Fate

Fate

The wheel of fate is yours to steer and yours alone.


Cursed Energy
Starting at 1st level, you can harness your negative feelings into a usable source of energy, called cursed energy. These feelings can be harnessed into attacks or abilities. The number of cursed energy you possess is based on your class, some classes use a modifier that being charisma or wisdom (Player’s choice)

Your cursed energy DC is 8 + user cursed energy ability modifier + proficiency bonus.


Fate Manipulation
Beginning at 1st level, you can weave together threads of fate. As an action for 2 cursed energy, you bind two creatures within 30 ft of you with an invisible red thread for 1 minute. If a Fate requires Touch, you must touch both targets, but not necessarily at the same time. You choose a Fate, +1 Fate per additional CE, up to your proficiency bonus that affects both while within 30 ft of each other:

FateEffectRequirement
BondsThe targets gain a +2 bonus to AC.N/A
Promised Time?The creatures both have either advantage or disadvantage on attacks against each other.N/A
MirroredIf one target rolls a 20 or 1 on their turn, the other’s next roll will be the opposite.N/A
MagneticIf targets start their turn within 30 ft of each other, they are pulled 10 ft closer. If this brings them within 5 ft, they become tangled and prone (Str save to pull away).Touch
Shared StrengthsChoose a damage resistance, immunity, vulnerability or condition immunity of a target. Both targets share that strength/weakness.6th level
Linked SufferingWhen one of the linked targets takes damage, they take half as much damage and the linked creature takes the other half.6th level, Touch
Destined DeathThe targets both have either advantage or disadvantage on saves against each other.11th level, Touch

An effect that would damage the soul is capable of cutting your thread and removing your technique’s effects. Additionally, you cannot manipulate the fate of a creature that is completely lacking cursed energy (such as via Heavenly Restriction).


Cursed Eyes of Fate
At 3rd level, you learn that fate is not simple. It is what makes up all connections between people and everything else. As a bonus action for 1 CE, when you look at a creature you can focus until you see the red threads of fate that connect all living creatures. As part of this bonus action, you can tell who the threads connect to if they are within sight, as well as the type of connection. This can range from familial connections, admiration, or feelings of love.

Alternatively, you can instead read the target’s personal thread of fate to learn one of the following:

  • The target’s damage resistances, immunities, or vulnerabilities.
  • The target’s CR or Level.
  • The target’s remaining hit points.
  • The target’s AC or an Ability modifier.
  • The target’s current emotions.

Strong Destiny
At 6th level, you have learned to strengthen your threads of fate with cursed energy. When you apply a fate to creatures, you can increase the duration by 1 minute per additional cursed energy spent. At 11th level, your Fate Manipulation now lasts for 1 hour and you can increase the duration by 1 hour per additional cursed energy spent.


Karmic Entanglement
At 11th level, you have learned to permanently entangle the people in the web of fate. Over an uninterrupted period of 8 hours, you permanently intertwine the fates of two or more creatures together. The creatures become destined to meet by fate. You can attach this to an incredibly unique part of one of the creatures, such as an Inherited Technique, the Six Eyes, or a unique Constitution like Star Plasma Vessels to cause it to be passed down even after the targets’ deaths. You can only have a number of creatures with permanently intertwined fate equal to your proficiency bonus at once (including yourself).

As a side effect of your technique, your fate has become set. You cannot die of old age, but still grow older. Every 500 years you must assimilate with a genetically similar human to reset your body and appearance. Otherwise you begin to evolve beyond humanity, becoming more akin to a Cursed Spirit.


Domain Expansion: Road of Karma
Finally at 18th level, you have learned to expand your domain. At initiative 20, you select a creature within your domain as your Destined Foe. While your Destined Foe is within your domain, all your attacks against them are imbued with your guaranteed hit. You can switch your Destined Foe to another creature within your domain at initiative 20.

Additionally, your innate technique features count the entirety of your domain as being within range and you can ignore the Touch Requirement of Fates.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Freedom
You have learned your reversal that uses the opposite of your technique. Rather than the restricting binds of Fate, you can break free and become truly unchained by Destiny. As an action for 4 CE, you activate your reversal for 1 minute. For the duration, you cannot use cursed energy in any way and are considered to be completely devoid of cursed energy, making you immune to the guaranteed hit effects of domains, effects that target based on cursed energy, or effects that would give you disadvantage or penalties to attack rolls, ability checks, and saving throws.