TEXT: EN World EN5idEr | The Fatebender: Basic Class Information
   
  writing Andrew Engelbrite
   color art Rachel Maduro
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  T
  he young tiefling girl smiled 
  from beneath her parasol and 
  with her expensive yet somber fin-
  ery she stood out from the town 
  burning behind her, chaos and 
  misfortune flowing throughout 
  the little hamlet like a flood. This 
  disaster was certainly her doing—
  but as the villager reached out for 
  retribution wreckage shifted from 
  underneath the cursed whelp. She 
  left her attacker trapped in the 
  wreckage, leaving him to die in the 
  burning ruin that was his liveli-
  hood, all the while humming a 
  cheery tune as if she didn’t have a 
  care in the world. 
  Fatebender
  Basic class information
  tHE
  
  The Fatebender: Basic Class Information | EN World EN5idEr
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  The plucky young goblin had been an important mem-
  ber of the battalion for years. True, it was never really 
  clear what he did exactly, but the men were always so 
  encouraged to have the little guy along. Somehow they 
  always had the best of luck with him, a lucky charm that 
  brought success to every mission he went on. Something 
  about his attitude made it clear that no matter how dark 
  it got, it would all work out in the end.
  Creating a Fatebender
  As you make your fatebender character consider 
  how aware of their fate powers do you want them 
  to be? Is your character a practiced weaver? Trained 
  from birth to utilize their destined gifts to forward 
  the interests of fate? Or are your powers largely a 
  mystery to you? Is this a boon or curse that has 
  puzzled you for years? Perhaps you are aware of 
  your powers and you take the utmost pleasure in 
  rearranging fate to suit your needs. 
  Then figure out what drew your character to an 
  adventurer’s lifestyle. Are you flowing with the 
  threads that weave around you or are you forging 
  your own path? Are you sure that your luck will 
  protect you and adventuring sounds exciting? Are 
  you fleeing the wake of chaos you’ve left behind? 
  Perhaps you’ve followed along where the tapestry 
  of fate has brought you and the adventure at hand 
  will have an even greater effect upon the world 
  than people realize. 
  Multiclassing Prerequisite: Charisma 13
  Proficiencies Gained: Light armor, medium 
  armor, shields, simple weapons, martial weapons, 
  and one instrument of your choice.
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  Class Features
  Hit Points and Proficiencies
  •	Hit Dice: 1d8 per fatebender level
  •	Armor: Light armor, medium armor, shields
  •	Weapons: Simple weapons, martial weapons
  •	Tools: One instrument of your choice
  •	Saving Throws: Dexterity, Charisma
  •	Skills: Choose two from Acrobatics, Decep-
  tion, Performance, Persuasion, Sleight of Hand, 
  and Stealth.
  Equipment
  You start with the following equipment, in addition 
  to the equipment granted by your background:
  •	(a) leather armor or (b) chain mail
  •	(a) a martial weapon and a shield or (b) two 
  martial weapons
  •	(a) a shortbow and a quiver of 20 arrows or (b) 
  a light crossbow and a quiver of 20 bolts
  •	(a) a lucky simple item of sentimental value 
  which can be used as an improvised weapon 
  or (b) a lucky charm with a value of up to 15 gp 
  •	a randomly determined equipment pack 
  (roll 2d4: 2—burglar’s pack, 3—diplomat’s 
  pack, 4—dungeoneer’s pack, 5—entertainer’s 
  pack, 6—explorer’s pack, 7—priest’s pack,  
  8—scholar’s pack)
  Fate Pool
  At 1st level, you embody an innate distortion within 
  the tapestry of fate. Your ability to tug and unravel 
  the strands of destiny is represented by a number of 
  fate points. You gain a number of fate points equal 
  to your Charisma modifier. You gain additional fate 
  points as you advance in fatebender levels as shown 
  on the Fate Points column of the Fatebender Table.
  You can spend these points to fuel various fate fea-
  tures. You start knowing two such features: Chaos 
  Theory and Fatebend. You learn more fate features 
  as you gain levels in this class. 
  When you spend a fate point, it is unavailable 
  until you finish a long rest, at the end of which 
  your power to manipulate causality is restored. 
  
  EN World EN5idEr | The Fatebender: Basic Class Information
  Whenever you finish a short rest, you regain a num-
  ber of fate points equal to your Charisma modifier. 
  Some of your fate features require your target to 
  make a saving throw to resist the feature’s effects. 
  The saving throw DC is calculated as follows: 
  •	Fate save DC = 8 + your proficiency bonus + 
  your Charisma modifier.
  Chaos Theory
  At 1st level your presence distorts the tapestry of 
  fate, causing the highly unlikely but not technically 
  impossible to happen. You can use an action and 
  spend 2 fate points to choose one highly unlikely 
  event to occur within 50 feet of you. The exact na-
  ture of this event is left up to the GM’s discretion 
  but is otherwise limited to any event that could 
  conceivably happen, however unlikely, but noth-
  ing that requires supernatural actions to occur. 
  Examples include a cat conveniently distracting the 
  guards, the barman’s cask of ale suddenly breaking, 
  or drawing a hand of winning cards. 
  Fatebend
  At 1st level, you can tactfully tug upon a strand of 
  fate to shift the circumstances in your favor. When-
  ever a creature makes an attack roll, ability check, or 
  saving throw within 50 feet of you (including your-
  self), you can use your reaction and spend 1 fate 
  point to force that creature to reroll the d20 after 
  the result of the roll is known but before the out-
  come is determined. You may not reroll an attack 
  Table: Fatebender
  Level
  Proficiency 
  Bonus
   
  Class Features
  Fate 
  Points
  1
  +2
  Chaos Theory, Fatebend, 
  Fate Pool
  0
  2
  +2
  Destined Prospect, Never 
  Leave Home Without It
  0
  3
  +2
  Luck Beats Skill
  1
  4
  +2
  Ability Score Improvement
  1
  5
  +3
  Extra Attack
  2
  6
  +3
  Destined Prospect Feature
  2
  7
  +3
  Chance Encounter, Evasion
  3
  8
  +3
  Ability Score Improvement
  3
  9
  +4
  Wild Haymakers
  4
  10
  +4
  Destined Prospect Feature
  4
  11
  +4
  Missed by an Inch
  5
  12
  +4
  Ability Score Improvement
  5
  13
  +5
  Tip the Balance
  6
  14
  +5
  Extra Attack (2), Destined 
  Prospect Feature
  6
  15
  +5
  What Was It Supposed to Do?
  7
  16
  +5
  Ability Score Improvement
  7
  17
  +6
  Flip the Scales
  8
  18
  +6
  Expendable and Invulnerable
  8
  19
  +6
  Ability Score Improvement
  8
  20
  +6
  Oblivious and Unscathed
  8
  I Admit It’s Kinda Eerie
  The Chaos Theory feature can be powerful but how 
  it functions is largely left up to the GM’s discretion 
  and allows players direct access to the fickle hand of 
  fate. Don’t feel beholden to it—this feature is meant 
  to represent chaos after all. Allow this feature to be 
  used creatively, but remind fatebenders that chaos 
  can just as easily backfire as work in the party’s fa-
  vor. Remember that nothing supernatural is meant 
  to occur, just highly unlikely but otherwise mundane 
  events, and nothing should occur that has more im-
  pact than a level 1 spell or cantrip.
  roll, ability check, or saving throw that has already 
  been rerolled using this feature.
  Destined Prospect
  At 2nd level, choose a prospective destiny: Jinx, Mas-
  cot, or Weaver. Your prospect grants you features at 
  2nd level and again at 6th, 10th, and 14th level. 
  Never Leave Home Without It
  At 2nd level, your seemingly critical injuries of-
  ten result merely with weapons imbedded into 
  holy books, canteens, and other innocuous objects 
  that just happen to be in the right pocket to buf-
  fer attacks. Whenever you would take bludgeoning, 
  piercing or slashing damage, you can spend 1 fate 
  point and reduce the damage by up to 1d6 + your 
  fatebender level. 
  
  The Fatebender: Basic Class Information | EN World EN5idEr
  Luck Beats Skill
  At 3rd level, you’ve learned to trust in fate more 
  than your own fighting prowess. You gain profi-
  ciency with improvised weapons. You may add 
  your Charisma modifier to attack and damage 
  rolls with improvised weapons, simple weapons, 
  and unarmed strikes instead of any other ability 
  modifier. 
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 
  16th, and 19th level, you can increase one ability 
  score of your choice by 2, or you can increase two 
  ability scores of your choice by 1. As normal, you 
  can’t increase an ability score above 20 using this 
  feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead 
  of once, whenever you take the Attack action on 
  your turn. The number of attacks increases to three 
  when you reach 14th level in this class.
  Evasion
  At 7th level, your instinctive agility lets you dodge 
  out of the way of certain area effects, such as a blue 
  dragon’s lightning breath or a fireball spell. When 
  you are subjected to an effect that allows you to 
  make a Dexterity saving throw to take only half 
  damage, you instead take no damage if you suc-
  ceed on the saving throw, and only half damage if 
  you fail.
  Chance Encounter
  At 7th level, fate rarely lets you miss a destined 
  encounter or clue, causing you to figuratively 
  and often literally trip over what you are seeking. 
  Whenever you or an ally within 50 feet makes an 
  Intelligence (Investigation) check or a Wisdom (Sur-
  vival) check to locate a creature or object, you may 
  add your Charisma modifier to the check.
  Wild Haymakers
  At 9th level, you have a penchant for striking the 
  perfect spots, though always through dumb luck. 
  Once per turn when you roll damage for a weapon 
  attack, you can reroll the weapon’s damage die and 
  use either total.
  Missed by an Inch
  At 11th level, you have an uncanny ability to evade 
  death by mere inches when you focus on your own 
  survival. Whenever you take the Dodge action, 
  until the beginning of your next turn your AC in-
  creases by an amount equal to half your proficiency 
  bonus.
  Tip the Balance
  At 13th level, you learn to unravel the stands of fate 
  from another and reweave them for yourself. As 
  a bonus action you can force a creature within 50 
  feet that you can see to make a Charisma saving 
  throw. On a failed save roll a d6 and mark the re-
  sult. The next time this turn you roll a d20 for an 
  attack roll, ability check, or saving throw, add the 
  marked result. The next time the target makes an 
  attack roll, ability check, or saving throw before the 
  end of its next turn, subtract the marked result. In 
  both cases the changed die rolls are considered the 
  new natural results of the rolls (possibly undoing a 
  critical hit).
  What Was It Supposed to Do?
  At 15th level, fate tries to buffer you from harmful 
  circumstance. Whenever you trigger a trap, as a 
  reaction you may spend 2 fate points. If you do, a 
  mechanism of the trap fails and it does not activate. 
  Flip the Scales
  At 17th level, you don’t just tip the scales, you rig the 
  game by shredding the strands of fate around your 
  enemies and remaking them for yourself. When-
  ever you use the Tip the Balance feature, roll a d12 
  and mark the result rather than a d6.
  
  EN World EN5idEr | The Fatebender: Basic Class Information
  Expendable and Invulnerable
  At 18th level, you and your allies have an unnatural 
  knack for surviving through impossible odds and 
  being saved at the last moment. You and friendly 
  creatures within 50 feet die when they fail their 6th 
  death saving throw instead of their 3rd. Creatures 
  with 3 or more failed death saving throws that 
  move or are moved further than 50 feet away from 
  you die instantly. 
  Oblivious and Unscathed
  At 20th level, through a nearly impossible comedy 
  of errors, you can stride through a battlefield of car-
  nage and danger to emerge intact. You can use this 
  feature as an action and when you do so, until the 
  beginning of your next turn any attacks that target 
  you automatically miss and you cannot be the target 
  of spells or abilities. Once you use this feature, you 
  must finish a long rest before you can use it again.
  Destined Prospects
  Each fatebender finds themselves at an extreme on 
  the tapestry of fate called a prospect. Those who 
  push the tapestry downward are called Jinxes, the 
  distortion they inflict upon their surroundings 
  wreaking chaos as the tapestry tears and strains. 
  Mascots push the tapestry upward, their uplifting 
  threads weaving an unintended order and bringing 
  unexpected fortune to their surroundings. Weavers 
  try not to distort the tapestry for their own sake, 
  weaving threads to instead insure that destinies are 
  indeed fulfilled. The Jinx and Weaver archetypes 
  appear in the forthcoming article Fatebender: Ad-
  vanced Class Information.
  Mascot
  Life is often easy for mascots as good fortune 
  naturally falls into their laps. Casually confident 
  and self-sure, they are flamboyant and reckless 
  champions of destiny—in hopeless battles the good 
  fortune radiating from a mascot can inadvertently 
  turn the tide in their favor.
  Favored Fortunes
  Starting at 2nd level when you select this prospect, 
  you feel uplifted by the tapestry of fate whenever 
  good fortunes are found around you. Whenever a 
  creature within 50 feet of you rolls a d20 for an at-
  tack roll, ability check, or saving throw that results 
  in a 20, you regain 1 fate point.
  Good Luck Charm
  At 6th level, you emit an aura of good luck that 
  causes your ally’s most unlikely of long shots to 
  land true. As an action, you may spend 1 fate point 
  to cause good luck to radiate outward from you like 
  a beacon. For the next minute, creatures within 10 
  feet of you (including yourself) have advantage on 
  attack rolls. As a bonus action on your turn, you 
  can suppress this feature’s effects for a creature of 
  your choice until the beginning of your next turn.
  Luck of the Mascot
  At 10th level, you’ve learned to lift your friends with 
  the strands of destiny, blessing them to the best luck 
  that fate can offer. As an action you may spend 3 
  fate points to grant fortune to a creature you can see 
  within 50 feet for the next minute. A fortunate crea-
  ture has advantage on attack rolls, ability checks, 
  and saving throws, and any d20 rolls it makes that 
  result in an 18 or 19 result in a 20 instead.
  Deus Ex Machina
  At 14th level, you and your friends have lived 
  through impossibly dangerous experiences and 
  come out the other side smiling, surviving deathly 
  circumstances in the unlikeliest of ways. As a re-
  action when an effect forces you or any creatures 
  within 50 feet of you to make saving throws, you 
  may choose a number of creatures up to your Cha-
  risma modifier. You and the creatures you chose 
  automatically succeed on the saving throw. Once 
  you use this feature, you must finish a long rest be-
  fore you can use it again. e
  
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