Kryx RPGThemesMonsters

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

Harmonic and 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 take 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 a lucky bounce 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 an action, 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 35 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.

Fate maneuvers

As a reaction, which you take when you are hit by an attack or when you make a weapon attack roll against a creature, you gain a flash of foresight. Until the start of your next turn, including against the triggering attack, you have a +1 bonus to Defense or attack rolls (your choice).

You can use this maneuver before or after the attack roll is made, but before any effects of the attack are applied.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

  • You can expend 1 additional stamina die to have a bonus to Defense and attack rolls.

As a reaction, which you take 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. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when you make an attack roll, an ability check, or a saving throw, you can twist fate. Roll the stamina die and apply half the number rolled (rounded up) as a bonus or penalty (your choice) to your roll. You can do so after you roll but before any effects of the roll occur.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 3 additional stamina dice to roll an additional stamina dice and apply half the number rolled (rounded up) as a bonus or penalty (your choice) to your roll.

  • You can expend 2 additional stamina die to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 3 additional stamina dice to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

1 minute/stamina die

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 maneuver ends, you can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

Additionally, whenever you are attacked before the maneuver ends, you can roll a d4 and add the number rolled to your Defense.

Fate spells

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

1 minute

As an action, you extend your hand and point a finger at a target within 18 meters. Your magic grants you a brief insight into the target’s defenses. For the duration, you gain advantage on your first attack roll against the target.

(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

As an action, you curse up to three creatures you can see within 9 meters. 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 number rolled from the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana so the target must roll a d6.

  • You can expend 2 additional mana so the target must roll a d8.

  • You can expend 3 additional mana so the target must roll a d10.

  • You can expend 4 additional mana so the target must roll a d12.

As a reaction, which you take when you or another creature that you can touch or see within 18 meters makes an attack roll, an ability check, or a saving throw, you can twist fate. Roll a d4 and apply the number rolled 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 for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

  • You can expend 1 additional mana to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 2 additional mana to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

concentration, 1 minute/mana

As an action, you bless up to three creatures you can see within 9 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 number rolled to the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana so the target can roll a d6.

  • You can expend 2 additional mana so the target can roll a d8.

  • You can expend 3 additional mana so the target can roll a d10.

  • You can expend 4 additional mana so the target can roll a d12.

As a reaction, which you take when you are hit by an attack or when you make a weapon attack roll against a creature, you gain a flash of foresight. Until the start of your next turn, including against the triggering attack, you have a +2 bonus to Defense or attack rolls (your choice).

You can use this maneuver before or after the attack roll is made, but before any effects of the attack are applied.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to have a bonus to Defense and attack rolls.

concentration, 1 minute/mana

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 number rolled 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 number rolled to your Defense.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

4 hours/mana

As an action, you predict strikes as they come at you. Your Defense becomes 13 + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell as an action.

concentration, 5 minutes/mana

As an action, you touch a creature, and that creature 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 action 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 for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

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

  • Persistent. You can expend 1 additional mana to change the duration to 4 hours/mana.

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

concentration, 1 hour/mana

As an action, you sense the presence of danger within 35 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

As an action, 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 makes an attack roll, ability check, or saving throw before the spell ends, you can roll a d4 and add the number rolled 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. As a bonus action, choose a friendly creature within 18 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 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 9 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 take 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 an action, 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 an action, a creature that you can touch or see within 9 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 18 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 a bonus action on each of your turns thereafter—you can use a bonus action to cause one 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

As an action, you show a creature that you can touch or see within 35 meters a glimpse of the future as it sees a vision of its own demise. The creature must make a Will saving throw.

On a failed save, the target takes 4d6 psychic damage and is stunned for the duration.

On a successful save, the target 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 for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, all curses affecting one creature or object you touch end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

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 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.

4 hours/mana

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 have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

This spell immediately ends if you cast it again before its duration ends.

Augment

You can expend 1 additional mana to target a willing creature you touch.

As an action, 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 90 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 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
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick