Fighter Archetype – The Destined

Hello, everyone! Continuing the theme of time travel-related subclasses, this week’s fighter Archetype is a warrior who has seen some grave future and aims to change it through their actions in the present. Though parallels could be drawn between several stories featuring time travel (such as a recent high-budget adventure in a cinematic universe), my primary inspiration for this subclass was the RPG Chrono Trigger.  Even if time travel isn’t the focus of your adventures, though, predictions of the future and attempting to defy them have been a recurring theme in mythology and storytelling. Hopefully, the future won’t refuse to change for you and your party.


The Destined

Some are stirred to their lives of adventure by necessity, and the Destined walks this path. By the time a fighter takes on this Archetype, they have either foreseen a grim future or are seeking refuge from it. Using this knowledge of the future, the Destined hopes to change fate, either for themselves or for others who would suffer in this foreseen future.

When you take this fighter archetype, discuss with your GM what disaster you might have foreseen – perhaps you have already discovered this event through your first two levels in the fighter class, or even before you began adventuring. This supplement makes no assumptions about the specifics of how you have predicted this fate or witnessed it firsthand. Several divination spells and magical means exist which might allow you to glean information about the future, or you may be a time traveler either by design or by accident.

The roll table that follows contains a few examples which might serve as inspiration for you, ranging in stakes from personal to cosmic.

D8 Disaster
1 I have foreseen the death of either myself or a loved one, and I will do whatever I can to prevent it.
2 I have traveled back in time to try and undo a mistake I made in the past.
3 I have foreseen the rise of a great evil in my homeland and must try and prevent it.
4 An unpreventable disaster is about to strike, and I must do what I can to save as many people as possible.
5 I have seen a future in ruins, and I am driven to learn what caused it.
6 A well-intentioned act of the gods has resulted in consequences that must be prevented.
7 A time traveler’s interference has changed the future, and I need to stop them.
8 The only way to stop a future villain is a person or artifact lost to history, and I must protect it.

Bonus Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency in the History skill. Additionally, you may make an Intelligence (History) skill check in place of any Wisdom (Insight) check.

Borrowed Time

Also starting when you choose this archetype, you can use your bonus action to steel your resolve, reminding yourself of the potential consequences of failure. You gain temporary hit points equal to your fighter level + your Charisma modifier.

You cannot use this ability again until you complete a short rest.

Additionally, while you have any temporary hit points, hostile creatures within 30 feet of you that can see you have a penalty to their attack rolls equal to your Charisma modifier (minimum 1) against creatures other than yourself.

Destiny Subverted

Starting at 7th level, your exploits have thoroughly derailed your future, pushing you just beyond the reach of prophetic magic. When a creature casts a spell from the divination school which would affect you or reveal information about you, they must cast the spell at 1 spell slot higher or take 1d8 psychic damage for each slot level used.

Resilient Guard

Beginning at 10th level, your determination to prevent certain disaster drives you to protect your allies with increased fervor. While you have any temporary hit points, any attacks made against allies within 5 feet of you are made at disadvantage.

Renewed Vigor

Starting at 15th level, you have found your final reserves of vitality and willpower in the direst of situations. At the start of each of your turns, if you have less than half of your maximum hit points remaining, you gain temporary hit points equal to 5 + your Charisma modifier (minimum 1).

Turn Back the Clock

When you reach 18th level, you recognize that the events you have foreseen are near their fruition, and find yourself preoccupied imagining hypothetical scenarios, even in battle. You may undo all effects of everyone else’s actions which occurred since the start of your last turn. Only you retain knowledge of what happened during that round. You may then take your turn as normal.

You cannot use this ability again for 7 days.

Complicated Turns

As Turn Back the Clock can result in a complicated situation for all players and the GM, it is your responsibility to ensure that this ability does not derail gameplay. Determine in advance between players and GM whose responsibility it is to track details of the past round, and when possible, try to warn your GM that you intend to use Turn Back the Clock (though this ability is most likely to be used in the direst of circumstances).

Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

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