When you choose this Martial Archetype at 3rd level, the Deity of Fate that has been watching over you begins to exert it's power. Your ability in and out of battle is enhanced by the magics of fate, and a mysterious luck seems to follow you.



Cantrips. You learn the cantrips Mending and True Strike. You learn the cantrip Guidance at 10th level.



Spell Slots. The Knight of Fate Spellcasting table shows how many slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell identify and have a 1st-level and a 2nd-level spell slot available, you can cast identify using either slot.



Spells Known of 1st-Level and Higher. You know three 1st-level Knight of Fate spells of your choice from the Knight of Fate spell list.

The Spells Known column of the Knight of Fate Spellcasting Table shows when you learn more spells of 1st-level or higher.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list. The spell must be of a level for which you have spell slots.



Knight of Fate Spell List.

1st-level Spells - Comprehend Languages, Detect Evil and Good, Detect Magic, Heroism, Hunter's Mark, Identify.

2nd-level Spells - Enhance Ability, Magic Weapon, Pass without Trace, Branding Smite



Spellcasting Ability. Wisdom is your spellcasting ability, because your spells are channeled into you by the great deity of fate that has taken an interest in you, and your natural wisdom allows you to put them to use when the time calls for them.



You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Knight of Fate spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier



Fated Destiny

At 3rd-level, your destiny reveals itself to you. You are granted knowledge of the creatures employed by the higher powers of the universe. When you hit a creature with a melee weapon attack on your turn, if that creature is at it's hit point maximum and either a Fiend, Celestial, Aberration, or Undead, then that creature takes an additional 1d8 damage. You can only deal this damage once per turn.

Lucky Strike

At 7th level when you use your action surge, for the rest of your turn, the next spell you cast can be cast as a bonus action, and any attack roll you make is treated as a critical on a roll of a 19 or 20.

Hunter of Fates

Starting at 10th level, when you hit a Celestial, Fiend, Aberration, or Undead with a melee attack, that creature has disadvantage on all attack rolls against you until your next turn. You can no longer become Frightened by any creature of these types.

Stoic Empowerment

Starting at 15th level, any time you use cast a spell, you feel the watchful eyes of your guardian deity ensuring your protection. If you would fail a saving throw, you can instead choose not to fail. Once you use this ability, you can’t use it again until you finish a long rest.



Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

The Hand of the Oracle

The hand of the Gods of Fate themselves reach through you and bestow your weapon with their might. Your next melee attack roll is treated as a critical hit. Once you use this ability, you can’t use it again until you finish a long rest.