feat: Both you and an ally gain the resistance.

Champion feat: You can choose cold, fire, lightning or thunder instead.

Epic feat: You can choose to either protect yourself and all allies, or give one target resist 18+.

Champion Tier Meditations

Heightened Awareness

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Effect: Until the end of your next turn, you gain a bonus to all defenses equal to your Wisdom.

Champion feat: After the end of your next turn, you have a +1 bonus to all defenses until the end of battle.

Epic feat: Increase the ongoing bonus to +2.

Lifted by the Strings of Fate

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Effect: Until the end of your next turn, you can fly.

Epic feat: You can also grant the flight to an ally.

Moment to Strike

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Target: A nearby ally

Effect: You grant the ally a melee or ranged basic attack as a free action.

Champion feat: If the ally's attack is a miss, you don't expend this power.

Epic Tier Meditations

Mystic Barrier

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Effect: Until the end of your next turn, you are immune to all damage.

Epic feat: If an enemy makes a melee attack against you, deal force damage equal to your level.

Negation of the Self

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Effect: Teleport to a nearby location you can see.

Epic feat: You can teleport an ally next to you.

Shared Pain, Shared Hope

Close-quarters spell; Once per battle

Always: You gain Focus until the end of your next turn.

Effect: Spend a recovery to heal. All nearby allies heal the same amount without spending a recovery.

Epic feat: If the escalation die is 4+, your recovery is also free.

1st Level Spells

Boon of Destiny

Ranged spell; at-will

Target: One nearby ally

Effect: The target can roll twice on its next attack roll, and that attack deals holy damage in addition to any other type.

Focus: Target two allies.

Adventurer feat: If you have focus, target three allies.

Champion feat: If the escalation die is 1+, the target also heals hit points equal to your level.

Epic feat: The target immediately rolls a save against a condition a save can end.

Even the Strong Will Perish

Ranged spell; at-will

Target: The nearby enemy with the highest hit point total

Effect: 5 negative energy OR holy damage. (Decide the damage type when you learn the spell)

3rd level spell: 10 damage.

5th level spell: 15 damage.

7th level spell: 25 damage.

9th level spell: 35 damage.

Focus: Also target the enemy with the second-highest current hit point total, and add your Charisma to damage.

Adventurer feat: You can choose to target the enemy with the lowest hit-point total instead.

Champion feat: Heal hit points equal to your level to the ally with the highest current hit point total.

Epic feat: If the target is dazed, weakened or stunned, deal double damage.

Inevitable Pain

Ranged spell; Once per battle

Target: One nearby enemy

Effect: The target takes extra damage from attacks equal to your Charisma + level (save ends).

Focus: As an additional effect, if an attack against the target is an even roll, that attack is a hit.

Adventurer feat: The target is vulnerable to psychic damage.

Champion feat: The target takes extra damage equal to twice (your level plus Charisma).

Epic feat: The target takes extra damage equal to triple (your level plus Charisma).

Predetermination

Close-quarters spell; Daily

Target: A nearby ally

Effect: The next skill check the target makes is a natural roll equal to 10 + your level.

Focus: You also grant the effect to yourself.

Champion feat: You can target one ally per point of Wisdom modifier if they all make the same skill check.

Unfortunate Misstep

Ranged spell; Once per battle

Target: A nearby enemy

Effect: The enemy makes a quick, unintended misstep, that provokes an opportunity attack from an ally engaged with it.

Focus: The ally gains a bonus to the attack roll equal to your Wisdom.

Champion feat: You can use the spell as an interrupt when an opponent takes a move action. The enemy must immediately make a save or lose the move.

Epic feat: If you use this spell while you have focus, you regain it when the escalation die goes up by 1.

Weaken the Strand

Ranged spell; Daily

Target: One nearby enemy

Effect: The target is weakened and takes a -4 penalty to all saving throws except against this spell (normal save 11+ ends both).

Focus: Target two enemies OR make the save a hard save (16+).

Champion feat: Increase the penalty to -5.

3rd Level Spells

Dangling Puppet

Ranged spell; Daily

Special: This spell requires focus

Target: One nearby enemy with 50 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target is dominated (save ends). At the start of each turn, the target can choose to resist the domination effect for that turn and take 10 psychic damage per your level instead.

Miss: The target is stunned until the end of your next turn.

5th level spell: Target with 100 hp or fewer.

5th level spell: Target with 160 hp or fewer.

7th level spell: Target with 250 hp or fewer, or two targets each with 125 hp or fewer.

9th level spell: Target with 500 hp or fewer, or two targets each with 250 hp or fewer.

Adventurer feat: You can dominate a group of mooks with total hit points up to the given limit.

Champion feat: You can cast the spell without focus, at half the hit point limit.

Epic feat: The save against domination is now a difficult save (16+).

Even the Odds

Ranged spell; Once per battle

Target: A nearby ally

Effect: Once this battle, the target can increase the result of a natural die roll by 1.

Focus: You can target a second ally with this spell.

Adventurer feat: You can cast this spell as a quick action.

Champion feat: If you have focus, target 3 allies.

Guiding Light

Close-quarters spell; Daily

Effect: You summon a glowing orb of light. Specify a person, object or location. The light will hover around you, pointing in the direction of the nearest target that matches the description. The light remains until your next full healup.

Adventurer feat: While the guiding light is active, you and all allies gain a +1 bonus to saving throws.

Sparks of Fate

Close-quarters spell; Once per battle

Target: One nearby enemy

Effect: The target must choose. Either it takes ongoing lightning damage equal to 5 times its level, or it must roll twice on attacks and take the lower result (save ends).

Focus: Target two nearby enemies

Symbol of Mercy

Close-quarters spell; Daily

Effect: You summon a glowing symbol in the air. The symbol starts with a strength equal to the spell level. You or a nearby ally can choose to spend one point of strength of the symbol to heal using a recovery as a quick action or to reroll a death save once. The symbol fades if its strength is reduced to zero.

Focus: Death save rerolls granted by the symbol gain a +3 bonus. Recoveries granted by it heal the maximum amount.

5th Level Spells

Cruel Coincidence

Ranged spell; Once per battle

Target: Roll a d20 for each nearby enemy (roll once for a group of mooks). Target the enemy with the lowest roll. In case of a tie, split the damage between the targets.

Focus: Choose two targets; no roll.

Effect: The target takes 20 damage from friendly fire, an accidental step into a lava pool, a falling stalactite or a similar calamity. Increase the damage by 5 for each point of the escalation die.

7th level spell: 30 damage plus 10 times escalation die

9th level spell: 50 damage plus 20 times escalation die

Karmic Intervention

Ranged spell; Interrupt action; Daily

Trigger: A nearby ally is hit by an attack.

Effect: Roll an easy save (6+). If the save is successful, you negate all damage and effects of the attack. If the save fails, you are hit by the attack instead.

Champion feat: If you are hit by the attack, you take half damage and ignore any non-damage effects.

Reverted Karma

Ranged spell; Daily

Target: The nearby enemy with the highest hit-point total.

Effect: The target is vulnerable to attacks. In addition, all attacks against the target gain a bonus: +1 if the target is normal-strength, +2 if double-strength, +3 if triple-strength. A normal save (11+) ends both.

Focus: Also target the enemy with the second-highest hit point total.

Champion feat: The save is a hard (16+) save.

Life Switch

Ranged spell; Daily

Effect: Switch the current hit point totals between two combatants. If you target a non-staggered enemy, it can immediately make a save to negate the effect.

Focus: The save to negate is a hard save (16+).

Oh, There You Are

Close-quarters spell; Daily

Target: Up to three party members that are not present in the current battle.

Effect: The split party is reunited as the members who ran off stumble into the scene. How that happens is up to your description. Maybe they just happened to walk down the right alley, or they followed the right track in the cursed faerie forest... Whatever happened, now they are here.

Focus: The allies immediately take their action after you in the initiative order.

Champion feat: You can use this spell to stumble into an ongoing fight that you were not present in, and bring any nearby party members with you.

Training Montage

Ranged spell; Daily

Target: A nearby ally.

Effect: The target takes its next incremental advance immediately instead of at the end of the session. If the next incremental advance would trigger a level up, that level up still only happens at the end of the session.

Champion feat: The target can choose a +1 bonus to AC, PD or MD (which is not normally an option with an incremental advance).

7th Level Spells

Fate Barrier

Ranged spell; Daily

Target: A nearby ally

Effect: The ally gains temporary hit points equal to half of his or her maximum hit points.

Focus: Temporary hit points equal to maximum hit points.

Redemption

Close-quarters spell; Daily

Special: Requires focus

Target: One deceased creature

Effect: This incantation has the power to bring a deceased person back to life. It does not require the target's body; if the old one is not available, a new one is created. The spell does not come without strings attached, however. The target of the spell is put under a strong geas spell chosen by the caster. The geas is an commandment of up to 25 words that the target has to follow. The spell's effect lasts up to a year, and the target dies if the spell ends. The spell also ends if the geas is removed or countered, or if the target willingly and grossly violates the geas. Even minor infractions against the geas cause weakness and pain. The spell cannot be cast on the same target twice; there is only one chance at Redemption.

It is possible to cast this spell with a duration longer than one year, if the caster aligns the spell a certain stellar constellation that can be far into the future. However, casting the spell that way requires extensive preparation and a ritual that requires several days of exhausting spellcasting.

Serendipitous Delay

Ranged spell; Daily

Target: One nearby ally

Effect: You remove the fate thread of the ally from the current fabric and reconnect it in the immediate future. The ally disappears, and reappears at the start of his or her next turn, at full health and with all resources spent in the current battle returned, as if he just arrived late to the fight.

Focus: You can choose to target an enemy instead. The enemy is removed from the fight, only to reappear 1d3 rounds later, at full health and with full resources.

Epic feat: You can target a second ally with the spell, or yourself.

Time-shifted Restoration

Ranged spell; Daily

Special: This spell requires focus.

Target: A nearby creature

Effect: You restore the target to its state in the morning of the same day (in game terms, after its last full heal-up). It regains all hit points, recoveries and powers (including magic item powers). This spell can even resurrect the dead, as long as you have a body to cast it on and the target was still alive this morning.

The merging of the timelines is not without risks. The target must succeed at a normal save. If the save fails, the target loses all memories of what happened this day, and it is stunned (save ends).

Regardless of whether the save fails or succeeds, the target does not gain an incremental advance for the session.

Epic feat: You can make the save to retain memories a hard save (16+) or an easy save (6+).

Travel to the Loom of Fate

Ranged spell; Daily

Special: This spell requires focus.

Target: You and up to 5 nearby allies

Effect: You teleport yourself and the other targets to a place that exists beyond the physical realm. This location, at the end or the beginning of time, is where Fateweavers gather to analyze reality and guard it against malicious attempts to manipulate it. This location also offers portals to different places, some of them even in other time periods or on other planes. When you learn this spell, work with your DM to flesh out the details of this place.

Ward against Bad Luck

Close-quarters spell; Daily

Target: A nearby ally

Effect: Until the end of combat, reroll natural 1 on any d20 roll.

Focus: Target yourself and all nearby allies OR regain the spell at the end of the battle.

9th Level Spells

Eliminate from Existence

Ranged spell; Daily

Special: This spell requires focus.

Target: One creature

Effect: You sever the strands that weave the target's existence within the current reality. With each failed save, another cumulative effect is placed on the target. If the target succeeds at one save, the spell ends.

After the first failed save, the creature gains resist all 18+, but all damage it inflicts is also halved.

After the second failed save, all attacks against the target take a -4 penalty, but it also takes a -4 to all attack rolls.

After the third failed save, the creature is immune to attacks but it is also stunned.

After the fourth failed save, the creature is written out of existence. All memory of it slowly fades, and soon, nothing is left that can prove it was ever part of this reality.

If the target has more than 500 hit points, the save is an easy save (6+). At over 250 hp, it's a normal save (11+). At 250 hp or below, the save is a hard save (16+).

Escalate Beyond the Limit

Close-quarters spell; Daily

Special: The escalation die must be at 6 to cast this spell.

Effect: You increase the escalation die to 7.

Focus: Increase the escalation die to 8.

Epic feat: You can cast this spell as a quick action.

One in a Million Chance

Close-quarters spell; Daily

Effect: You cause something extremely unlikely to happen. An arrow that splits another arrow in mid-air. The first book you open in the Ancient Library of Khazum contains the clue you were looking for. A stranger in the corner of the tavern turns out to be a long-lost sibling.

For the spell to work, the event has to be possible, just extremely unlikely. A dwarf's long-lost brother still has to be a dwarf, not a minotaur. As with all powerful magic, be careful what you wish for. For example, just because someone is family, doesn't mean you will be happy to meet them...

Unweave the Fabric

Close-quarters spell; Daily

Effect: You reweave events in the past to prevent the current encounter from ever happening. That dragon you were fighting got distracted by a herd of sheep on the way, the princess was in a different castle ... Revert all PCs to their state before the battle, with all spent health, recoveries and powers. This even brings fallen allies back to life.

However, tampering with the past like that has consequences. That dragon went on to attack a nearby city, the princess was corrupted by dark powers ... When you cast this spell, your group suffers a campaign loss.

Focus: After casting the spell, you receive a vision of the nature of the campaign loss. You can choose to expend a 5 or 6 on an icon relationship roll to mitigate some of the consequences.

Epic feat: You can preparing this spell once without requiring a spell slot.

Multiclass Fateweaver

  • You gain the Focus and Ritual Caster class features.
  • Use the Cleric entry for key ability modifiers. A Cleric / Fateweaver's key abilities are Wisdom and Charisma.
  • You do not count as a "skillful warrior" and suffer the multiclass weapon damage penalty. 
  • At first level, you start with one meditation and two fateweaver spells known.

Fate Sorcery (Fateweaver / Sorcerer, Adventurer feat): You can expend Focus when casting a Sorcerer spell with the same effect as Gather Power (double damage). When you Gather Power, you also gain Focus until the end of your next turn.

 


 

Version 0.4; 11 Dec 2016

 Art credit: Yu-han Chen - Puppet Master

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  • Guest - JWGrieves

    There don't seem to be enough spells for the spell slots.

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  • Yes, the whole class is still under construction. (I now added the "under construction" disclaimer, which was missing. Sorry about that!)

    As soon as I have some time, I'll patch this up with more spells. If you have good ideas for spells, please tell me!

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