Kryx RPGThemesCreatures

Fate

Fate is what lies ahead, it is both luck and destiny. The Fate theme focuses on buffs, debuffs, and utility.

Spells from the Fate theme allow you to bless and bane, change luck, bestow and lift curses, have a glimpse of the future, link the fate of creatures, and make your wishes come true.

Power sources

Occult

Table of contents

Fate feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You see glimpses into the future. You have advantage on initiative checks and you can’t be surprised.

You have inexplicable luck that seems to kick in at just the right moment. You have 2 luck points. As a reaction, which you use when you make an attack roll, an ability check, or a saving throw, you can spend one luck point to twist fate. Roll a 1d4 and apply the number rolled as a bonus or penalty (your choice) to the roll. You can do so after the roll but before any effects of the roll occur.

You regain your expended luck points when you finish a short or long rest.

You can select this feat multiple times. Each time you do so, you gain two additional luck points.

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

You always seem to get lucky at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can expend 1 mana, 1 psi, or 3 stamina dice to cancel the disadvantage for that roll.

Fate concoctions

unstable, 1 hour/catalyst

As two actions, you can create a vial of liquid whose smells momentarily spikes the adrenaline of a creature who smells it. A creature can drink the contents as an action to sense the presence of danger within 20 meters. For the duration, the creature can’t be surprised, attack rolls against it can’t gain advantage, it has advantage on initiative checks, it has advantage on Perception checks to find traps, and it has advantage on Reflex saving throws to avoid traps.

1 hour/catalyst

As you spend 1 minute, you can create a vial of liquid with an hourglass suspended in it. A creature can drink the contents as an action to gain a limited ability to see into the immediate future. For the duration, the creature can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against it for the duration.

Fate maneuvers

As a reaction, which you use when you make an attack roll, an ability check, or a saving throw or when you are hit by an attack you can see, you can twist fate. Roll a d3 and add the result to the roll or to your Defense against the triggering attack (your choice). You can do so after the creature rolls but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when a creature hits you with a melee attack, you gain a flash of foresight. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature that you can see within 2 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

Fate spells

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failed save, you obscure the creature’s ability to perceive coming events as it takes 1d6 psychic damage and the next attack roll made against this target before the end of your next turn has advantage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you extend your hand and point a finger at a target within 10 meters. Your magic grants you a brief insight into the target’s defenses. If you attack the target before your next turn, the first attack roll is made with advantage. On a hit, add 1d6 damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

(ritual); M (specially marked sticks, bones, or similar tokens worth at least 25 sp)

As you spend 1 minute to cast this spell, by casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

concentration, 1 minute/mana or psi

As an action, you curse up to two creatures you can touch or see within 10 meters and within 5 meters of each other. Each target must make a Will saving throw. Whenever a target that fails this saving throw makes an attack roll, ability check, or a saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana or psi so the target must roll 2d4.

  • You can expend 4 additional mana or psi so the target must roll 3d4.

concentration, 1 minute/mana or psi

As an action, you impart latent luck upon up to two creatures you can see within 5 meters. Whenever a target makes an attack roll, ability check, or saving throw before the spell ends, the target can roll a d4 and add the result to the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana or psi so the target can roll 2d4.

  • You can expend 4 additional mana or psi so the target can roll 3d4.

As a reaction, which you use when a creature that you can touch or see within 2 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

concentration, 1 minute/mana or psi

As an action, you predict the near future, aiding yourself in combat. Whenever you make an attack roll, ability check, or a saving throw before the spell ends, you can roll a d4 and add the result to the attack roll, ability check, or saving throw.

Additionally, whenever you are attacked before the spell ends, you can roll a d4 and add the result to your Defense.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

3 hours/mana or psi

As an action, you predict strikes as they come at you. Your Defense becomes 13 + half your proficiency bonus + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell on your turn (no action required).

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes an attack roll, an ability check, or a saving throw, you can twist fate. Roll a d4 and add the result as a bonus or penalty (your choice) to the creature’s roll.

You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

concentration, 5 minutes/mana or psi

As two actions, a creature that you touch must succeed on a Will saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability. While cursed, the target has disadvantage on ability checks and saving throws made with that ability.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
  • While cursed, the target is blinded or deafened (your choice).
  • While cursed, the target can not regain health.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. You must touch each creature when you target them.

  • You can expend 1 additional mana or psi to bestow an additional curse.

  • Persistent. You can expend 1 additional mana or psi to change the duration to 3 hours/mana or psi.

  • Indefinite. You can expend 3 additional mana or psi so the spell lasts until it is dispelled.

concentration, 1 hour/mana or psi

As two actions, you sense the presence of danger within 20 meters. For the duration, you can’t be surprised, attack rolls against you can’t gain advantage, you have advantage on initiative checks, you have advantage on Perception checks to find traps, and you have advantage on Reflex saving throws to avoid traps.

concentration, 1 hour/mana or psi

As two actions, you can divine the near future. By understanding the course of one’s near future, one can direct their actions to the advantages that fate set for them. You gain an effect determined by rolling on the Fortunes of Fate table, which lasts for the duration.

Fortunes of Fate
d20Effect
1The Magician. Whenever you make an attack roll, ability check, or saving throw before the spell ends, you can roll a d4 and add the result to the attack roll, ability check, or saving throw.
2The High Priestess. You have advantage on Wisdom ability checks.
3The Empress. Whenever you regain health, you regain an additional 2d6 health.
4The Emperor. Once on your turn, choose a friendly creature within 10 meters who can see or hear you can immediately use its reaction to move up to half its speed without provoking opportunity attacks.
5The Hierophant. If you perform the same type of action as your previous turn you have +1 on the attack roll, ability check, or saving throw.
6The Lovers. Chose one willing humanoid other than yourself that is on the same plane of existence as you. You and the target gain a +2 bonus to Defense. If you do not target a willing humanoid, this has no effect.
7The Chariot. You have advantage on Will saving throws.
8Strength. You and any friendly creatures within 5 meters of you have advantage on saving throws against being frightened or charmed.
9The Hermit. You have resistance to psychic damage and you can’t be targeted by any divination magic or perceived through magical scrying sensors.
10Wheel of Fortune. You gain 1 luck point and can use it for the duration.
11Justice. You have advantage on attacks against enemies that have dealt damage to you since the end of your last turn.
12The Hanged Man. As a reaction, which you use when you take damage, you can take 1d12 extra damage, and grant one ally that you can see advantage on one ability check, attack roll, or saving throw that they make until the start of your next turn.
13Death. As two actions, you can repeat a saving throw that caused a effect, ending the effect on a success.
14Temperance. You have advantage on attack rolls, saving throws, and ability checks if you did not move or take any actions on your last turn.
15The Devil. As two actions, a creature that you can touch or see within 5 meters must make a Will saving throw. On a failed save, the creature is restrained until the end of your next turn.
16The Tower. Chaotic energy rips reality asunder as the chaos storm spell centered on your position at the start of each of your turns until you end concentration on this spell.
17The Star. You can grant yourself advantage on any attack roll, ability check, or saving throw. Once you use this ability three times, the spell ends.
18The Moon. A creature that you can touch or see within 10 meters must make a Will saving throw. On a failed save, the creature is charmed or frightened by you (your choice) for for the duration. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
19The Sun. Life-giving energy radiates from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. When you cast the spell—and as an action on each of your turns thereafter—you can cause a creature in the aura to regain 2d10 health.
20Judgement. You have advantage on attacks against creatures that dealt damage to or cast a spell on you since the end of your last turn, and creatures that you have dealt damage to or cast a spell on since the end of your last turn have advantage on attacks against you.
concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failed save, you show it a vision of its own demise as it takes 1d6 psychic damage and is stunned for the duration.

On a successful save, it takes half as much damage and isn’t stunned.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 5d6 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi so the creature is paralyzed instead of stunned.

As two actions, choose a creature, object, or magical effect within 20 meters. Make a Divinity or Occult ability check. The DC typically equals the spell DC used to cast the curse spell + the mana used to cast the curse spell or a flat DC. If there are multiple curses and if you have not identified them, the curse is chosen at random starting with the least powerful curse.

On a success, if the curse specifies that it is lifted by this spell, the curse ends.

If you fail by 4 or less and the curse specifies that it is lifted by this spell, the curse is suppressed for 1 minute.

On a success, if the curse does not specify that it is lifted by this spell, you learn about the curse. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Augment

You gain a +1 bonus to your ability check for each additional mana or psi expended.

until dispelled

As you spend 1 minute to cast this spell, you put a protective curse on an object or place dedicated to your god, such as a shrine, icon, cemetery gate, or so on. If the object is desecrated, then this spell is triggered and a curse is placed on the desecrators. Choose one of the following curses:

Bad Luck. The target is haunted by ill luck. It has disadvantage on attack rolls, ability checks, and saving throws.

Poverty. The target is cursed with poverty. Within 24 hours of gaining money or goods worth 10 sp or more, half of it will be lost, stolen, or destroyed.

Vulnerability. The target is easily injured. Other creatures have advantage on attack rolls against the target.

A remove curse spell cast with 5 or more mana or psi ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

1 hour/mana or psi

As you spend 1 minute to cast this spell, you gain a limited ability to see into the immediate future. For the duration, you can’t be surprised and you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

Augment

You can expend 1 additional mana or psi to target a willing creature you touch. This spell immediately ends if you cast it again before its duration ends.

As two actions, you cast the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality as you wish.

The basic use of this spell is to duplicate any other spell of 4 mana or less. Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 sp in value that isn’t a magic item. The object can be no more than 100 meters in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can touch or see to regain full health, you end all effects that cause them to be blinded, charmed, deafened, paralyzed, petrified, or poisoned, you remove any reductions to their abilities, you remove any effect that reduces their maximum health, and you reduce their exhausted levels by one.
  • You grant up to ten creatures that you can touch or see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 2d10 necrotic damage for each mana or psi expended. This damage can’t be reduced or prevented in any way. In addition, your Strength becomes −4, if it isn’t −4 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again if you suffer this stress.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick