TEXT: EN World EN5idEr | The Fatebender: Advanced Class Information
   
  writing Andrew Engelbrite
   color art Rachel Maduro
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  T
  he 
  venerable 
  dwarf 
  fol-
  lowed an invisible thread into 
  the marketplace, his bangles and 
  charms jingling as he walked. People 
  think it’s kings and wars that shape 
  the world, but he knows better. He 
  tugged one thread and the baker’s 
  daughter tripped over a delivery boy, 
  really seeing him for the first time. 
  He tugged another and the guards’ 
  attention was briefly turned, giving 
  a young thief behind the apple cart 
  his chance to get away. The tapestry 
  of fate is rife with frayed ends—with 
  a confident grin the dwarf continues 
  about his work mending and shap-
  ing the future. 
   
  Fatebender
  ADVANCED ClAss INformAtIoN
  tHE
  
  The Fatebender: Advanced Class Information | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
  and article titles, and  EN World and EN Publishing 
  logos, are designated Product Identity.
  The essential rules of the fatebender class, Mascot 
  archetype, and more information appear in EN5id-
  er “The Fatebender: Basic.”
  Destiny’s Chosen
  Fatebenders find themselves on the edges of fate, 
  dancing along the far extremes of probability and 
  causality. Luck warps around a fatebender, distort-
  ing like a weight pressing down upon a tapestry. 
  Many people blessed or cursed in this way fail to 
  understand the meaning of it all, believing them-
  selves to just be unnaturally lucky or that those 
  around them are horribly misfortunate. Becoming 
  a fatebender means perceiving the enwrapping 
  threads of fate as they fray and twist, discovering 
  that luck is what one makes of it. 
  EN
  EN
  Publishing
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  Weavers of Fate
  Destiny and fate are a force in the universe—wheth-
  er to work for or against that force is a decision 
  every fatebender must make. Once they have come 
  to understand the course of destiny they can often 
  see the complex patterns the threads weave be-
  tween people throughout their lives, how tugging 
  upon a seemingly infinitesimal thread and causing 
  the smallest change can have drastic effects in the 
  future. Fatebenders must choose to work for them-
  selves or be destiny’s hands, bringing the will of 
  fate to fruition or working against the weave.
  Quick Build
  You can make a fatebender quickly by following 
  these suggestions. First, Charisma should be your 
  highest ability score, followed by Dexterity and 
  then Constitution. Second, choose the entertainer 
  or folk hero background.
  Jinx
  Misfortune follows the jinx—they are always at the 
  center of chaos but never beholden to it, and what-
  ever can go wrong will go wrong in their presence 
  as the threads of fate unravel around them. Often 
  ostracized from their homes once they are cor-
  related with the disasters around them, jinxes are 
  perpetual wanderers, the few places they become 
  accepted destined not to be standing for long. 
  Nourishing Misfortune
  Starting at 2nd level when you select this prospect, 
  you discover that you feel uplifted and more con-
  nected to the tapestry of fate when others around 
  you suffer from the terrible luck that follows you 
  everywhere. Whenever a creature within 50 feet of 
  you rolls a d20 for an attack roll, ability check, or 
  saving throw that results in a 1, you regain 1 fate 
  point.
  Superstitious Nonsense
  At 6th level, you emit an aura of horrible luck that 
  causes the most unlikely of failures and fumbles to 
  
  EN World EN5idEr | The Fatebender: Advanced Class Information
  befall your enemies. As an action, you may spend 
  1 fate point to cause bad luck to seep from you like 
  ink on parchment. For the next minute, creatures 
  within 10 feet of you (including yourself) have 
  disadvantage 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. 
  Jinxed
  At 10th level, you’ve learned to bind your enemies 
  with the strands of fate, cursing them to the worst 
  luck that fate can offer. As an action you may spend 
  3 fate points to force a creature you can see within 
  50 feet to make a Charisma saving throw. On a 
  failed save the creature becomes jinxed for the next 
  minute. A jinxed creature has disadvantage on at-
  tack rolls, ability checks, and saving throws, and 
  any d20 rolls they make that result in a 2 or 3 result 
  in a 1 instead. At the end of each of its turns, the 
  creature makes a Charisma saving throw, ending 
  the effect on a successful save.
  Murphy’s Law
  At 14th level, you’ve become so adept at making 
  sure that what can go wrong will go wrong that it 
  takes barely a nod or a thought to cause chaos and 
  mayhem. As a bonus action, you may force a crea-
  ture you can see within 50 feet to make a Charisma 
  saving throw. On a failed save you may select one 
  of the following misfortunes to befall the creature:
  Arrow Magnet. During the next minute, when-
  ever a creature within 50 feet of the target creature 
  makes a ranged weapon attack and its attack roll 
  results in a 1, the missile hits the target creature.
  Black Cat. You cause even normally tame and 
  docile creatures to treat the target as a horrid threat. 
  For the next minute, any creatures with the beast 
  type within 50 feet of the target become hostile to it 
  and try to attack the target if able. 
  Hag’s Punishment. You cause the target creature 
  to grow a slight disfiguration of your choice that 
  fully grows within the next 24 hours. This can be a 
  boil, skin growth, sore or cyst, bald spot, or any oth-
  er blemish or mark. This disfiguration can be vague 
  and natural in appearance, or it can seem bizarre or 
  even form in the shape of a symbol or word. This 
  mark is permanent until you use a bonus action to 
  alleviate it or another creature treats the blemish 
  with a Wisdom (Medicine) check against your Fate 
  DC.
  Step on a Crack. You cause the target creature 
  sudden and horrible back pain. The target’s speed 
  is reduced by 15 feet and it has a -5 penalty on 
  Strength (Athletics) and Dexterity (Acrobatics) 
  checks. The target can end these effects by using 
  an action to stretch its back out. Creatures without 
  spines are unaffected.
  Tongue Tie. You cause the target to mumble and 
  stutter its way through a conversation. For the next 
  minute the target has a -5 penalty on Charisma (In-
  timidation) and Charisma (Persuasion) checks.
  Trip Up. You cause the target to stumble, knock-
  ing it prone.
  Under a Ladder. You cause a small piece of ma-
  sonry, a pot, or literally any other small object that 
  could be above the target (branch in the forest, 
  rock in the mountains, a large piece of hail from 
  the clouds above, and the like) to fall on its head 
  (or equivalent). The target takes 1d8 bludgeoning 
  damage and is stunned until the end of its next 
  turn. If there is nothing that could reasonably strike 
  the target from above you must spend 1 fate point 
  to activate this feature. If you do so, it deals extra 
  damage equal to your Charisma modifier.  
  Wardrobe Malfunction. If the target is wearing 
  armor, you cause a buckle, strap, or other part of its 
  armor to fall apart or detach. The target’s AC is re-
  duced by an amount equal to half your proficiency 
  bonus until it spends an action to properly reattach 
  the armor.
  Weapon Failure. You cause a ranged weapon the 
  target is wielding to suddenly malfunction, requir-
  ing an action to repair.
  Weapon Fumble. You cause a melee weapon the 
  target is wielding to fly from its hands with an ill-
  timed flourish. You may choose any unoccupied 
  space within 10 feet of the target for the weapon to 
  fly, though it may go further if you select a space 
  above a pit or other drop.
  
  The Fatebender: Advanced Class Information | EN World EN5idEr
  Weaver
  Agents of fate, writers of prophecies, and architects 
  of destiny, weavers see not only the fortunes around 
  them shift but also how those minute changes 
  ripple throughout the tapestry. The future has its 
  path and weavers work to ensure that destiny is not 
  diverted—for good or ill prophecy must be fulfilled 
  and fate must be allowed to run its course.
  Agent of Fate
  Starting at 2nd level when you select this prospect, 
  you feel the subtle tug of the universe’s will, seek-
  ing to keep destiny on course. Whenever you finish 
  a long rest, roll a d20 and mark the result. Until the 
  end of your next long rest, whenever a creature 
  within 50 feet of you rolls a d20 for an attack roll, 
  ability check, or saving throw that results in your 
  marked result (before modifiers), you regain 1 fate 
  point.
  Reweave
  At 6th level, you begin to take a more active role 
  in ensuring that the predestined comes to pass. 
  Whenever a creature you can see within 50 feet of 
  you rolls a d20 for an attack roll, ability check, or 
  saving throw, you may spend 1 fate point to change 
  the result. You may either add or subtract up to 2 
  from the result. The newly changed result is consid-
  ered the natural result.
  Master of Destiny
  At 10th level, your attunement to the whims of fate 
  allow you to clearly see the paths that should be fol-
  lowed and how to gently tug the strings surrounding 
  others, leading them spontaneously to places they 
  had not considered. As an action you may spend 4 
  fate points to force a creature you can see within 50 
  feet to make a Charisma saving throw. On a failed 
  save you subtly implant a compulsion to carry out 
  some service or refrain from some action or course 
  of activity as you decide. These compulsions cannot 
  include any actions that would obviously include 
  self harm, but may include harming allies. At the 
  end of any turn in which a compelled creature 
  takes damage or harms an ally, it may make an-
  other Charisma saving throw, ending the effect on 
  a successful save. The compulsion effect ends after 
  10 minutes and the creature believes that its actions 
  were voluntary, though depending on the outcome 
  may claim the actions as its own or be bewildered 
  by how the thought appeared in its head.  
  The Grand Design
  At 14th level, you’ve aligned your actions with the 
  whims of fate and have seen the rewards of the 
  grand design in your life. Whenever you or an ally 
  within 50 feet rolls a d20 for an attack roll that re-
  sults in the same result marked with your Agent of 
  Fate feature, that attack roll is treated as though it 
  were a natural 20. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 221 - Fatebender Advanced.pdf