A Chosen is marked by prophecy, divine favor, or a baleful power with the promise that they will change the fate of a people. Some accept that promise; others fight it. They are not spellcasters, but their strange vitality lets them turn aside danger, hold a line, and keep allies standing when the world seems determined to break them. Their defining strength is protection, not destruction.
The world chose you for a reason. You choose who gets to survive it.
Defensive frontliner and ally-protector
CChosen
At a glance
Level
1
Proficiency
+2
bonus at this level
Guard Dice
Hit die d10
PrimaryConstitutionStrength
Features
22, levels 1 to 20
1Level 1, reached
Marked for a Purpose
You gain proficiency with all armor, shields, and simple weapons, plus two skills chosen from Athletics, Insight, Intimidation, Medicine, Perception, and Survival. You can use a shield as a spellcasting focus only if another feature allows you to cast spells.
Interposing Fate
You have a pool of Guard Dice, which are d6s. You have a number of dice equal to your Proficiency Bonus, regain all expended dice when you finish a Long Rest, and regain one expended die when you finish a Short Rest. When a creature you can see within 10 feet takes damage, you can use your Reaction and expend a die to reduce that damage by the roll + your Constitution modifier (minimum reduction of 1). The die becomes a d8 at level 5, a d10 at level 11, and a d12 at level 17.
2Level 2
Draw the Threat
As a Bonus Action, choose a creature you can see within 30 feet. Until the start of your next turn, it is under your Guard: once during that time, when it makes an attack that does not include you as a target, you can use your Reaction to impose Disadvantage on the attack roll. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
3Level 3
Chosen Calling
Choose a subclass: Godborn, Fiendish Soul, or Starborn. Your choice grants features at levels 3, 6, 10, and 14.
Unbroken Vigil
You can take a Reaction on each turn in combat, rather than only once per round, but no more than one Reaction in response to any single creature’s turn. You still cannot take more than one Reaction in response to the same trigger.
4Level 4
Ability Score Improvement
5Level 5
Steadfast Strikes
Whenever you take the Attack action on your turn, you can attack twice instead of once. Your Interposing Fate die becomes a d8.
6Level 6
Fate’s Second Wind
You gain your subclass’s level 6 feature. In addition, when you roll Initiative and have no Guard Dice remaining, you regain one Guard Die.
7Level 7
Unshaken Presence
You have Advantage on saving throws you make to avoid or end the Frightened condition. When you use Interposing Fate, the protected creature also has Advantage on its next saving throw before the end of its next turn.
8Level 8
Ability Score Improvement
9Level 9
Answer the Call
When you use Interposing Fate, you can also move up to 10 feet toward the protected creature without provoking Opportunity Attacks. You must end this movement in a space you can occupy.
10Level 10
Omen-Hardened
You gain your subclass’s level 10 feature. You also have Advantage on saving throws you make to avoid or end the Charmed condition.
11Level 11
Greater Intercession
Your Interposing Fate die becomes a d10. When you use Interposing Fate, you can expend a second Guard Die to reduce the damage by both rolls + your Constitution modifier.
12Level 12
Ability Score Improvement
13Level 13
A Moment’s Shelter
When you roll Initiative, you can choose up to a number of willing creatures equal to your Constitution modifier (minimum one) within 30 feet. Each chosen creature gains Temporary Hit Points equal to your Chosen level + your Constitution modifier.
14Level 14
Fate’s Anchor
You gain your subclass’s level 14 feature. In addition, your speed can’t be reduced against your will while you are within 10 feet of a creature under your Guard.
15Level 15
Shelter in Motion
When you use Interposing Fate, the protected creature can also move up to 10 feet without provoking Opportunity Attacks. It must end this movement in a space it can occupy.
16Level 16
Ability Score Improvement
17Level 17
Unyielding Intercession
Your Interposing Fate die becomes a d12. When you roll Initiative and have fewer than two Guard Dice remaining, you regain Guard Dice until you have two.
18Level 18
Take the Blow
When a creature under your Guard is hit by an attack, you can use your Reaction to cause the attack to hit you instead, provided you are within 30 feet and can see the attacker. You can use this feature once per Long Rest, or expend a Guard Die to use it again.
19Level 19
Ability Score Improvement
20Level 20
The Last Promise
As a Bonus Action, you radiate protective resolve for 1 minute. You and allies of your choice within 30 feet have Resistance to all damage, and cannot be moved against their will. Once you use this feature, you can’t use it again until you finish a Long Rest.
Core traits
Hit die
d10
Primary
ConstitutionStrength
Saves
ConstitutionWisdom
Hit points per Chosen level; Hit Points at 1st level equal 10 + your Constitution modifier, and at later levels equal (or 6) + your Constitution modifier.
DefensesArmor training includes all armor and shields. Interposing Fate reduces damage to nearby allies; Draw the Threat pressures enemies to attack you.
ArmorAll armor and shields.
WeaponsSimple weapons.
ToolsNone.
SkillsChoose two from Athletics, Insight, Intimidation, Medicine, Perception, and Survival.
ResourceGuard Dice: a pool equal to your Proficiency Bonus, regained on a Long Rest with one die restored on a Short Rest. Most defensive features use your Reaction and spend these dice.
MulticlassingTo multiclass into or out of Chosen, you need Strength 13 or Constitution 13. You gain proficiency with shields and one skill from the Chosen skill list when multiclassing into this class. Guard Dice and other Chosen features use only your Chosen level.
Subclasses
3
Godborn
Divine blood makes you a living bulwark.
Divine resilience and a sacred mark
Protective aura for nearby allies
A moment of miraculous deliverance
Fiendish Soul
A terrible inheritance can still become a shield.
Infernal or demonic endurance
A frightening presence that draws danger
Turning a curse into protection for allies
Starborn
Born beneath a rare constellation, you read danger in the pattern of events.
Fate-sense that anticipates imminent danger
Protective omens shared with companions
A constellation’s blessing against catastrophe
Playing one
What it is
A Chosen is marked by prophecy, divine favor, or a baleful power with the promise that they will change the fate of a people.
Some accept that promise; others fight it. They are not spellcasters, but their strange vitality lets them turn aside danger, hold a line, and keep allies standing when the world seems determined to break them. Their defining strength is protection, not destruction.
How to play one
You are at your best when you stay close enough to allies to intercept danger and use your Reaction deliberately.
Mark the enemy most likely to threaten your group, position yourself to protect several allies, and remember that preventing harm can matter more than dealing damage. Your strongest defenses require teamwork: ask allies to communicate who is most exposed.
Make one
Personality
I notice exits, weak walls, and frightened people before I notice treasure.
Ideal
Protection. Power is only worth having if it keeps someone else safe.
Bond
I will protect the person whose life was traded to make me Chosen.
Flaw
I treat every setback as a sign that I have failed my purpose.
Quirk
Counts the people in a room whenever entering or leaving.
Personality
I notice exits, weak walls, and frightened people before I notice treasure.
I speak calmly when danger rises, even when I am terrified.
I ask strangers what they need before I ask who they are.
I make small promises carefully and keep them absolutely.
Ideals
Protection. Power is only worth having if it keeps someone else safe.
Choice. A prophecy is a warning, not an order.
Duty. If my fate demands a sacrifice, let it be mine.
Bonds
I will protect the person whose life was traded to make me Chosen.
My home entrusted its last hope to me, and I will not let it be forgotten.
I need to learn whether my fate is a blessing, a curse, or both.
Flaws
I treat every setback as a sign that I have failed my purpose.
I would rather take a needless risk than admit I cannot save everyone.
I distrust gifts, especially when they arrive at exactly the right time.
Quirks
Counts the people in a room whenever entering or leaving.
Touches a token or scar when making a difficult choice.
Positions themself between companions and unfamiliar doors.
Refuses to sit with their back to a window.
Gives warnings in the form of oddly specific advice.
In the world
Training
A person becomes Chosen through birth, an omen, or a supernatural act of blessing or cursing.
There is no universal school: mentors teach new Chosen how to survive their power, protect others, and decide whether they will accept the fate attached to them.
How others see them
People may hail a Chosen as a promised savior, fear them as a walking omen, or resent the attention their fate attracts.
Even communities that distrust them often welcome the protection they provide—until the prophecy seems to point toward disaster.
Famous practitioners
ChosenTarin ValeA village shepherd who held a mountain pass alone long enough for thousands to escape; the pass is now called the Shepherd’s Door.
ChosenSister Caldra VennA courtly guardian whose fiendish brand never touched a single person she swore to defend.
ChosenOrris of the Far LanternA Starborn navigator who led three rival fleets through a storm by predicting where disaster would strike next.
Factions
The Hearthward Compact
A network of bodyguards and disaster wardens who train Chosen to defend communities rather than rulers.
The Ashen Almanac
A loose conclave of omen-readers who record prophecies and argue that no fate is beyond revision.
The Red Oath
A feared cadre of infernal-marked protectors who take dangerous assignments others refuse.
Regions
The March of Broken Bells
Chosen are recruited as wardens in border settlements that regularly face raids, monsters, or storms.
The Crownlands of Edrath
Royal houses raise and closely supervise prophetic heirs, fearing both assassination and the fulfillment of old omens.
The Lantern Heights
Starborn are most often found in remote observatories and villages that preserve records of the rare Fate constellation.
Character hooks
A dying monarch named you the kingdom’s safeguard, but never explained what you must safeguard it from.
You survived a catastrophe foretold at your birth and now seek the one person who can interpret the omen.
A demon’s mark lets you shield others, but each use makes your reflection look less human.
You were born beneath the rare Fate constellation; rival seers insist your choices have already been written.
Your divine parent has finally sent a message: the kingdom you were meant to save is not the one you expected.
You deserted the order that trained you after it tried to sacrifice an innocent person to fulfill your prophecy.
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