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Agent of the Fates

Although they are not gods, the Three Fates are an immortal and unstoppable force and play an important role in the Therosian pantheon. It is the Fates who are responsible for ensuring that every mortal creature is exactly where it needs to be, at the exact moment it is supposed to be there, according to the plan laid out in the Tapestry of Life, a magical plan that only the Fates and the gods themselves can view. Most often found working closely with Erebos, God of the Dead, the Fates are most well-known for ensuring that no mortal lives beyond its appointed time to die.   But as mortals have free will, even the Fates can only very accurately guess what a mortal will do when faced with a choice. When a mortal will do when faced with a choice. When a mortal makes a choice that changes their destiny, the plans of the gods can often be shifted around it. But on the rare occasion, a mortal makes a decision that profoundly changes not only their destiny but the destinies of those around them, the Fates may have no choice but to intervene directly.   Snipping Loose Ends When the Fates must directly involve themselves in mortal affairs, they find it best to do so through mortal proxies. These agents serve the Fates willingly, doing their bidding when requested, in return for greater control over the path their own fate takes.   When fulfilling their duties, an agent of the fates acts as a highly-trained, magical assassin, often killing those who've disrupted the Tapestry of Life, to bring it back into order. An agent of the Fates is recommended to use other means to repair the Tapestry first, using their magic to charm or intimidate their targets into recanting the actions that first disrupted the weave. But should those efforts fail, those who serve the Fates are not against taking up daggers to cut loose trailing threads.   Benefits of the Job When not handling the tasks set for them by their masters, those who serve the Fates often live charmed lives, able to exert strong control over the outcomes of their actions. An agent of the Fates is often fabulously wealthy, beloved by those around them, or simply lucky in ways that pure chance can rarely explain. The greater the services that an agent provides to the Fates, the more effort the Fates are willing to put into keeping the mortal in their employ as long as possible, and the greater the benefits an agent can reap from their masters.   Identifying an individual that serves the Fates outside of their duties is almost impossible. Because the Fates work in mysterious ways, not every wealthy commercialist or good-luck gambler is bound to their servitude. In fact, the majority of those who act on the behalf of the Fates work hard to ensure they aren't identified, never misusing their abilities and working carefully to ensure only their greatest demands and wishes are met. The only sure sign of an agent is a special tattoo over their heart, of three piercing eyes woven together with a red string. These tattoos are placed there by the Fates themselves, a channel for the agent's arcane powers, and are invisible except when the agent uses their influence to alter fate or cast spells.  

Agent of the Fates

Although they are not gods, the Three Fates are an immortal and unstoppable force and play an important role in the Therosian pantheon. It is the Fates who are responsible for ensuring that every mortal creature is exactly where it needs to be, at the exact moment it is supposed to be there, according to the plan laid out in the Tapestry of Life, a magical plan that only the Fates and the gods themselves can view. Most often found working closely with Erebos, God of the Dead, the Fates are most well-known for ensuring that no mortal lives beyond its appointed time to die.
 
But as mortals have free will, even the Fates can only very accurately guess what a mortal will do when faced with a choice. When a mortal will do when faced with a choice. When a mortal makes a choice that changes their destiny, the plans of the gods can often be shifted around it. But on the rare occasion, a mortal makes a decision that profoundly changes not only their destiny but the destinies of those around them, the Fates may have no choice but to intervene directly.


Armor Class13
Hit Points 12d8+24
Speed30 ft.
Strength12 (+1)
Dexterity17 (+3)
Constitution15 (+2)
Intelligence10 (+0)
Wisdom15 (+2)
Charisma16 (+3)
Saving ThrowsDexterity d20+6 Wisdom d20+5
SkillsReligion d20+3
SensesPassive Perception 12
LanguagesCommon
Challenge6 (2,300 XP)
Special 1DeathtouchWhen the agent hits a creature with an attack,the target's maximum hit points are reduced by an amount equal to the damage dealt.
This reduction lasts until the target finishes a long rest.The target dies immediately if this effect reduces its hit point maximum to 0
Special 2HeroicWhenever the agent becomes the target of a spell or other magical effect,it automatically regains an expended spell slot,
and the agent has an advantage on the first attack rollit makes before the end of its next turn
Special 3SpellcastingThe agent is a 7th-level spellcaster.Its spellcasting ability is Charisma
(spell save DC 14, d20+6 to hit with spell attacks).It knows the following Warlock spell:
Spells 1Cantrips (at will)Eldritch blastGreen-flame blade
Poison sprayTrue strike
Spells 24th level (2 slots)Armor of Agatha'sCloud of daggers
Dimension doorFlyHexShadow blade
Shadow of moilVampiric touch
Special 4Sneak Attack (1/round)The agent deals an extra 3d6 damagewhen it hits a target with a weapon attack
and has an advantage on the attack rollor when the target is within 5 ft. of an allyof the agent that isn't incapacitatedand the agent doesn't have disadvantage on the attack roll
Action 1MultiattackThe agent makes two attacks with its dagger
Action 2DaggerMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d4+3 piercing damage

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