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Misfortune follows the jinx-they are always at the center of chaos but never beholden to it, and whatever 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 correlated with disaster, jinxes are perpetual wanderers because the few places they become accepted are not destined to remain standing for very long.

Nourishing Misfortune

Starting at 2nd level when you select this prospect, you discover that you feel uplifted and more connected to the tapestry of fate when others around you suffer from the terrible luck that follows you everywhere. Whenever a creature within so 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 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.


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 so 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 attack 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 creature you can see within so feet to make a Charisma saving throw. On a failed save you may select one of the following misfortunes to befall the 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 so 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 develops within the next 24 hours. This can be a boil, skin growth, sore or cyst, bald spot, or any other 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.
  • Missile Magnet. During the next minute, whenever a creature within so feet of the target creature makes a ranged weapon attack and its attack roll results in a 1, the missile hits the target creature.
  • 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 -s 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 (Intimidation) and Charisma (Persuasion) checks.
  • Trip Up. You cause the target to stumble, knocking it prone.
  • Under a Ladder. You cause a small piece of masonry, 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 reduced 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, requiring 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.
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