Fateweaver

Written by Martin K.

DarkPacts Digital 818This class and 5 others are now available in a playtested, balanced, edited, layouted and illustrated version in my 13th Age expansion book Dark Pacts & Ancient Secrets.


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 practice divine magic. They tap directly into the source, while clerics need gods and druids need nature as intermediaries. It is great power, but it comes with great risk and great responsibility.

Play Style: Where other classes are slaves of their luck with the dice, you manipulate the dice directly. As a fateweaver, you approach the game like a chess master — your moves are out in the open, but your strategy is ten turns ahead. Fateweavers shape the narrative of games in ways that no other class can, but they are only strong as part of a group. By themselves, they find it hard to best a single monster in combat, but they excel at making other characters stronger and pushing them to succeed. The fateweaver is a support class, but one that aims to actively control the game, instead of just waiting for someone to scream for a medic.

Ability Scores: Fateweaver abilities rely on two ability scores — Wisdom for passive, intuitive, perceptive abilities, and Charisma for active, outward, controlling abilities. Fateweavers gain a +2 bonus to Wisdom or Charisma, as long as it is not the same ability score you chose for your racial bonus.

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: A wandering fortune teller plays into the superstitions of the common folk; a disgraced court jester has been exiled after predicting the death of the princess; a high-ranking courtesan has been trained by a sisterhood that manipulates the fate of kingdoms with a secret agenda; an unaware prisoner of the Shadow Prince is held by unseen chains; a lucky everydayman denies that there is anything special about him. 

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

Fateweaver Spellcasting

Fateweavers have two types of spells, standard spells and meditations. You choose spells of both types after each full heal-up, like other spellcasters. You choose a number of standard spells as per the level advancement table, starting with three at first level. You cast all spells at the highest level you can cast.

Except for a small number of at-will spells, standard fateweaver spells are daily spells.

Some of your daily spells have additional uses per day, if you have a high Wisdom or Charisma. These have a “once per day per modifier” entry in the text. Note that you can still cast them once per day even if your ability modifier is zero or lower.

Meditations and Focus

Meditations are a special type of fateweaver class spell. When you cast a meditation spell, you enter a state of mind called focus, to represent how you open your mind to the intricate web of threads that create the fabric of reality.

You can expend this focus as part of the action when you cast a standard fateweaver spell, and gain the bonus effect listed in the spell’s Focus entry. Meditations are separated by tier, not level, and you choose them separately from your standard spells. At first level, choose two adventurer-tier meditations, plus Gather Focus (below) as a bonus. At champion and epic tier, you can choose an additional meditation, and you gain access to the meditations of that tier. Meditation spells can be used once per battle, except Gather Focus, which is at-will. Note that to gain focus, you have to be in combat — destiny doesn’t bend in your favor if nothing is at stake.

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.

Implements

Like other divine spellcasters, fateweavers use holy symbols as implements. Their symbols often come in the form of divination tools, such as cards, dice, pendulums, or animal bones.

Divination

The first exercise for apprentice fateweavers is to touch an object and start feeling the strands of fate connected to it. You gain Follow the Thread as a bonus spell.

Follow the Thread (Bonus Spell)

Close-quarters spell; Once per day per Wisdom modifier

Target: An object or person you touch

Effect: As you follow the threads of fate that are tied to the target, you gain a quick flash of insight into a potential future. For example, if you touch a cave entrance, you could gain a mental image of a large pile of gold, followed by a giant, firebreathing maw and a hot burning death. The interpretation of your vision is up to you.

Adventurer feat: You can follow the thread of the target into the past instead of the future.

Ritual Caster

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

Class Talents

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

Ace up the Sleeve

You’ve seen it coming, but they won’t.

Once per day, as a free action, you can drop a daily spell that you haven’t cast yet, and cast a di erent spell instead that you haven’t chosen that day. You can use the replacement spell at its normal frequency (at-will or daily).

Champion feat: You can use this ability twice per day.

Epic feat: During a quick rest, you can switch out any spell you haven’t used yet that day.

Arrow of Fate

An arrow always strikes where it was meant to strike.

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.

Astrologer

Like the stars, our fates are bound in an eternal cycle.

You can read the stars to make a prediction about the future. At the start of each session, make a one-sentence prediction. The sentence should be ambiguous but contain strong symbols such as “the dragon will swallow the eagle’s egg.”

If the prediction becomes true on its own, choose to (a) regain a recovery, (b) regain a daily spell or (c) increase the escalation die by 1.

You can also use the prediction to shape the narrative in a similar way as you would invoke an icon relationship roll. You can make a suggestion, but ultimately it is the GM’s call how a certain prediction proves itself true in the narrative.

Adventurer feat: When you cast a daily spell under the open night sky, the spell has a small bonus effect that fits the scene and the current constellations. Be creative.

The Bonds That Bind Us

Together, our threads form the fabric of our destiny.

You gain ve points towards one or more special backgrounds called bonds. Name another party member in the background’s text, such as “Gerrit will learn to appreciate my jokes one day” or “Rogar proved that he has my back when we fought those zombies.” You can change the bonds at the end of each session, to re ect the growing relationship between you and the other party members.

You can use these bonds like a normal background when making a skill check, to represent knowledge and tricks you learned from your friend.

In addition, you can use each bond once per scene to aid the ally named in it. When the ally rolls a skill check, describe how your shared past gives him or her the perseverance to succeed at the task, and grant them a bonus to the roll equal to the points in your bond.

Adventurer feat: In addition to skill checks, you can aid the ally with an attack roll, save, or death save.

Champion feat: You gain an additional point towards your bonds for each even level, up to a total of 10 at level 10.

Epic feat: When you grant the bond as a bonus to a death save, it doesn’t count against the once per scene limit.

Calm Anticipation

You sense conflict in advance, and prepare your mind..

At the start of a battle, you can set the natural roll of your initiative to 2 instead of rolling a die. When you do so, you start the battle with focus. If you have the human Quick to Fight racial feature, set the die to a 4 instead.

Champion feat: You can roll initiative first and then decide whether to use this talent.

Epic feat: Once per day, when you use this talent, set the escalation die to 1 instead of gaining focus.

Ethereal Harmony

The strands of fate are swinging to their own melody. All you need to do is listen..

Gain a spell or song from the bard’s list as a bonus power.

Adventurer feat: Starting from 3rd level, you can choose bard spells and songs 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 these spells.

Champion feat: Once per day, while you have a sustained bard’s song, you can cast a fateweaver spell as if you had focus.

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 one of the domains listed in the cleric’s class talent list. You gain all the domain’s advantages, including the ability to use the domain’s invocation once per day. Replace any reference to the cleric class in the domain’s description with fateweaver. You can take the domain’s feats.

Adventurer feat: 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 these spells.

Champion feat: You can use the Cleric’s Heal spell once per battle.

Harlequin

Reality, destiny, fate . . . We mortals like to believe we are special, but at the end, we are just the punch line to an elaborate joke.

If life is a joke, you are determined to have the last laugh. You embrace this philosophy wholeheartedly, and strive to see the humor in everything.

Once per day per Charisma modifier, you can add an extra effect to a spell you cast because it’s funnier that way. Be bold — anything goes as long as the group thinks it’s funny. Just make sure you choose this talent in a group that shares your sense of humor.

Adventurer feat: When you use this talent, one nearby ally can heal using a recovery as you brighten their day.

Inner Peace

You have seen the future. You know what fate has in store for you, and you accept it.

Gain a bonus meditation.

Adventurer feat: Gain the adventurer feat of all meditations you know.

Champion feat: Gain the champion feat of all meditations you know.

Epic feat: Gain the epic feat of all meditations you know.

Master Weaver

Even at your young age, the art of weaving comes naturally to you. Were you born under an auspicious sign?

Once per day, as a free action, regain a daily spell that you have already used that day in a previous battle.

Adventurer feat: When you cast a spell where the possible targets are limited by their current hit point total, increase that limit by 5 times your level.

Champion feat: You can use an icon relationship die to get another use of this talent.

Mortal Vessel

Your spellcasting is not an innate ability, it is the direct interference of a higher power, be it an icon, a god, or a guardian angel. Your physical presence is merely the vessel that binds it to this reality.

Once per day, while you are unconscious, incapacitated, or even dead, your avatar, the source of your power, can manifest itself as an incorporeal presence, a separate entity outside of your body. In this form, it can cast your spells as you would, but does not interact with reality in any other way.

The avatar vanishes if you reawaken, or if it runs out of spells to cast. Spells it expended remain expended.

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.

Adventurer feat: You gain a +5 bonus to death saves while your guardian is manifested.

Champion feat: While your avatar is manifested, your body is held in suspended animation, immune to damage.

Occult Influence

Gain a spell from the occultist’s spell list, at your class level. Use your fateweaver Focus class feature as the focus required for casting the spell. You make the Retain Focus roll of your occultist spell as an occultist would.

Adventurer feat: Starting from 3rd level, you can choose occultist 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 these spells.

Reach Beyond

There’s a philosophical split between fateweavers. Some see death as the ultimate end of the thread, a final knot at the end of each individual journey, that is not to be tampered with. For others, it’s merely a transition to a different tapestry, of a soul that is eternally bound to the threads of fate.

Among the second school, the most extreme faction sees no moral issues in reaching past the weave of the mortal world, and they manipulate the strands of unlife in the same way they manipulate life.

You can use your Follow the read class feature on the remains of a deceased creature or its grave, to receive a short vision of key moments of its life, including the moment of death. You can use your icon relationships to commune with the dead, similar to the necromancer’s Death Priest talent.

Adventurer feat: Starting from 3rd level, you can choose necromancer 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 these spells.

Champion feat: Once per battle, when an ally makes a death save, you can cast a standard action spell as an interrupt action.

Epic feat: Gain Speak with Dead as a bonus spell.

Stage Performer

Your travels with bards, acrobats, stage actors, and story tellers have taught you a thing or two about performing in front of an audience.

Once per scene (or battle), you can roll twice on a d20 roll and take the better result as long as you have an audience to witness your performance. The audience must be a group of NPCs who are not involved in the scene, other than as a watchful audience or innocent bystanders.

Adventurer feat: Once per session, you can use an icon relationship to nd a former supporter, or a fellow performer, to use as a valuable contact, without spending a 5 or 6 on an icon relationship die.

Champion feat: When you cast a daily spell, you can weave an additional performance element into the magic to make the spell more impressive. This can have a small but tangible in-game benefit as determined by the GM.

Adventurer Tier Meditations

Lifted by the Strings of Fate

Close-quarters spell; Once per battle

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

Effect: Fly to a nearby location.

Epic feat: You also grant an ally a move action to fly.

Mantra of Cleansing

Close-quarters spell; Once per battle

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

Target: You

Effect: Make a save against a save-ends effect, with your Wisdom modifier as a bonus.

Adventurer feat: You can target a nearby ally.

Champion feat: Also add the escalation die as a bonus.

Mend the Corporeal Fabric

Close-quarters spell; Once per battle

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

Target: You

Effect: Spend a recovery to heal, and add your Wisdom modifier (2x at 5th level, x3 at 8th) to the amount healed.

Adventurer feat: You can grant half or the full amount to an ally instead of healing yourself.

Champion feat: You can use this spell twice per battle.

Epic feat: The recovery heals the maximum amount.

Release Your Inner Anger

Close-quarters spell; Once per battle

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

Target: A nearby enemy

Effect: Deal psychic damage equal to your Charisma modi er (x2 at 5th level; x3 at 8th). Add 5 damage per tier if you are staggered.

Adventurer feat: Regain this spell once per battle when you take damage from an enemy attack.

Champion feat: Target one nearby enemy per point of escalation die.

Reveal What Was Hidden

Close-quarters spell; Once per battle

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

Effect: You notice something nearby. is can be a threat that the party was not aware of, an invisible enemy, or an important detail in the environment that you had not been aware of.

Veil of the Void

Close-quarters spell; Once per battle

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

Target: You

Effect: You gain resist negative energy and force 18+ until the end of your next turn.

Adventurer feat: At the end of your next turn, gain a weaker version (12+) of the same resistance until the end of battle.

Champion feat: Choose cold, fire, lightning, or thunder and also gain resistance to that.

Epic feat: Also grant the resistance to one nearby ally.

Champion Tier Meditations

Foresee the Enemy’s Move

Close-quarters spell; Once per battle

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

Target: A nearby enemy

Effect: Learn what the target enemy plans to do on its next turn. The GM will tell you truthfully, but plans can change if the originally planned move is no longer an option (such as when it can no longer attack its intended target).

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.

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 to the same location.

Shield of Contemplation

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 modifier.

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

Shocking Revelation

You stream forth your consciousness, which is too much for lesser minds to handle.

Close-quarters spell; Once per battle

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

Target: A nearby enemy

Effect: The enemy is dazed until the end of your next turn. A double- or triple-strength enemy can immediately make a save to shake off the effect.

Champion feat: If the escalation die is 3+, the enemy is weakened instead.

Epic feat: If the escalation die is 3+, the enemy is shocked (roll twice on attacks, saves and skill checks and take the lower result) instead.

Epic Tier Meditations

Escalate Beyond the Limit

Close-quarters spell; Once per battle

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

Effect: Immediately increase the escalation die to 7. If the current escalation die is lower than your Wisdom OR Charisma modifier, there will be a backlash for doing this — usually all enemies gain the ability to use the escalation die, too, but the GM can be creative here.

At the end of your next turn, the escalation die drops to zero. After that, it increases normally by 1 at the start of each round.

Epic feat: The escalation die reverts back to 1 instead of zero.

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 a type of damage that you specify (such as fire or weapons).

Epic feat: Specify two types of damage.

New Pattern Revealed

Close-quarters spell; Once per battle

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

Effect: Swap a daily spell you haven’t cast yet that day for a di erent one.

Shared Pain, Shared Hope

As you mend the ripples in the tapestry that were caused by con ict, you and your allies regain your spirits.

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 as your roll 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: If you have focus and the escalation die is 4+, target four allies.

Even the Strong Will Perish

Ranged spell; at-will

Target: A nearby enemy

Effect: Deal holy damage equal to your Charisma modifier plus the escalation die.

3rd level spell: 5 + Charisma + escalation die damage

5th level spell: 5 + 2x (Charisma + escalation die) damage

7th level spell: 15 + 2x (Charisma + escalation die) damage

9th level spell: 25 + 3x (Charisma + escalation die) damage

Focus: Deal double damage.

Adventurer feat: If you expend focus and the target has full hit points, deal triple damage.

Champion feat: If you expend focus and the target is dazed, weakened, or stunned, deal triple damage.

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: You and all allies nearby the guiding light gain a +1 bonus to saving throws.

Heart of the Cards

Ranged spell; Once per day per Charisma modifier

Target: A small object like a deck of cards, a die, a coin, etc.

Effect: You determine the outcome of a small random event, like the card drawn from a deck, a die roll, or a flipped coin. The most common use of this spell is to cheat at gambling. If you want to avoid ending up with a slit throat in the gutter of a back alley, make a Charisma-based skill check to hide your spellcasting.

Adventurer feat: The first time you use this spell each day, roll twice on the skill check to hide your casting.

Predetermination

Close-quarters spell; Daily; Quick action

Target: A nearby ally

Effect: The next time the target rolls a d20, set the natural roll of the die as 10 + your level instead of rolling it. You can specify the type of roll, such as an attack, a skill check, a save, or a death save, or leave it to any roll.

Adventurer Feat: You can target an enemy with this spell, and set the die roll as 10 - your level instead.

Champion feat: You can cast the spell once per day per Charisma modifier, but the target must be different each time.

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

Adventurer Feat: When the target fails a save against the spell, deal lightning damage equal to its level to two other nearby enemies.

Champion feat: When the escalation die is 3+, you can target 3 enemies with focus.

These Wounds Are Not Your Destiny

Ranged spell; Once per day per Wisdom modifier

Target: You or a nearby ally

Effect: The target can spend a recovery to heal. Add your Wisdom modi er (2x at 5th level; x3 at 8th) to the amount healed.

Focus: The recovery heals the maximum possible hit points.

Adventurer feat: Choose a nearby enemy. That enemy takes damage equal to half the hit points healed by the target.

Champion feat: When you expend focus, the recovery is free.

Epic feat: The target heals an extra recovery die per point of escalation die.

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: Target two nearby enemies.

Adventurer feat: The ally’s attack gains a bonus to the attack roll equal to your Charisma modifier.

Champion feat: If the escalation die is 3+, the ally’s attack gains a bonus to its critical threat range equal to your Charisma modifier.

3rd Level Spells

Balance the Scales

Close-quarters spell; Daily; Free action

Trigger: You or an ally makes a skill check against an opponent.

Effect: Instead of the usual way to resolve the check, roll a d20 for each involved participant, without any modifiers. The highest roll wins. Reroll any ties.

Bargain with Death

Close-quarters spell; Daily; Free action

Target: You or a nearby ally

Trigger: The target failed a death save or a last gasp save.

Effect: e failed roll is a success. Hand the original die roll to the GM. Any time in the future, the GM can switch a d20 roll by the target with the natural roll of the failed save.

Dangling Puppet

Ranged spell; Daily

Target: One nearby enemy with 35 hp or fewer

Effect: The target is dominated (save ends). While the target is dominated, it is completely under your control, and it is forced to act according to your orders on its turn. However, it can choose to take 10 psychic damage to ignore your orders and act as it pleases for a turn. This does not end the spell — the target must still succeed at a save to shake off the effect completely.

Focus: You can affect an enemy with 70 hp or fewer (double the hp limit at higher levels), and the target takes double damage when it tries to resist.

5th level spell: Target with 55 hp or fewer; 15 damage to resist

7th level spell: Target with 85 hp or fewer; 25 damage to resist

9th level spell: Target with 135 hp or fewer; 50 damage to resist

Adventurer feat: When the target attempts to resist, deal extra damage equal to your Charisma modifier (2x at 5th level, x3 at 8th).

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

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

Even the Odds

Ranged spell; Once per day per Wisdom modifier; Quick action

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: If you have focus, target 3 allies.

Inevitable Pain

Ranged spell; Once per day per Charisma modifier

Target: One nearby enemy

Effect: Until the end of the battle, whenever one of your allies hits the target, it takes extra damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th) (save ends).

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

Adventurer feat: Add your level to the bonus damage.

Reverted Karma

Ranged spell; Once per day per Charisma modifier

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

Effect: The target is vulnerable to attacks. In addition, the target takes a penalty to all defenses: -1 if the target is normal-strength, -2 if it is double-strength, -3 if it is triple-strength (save ends both).

Focus: Choose two nearby enemies as targets for the spell.

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

Epic feat: When the escalation die is 3+, you can target 3 enemies with focus.

Reweave the Fabric

Ranged spell; Daily

Target: A nearby object

Effect: Change the material that the object is made of into a different material. For example, you could change water into wine, or spin a pile of straw into gold. You only change the material of the object, not its shape. The transmutation is permanent, but reality has a habit of straightening itself out when stretched too far. Whenever an onlooker doubts the nature of the object, it has a chance to revert to its original material (roll a save for the object to avoid this).

Shield of Cards

Ranged spell; Daily

Target: You or a nearby ally

Effect: You animate three cards (one card per spell level) to shield the target. When the target is hit by an attack against AC with a natural even roll, the attack hits a card instead and destroys it.

Focus: When a card is destroyed, it deals 1d4 per level + Charisma damage to the attacker.

Champion feat: The cards trigger on attacks against PD.

Epic Feat: You can select a number of targets equal to your Wisdom modifier. You still summon one card per level in total, but they trigger regardless of which protected target is attacked.

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 (save ends both).

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

Champion feat: Increase the penalty to -5.

Epic Feat: When the escalation die is 3+, you can target 3 enemies with focus.

5th Level Spells

Cruel Coincidence

Ranged spell; Daily; Interrupt action

Trigger: A nearby enemy rolls a natural 1 to 5 on a d20.

Target: The triggering enemy

Effect: The target is hit by an unfortunate accident, such as a stray arrow, a careless step into a lava pool, or a falling stalactite. Use the environment to narrate the effect. It takes twice your Charisma modifier + 5 damage, plus an additional 5 for each point of the escalation die.

7th level spell: 2x Cha+10 damage, +10x escalation die

9th level spell: 3x Cha+15 damage, +15x escalation die

Focus: Cast the spell as a standard action on any nearby enemy, without a trigger, and deal double damage.

Champion feat: You can use the spell once per day per Charisma modifier, but for each casting after the rst, you give the DM a use of the spell against you or one of your allies.

Fate Armor

Ranged spell; Daily; Quick action

Target: You or a nearby ally

Effect: Specify a number. The next time the target takes a single chunk of damage that’s equal to the chosen number or more, he or she avoids the damage completely. The spell also triggers on any damage that would take the target below zero hit points. Narrate how the target narrowly avoids the blow. Maybe the deadly blade just barely missed his or her head, cutting off a sizable chunk of hair. Maybe it was a last-ditch jump around a corner before the explosion hit. If the target doesn’t trigger the spell until the next full heal-up, the effect fizzles.

Champion feat: The spell also negates all non-damage effects of the attack.

Epic Feat: If the spell is triggered when the escalation die is 4+, the target can immediately take a standard action.

Hand of Fate

Ranged spell; Daily; Quick action

Effect: Roll two d20. Set the lower roll as the natural roll of the next attack against you, and hand the higher roll to an ally as his or her next attack roll.

Focus: Roll 3d20 and discard the middle result.

Champion feat: You can cast this spell once per day per Charisma modifier.

Oh, There You Are

Close-quarters spell; Daily

Target: A number of allies up to your Wisdom modifier 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 take their turns immediately after your current turn, in order of their initiative bonuses.

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.

Surprisingly Accurate Prediction

Close-quarters spell; Daily

Effect: To cast this spell, make a prediction about the world around you. For example, you could tell your friend that the barmaid’s name is Sandy and she’s dreaming about attending wizard college. Or you could tell everyone to just hang in for another sand dune because surely there is an oasis behind this one. As long as you make up something that hasn’t been established otherwise in the narrative, this is now a fact. Be careful with making predictions that sound too good to be true, though, because they tend to backfire spectacularly. That vorpal sword you predicted to find behind the door? Turns out its owner, a terrible Death Knight, is quite attached to it and won’t give it up without a fight.

Champion feat: If the GM and every player agree with your prediction, gain a second use of the spell for this day.

The Truth in Their Eyes

Strangely enough, magic can change anything about a creature, except its eyes.

Ranged spell; Daily

Target: A creature you have eye contact with

Effect: You learn a single truth about the target. Ask the GM a single question, which he or she will answer truthfully. The question can be something like:

  • What are you afraid of?
  • What do you desire?
  • What has made you happy (or sad)?
  • What part of yourself do you never show?
  • Who do you really serve?

This communication goes both ways. You also show a piece of your true self to the other, and the target can ask a question of you in the same fashion. Against guarded or paranoid targets, the GM can require a Wisdom skill check vs. MD. If you would like to bluff your way out of answering the target truthfully, make a Charisma skill check vs. MD.

Champion feat: If you have at least a minute to look into the target’s eyes, or a longer period to watch it from a distance, you can get the answer to two questions (but the target only gets one).

Training Montage

Ranged spell; Daily

Target: A nearby ally.

Effect: The target takes its next incremental advance immediately. The effect lasts until the target would normally gain an incremental advance (usually at the end of the session). This spell does not trigger a level-up, even it this takes the target to four incremental advances or more.

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

Ward against Bad Luck

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, whenever you or a nearby ally rolls a natural 1 on d20, they can reduce the escalation die by 1 and reroll the die.

7th Level Spells

Alternate Reality Self

Close-quarters spell; Daily

Target: You

Effect: You follow the thread of your own life back into the past and channel a version of yourself that once branched off from your current reality in a life-changing event. What if you had passed the wizard school entrance exam? What if you had escaped from the orphanage and learned to survive on the streets? When you learn the spell (between sessions), create an alternative character sheet for your character. Except for your race and level, almost anything on the sheet can be different, as long as you can explain those changes with one single event and its consequences. The spell only changes your body and mind, and does not affect equipment.

Casting the spell channels that other version of yourself, causing you to temporarily swap character sheets.

You can keep the spell active until the next full heal-up, or end it any time as a standard action. When you end it, make a save against a DC equal to the number of hours that you spent as your alternate self. If the save fails, that alternate self remains a part of your personality. If you fail repeatedly, it will eventually become stronger and dominate. It could even manifest itself as its own real person, like an evil twin.

Champion feat: You can cast the spell on a willing ally, provided the other player prepared an alternative character sheet before the session.

Circle of Friendship

Close-quarters spell; Daily; Quick action

Effect: You and all nearby allies can spend a recovery to heal.

Focus: For all staggered targets the recovery heals the maximum amount.

Champion feat: The ally with the lowest hit point total can spend a free recovery as a bonus.

Epic feat: If the escalation die is 3+, all targets heal 30 additional hit points.

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+).

Meddling from the Sidelines

There’s always someone unexpected, pulling strings.

Close-quarters spell; Daily

Target: One ally who failed all icon relationship rolls for the session, that is, none of their icon relationship rolls came up as a 5 or 6.

Effect: Grant that ally a 5 with an icon of your choice that he or she does not have an icon relationship with.

Champion feat: You can grant that ally a 6, if you are willing to change an unused 6 of your own rolls into a 5.

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...

Time-shifted Restoration

Ranged spell; Daily

Target: A nearby creature

Effect: You restore the target to the state of health it had after the last full heal-up. It regains all hit points and recoveries. This spell can even resurrect the recently deceased, as long as the target was still alive this morning and you have a body to cast it on.

This sort of chronomancy 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.

Focus: The target also regains any powers it used that day, including magic item powers.

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

Wave of Disaster

Close-quarters spell; Daily

Target: All nearby enemies (against mooks, choose one to target from a group)

Effect: You cause all hell to break loose on your enemies. Deal 1d4 x 10 damage to each of them from accidental steps into lava, falling chandeliers or even cuts from their own weapons.

9th level spell: 1d6 x 10 damage

Focus: Deal 2d4 x 10 damage (9th level: 2d6 x 10).

Epic feat: Until the end of the battle, deal the damage again against enemies who roll a natural 1 on an attack.

Weaver’s Dance

Close-quarters spell; Daily; Quick action

Target: You

Effect: Until the end of the battle, you have a +2 bonus to AC and PD. When an attack against you is a natural even miss, you can force the attacker to reroll the attack against a target chosen by you.

Epic feat: You can levitate and hover during your turn, but you must have solid ground under your feet by the end of it.

9th Level Spells

Cut Away the Past

Close-quarters spell; Daily

Effect: You go back on the current thread of time for up to an hour. Choose one event, cut it out of the fabric, and stitch everything back together. You still end up at the same point in space and time where you were before casting the spell, but the past event never happened. For example, the dragon never attacked your group, or the rock that triggered the avalanche never started rolling.

This can undo a fight. Slain enemies and allies will be reverted to life, and the party can regain powers and other resources spent in that ght (as long as there is a record of what happened. If it’s unclear whether a certain resource was spent in that ght, it remains expended).

Tampering with the past like that has consequences. The party suffers a campaign loss. Maybe that dragon you never fought went on to torch the village you wanted to rescue.

Eliminate from Existence

Ranged spell; Daily

Target: One creature with up to 250 hp

Effect: You sever the strands that weave the target’s existence within the current reality. The target suffers no immediate effect, but it starts making last gasp saves. With each failed save, another effect is placed on the target. If the target succeeds at one save, the spell ends.

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

After the second failed save, the first effect persists, and in addition, the creature gains resist all 18+, but all damage it inflicts is also halved.

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.

Focus: You can target a creature with more than 500 hit points, but 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+).

Epic feat: You can use this spell to send an ally to a safe, alternate reality temporarily. The ally is held in suspended animation after the third save. The ally can decide how long he or she wants to remain in that state, and end it any time.

Gate to a Parallel Reality

Close-quarters spell; Daily

Target: You

Effect: You open a portal to an existing, established, parallel reality of the world you are currently in. You can’t just connect to any parallel reality you like, you need an anchor to do so. The most common anchor is an item or even a person that has been brought over from that reality. There are also certain places in the Empire where such portals can be opened.

The portal itself requires strenuous concentration to keep open, something most fateweavers can only do for a few minutes at best. The portal is big enough for a humanoid or even a horse to pass. Once on the other side, you can reopen the portal with a password, but only once. Those who crossed with you will have to be present to travel back, or they will be trapped until they find a different gateway.

Serendipitous Delay

Ranged spell; Daily

Target: One nearby creature (dead or alive)

Effect: You remove the target’s thread from the fabric of the current reality and reconnect it to the immediate future. The target disappears from the battlefield. At the start of its next turn, the target rolls a d6. If the roll is higher than the escalation die, the target remains removed from the battlefield and rolls again at the start of the next turn. If the d6 result is equal to the escalation die or lower (or the battle has ended), the target reappears as if it had just arrived late to the fight — at full health, and with all resources it spent in the current battle returned. If you target a dead creature with the spell, it is resurrected, but permanently loses a recovery.

Travel to the Loom of Fate

Ranged spell; Daily

Target: You

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.

Focus: Travel together with up to 5 nearby allies.

Multiclass Fateweaver

  • Multiclass fateweavers gain all fateweaver class features.
  • Level Progression: You start with 1 meditation and 2 spells, and progress in spells and meditations at one level lower. The highest level of spells you can cast is also one lower.
  • Weapon Damage Penalty: Fateweavers do not count as skilled warriors, so you suffer the weapon damage penalty.
  • Key Ability Modifier: Fateweavers use the cleric column in the key ability modifier table, with the following exceptions. If you multiclass with cleric, the key ability modifiers are Wis / Cha; with necromancer, Int / Cha; with rogue Dex / Cha.

Fate Sorcery (Fateweaver / Sorcerer, Adventurer feat): You can expend focus to deal double damage with a sorcerer spell as if you had gathered power. You can expend your gathered power to gain the focus effect of a fateweaver spell.

 


 

Version 1.0; 1 Oct 2017 (published version)

 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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