Dungeons of Fate
D ungeons of Fate is a lightweight fantasy
roleplaying game based on Fate Condensed
by Evil Hat Productions intended for
lightweight story-focused fantasy adventures. Players
Dexterity. Used for challenges of nimbleness,
acrobatics, stealth, and subtlety; attacking with light
weapons; and defending with light armor.
Constitution. Used for challenges and defenses
need a 20-sided die, a character sheet, and a pencil. requiring physical fortitude and increases a
character’s starting hit points based on the bonus.
Core Gameplay Intelligence. Used for challenges requiring a keen
mind and high intellect. Used for arcane spellcasting.
The gamemaster (GM) describes the situation, the Wisdom. Used for challenges requiring experience
player chooses an action, and the GM determines a and worldly knowledge. Used for divine spellcasting.
challenge level between 10 (easy) and 25 (nearly Charisma. Used for challenges requiring charm
impossible) if needed. and leadership. Used for innate spellcasting abilities.
The player rolls a twenty-sided die (1d20), adds an
applicable attribute bonus and potential stunt Actions
bonus, and compares the result to the challenge
level. After the roll, the player can spend Fate points Characters take one of three actions on their turn.
to invoke aspects, adding +2 for each aspect invoked. Characters take the Defend action when attacked.
They may also invoke an aspect to reroll once.
If the roll is less than the challenge level, the action • Attack. Attack an enemy. Failure: inflict no
fails or succeeds at a cost (GM’s choice). If the roll is damage. Success: Inflict one point of damage.
equal to or greater than the challenge level, the Critical success: Inflict two points of damage. A
action succeeds. If the roll is five higher than the character can attack multiple enemies with a -2
challenge level, the action is a critical success. penalty for each enemy attacked beyond the first.
The GM doesn’t roll dice in Dungeons of Fate. • Defend. Defend against an enemy’s attack. The GM
determines the defending attribute based on the
Aspects type of attack. This action is only taken when a
character is attacked. Failure: Take damage equal
Aspects are short phrases that describe characters, to the level of the attacking monster. Success: take
locations, monsters, items, or temporary situations. no damage. Critical success: Take no damage and
Characters have four character aspects: ancestries, gain a +2 bonus on your next attack.
classes, backgrounds, and heirlooms. GMs define • Overcome. Attempt to overcome a challenge.
location, monster, and item aspects. Characters can Failure: Fail to overcome or succeed at a cost.
create temporary aspects by creating an advantage Success: Overcome the challenge. Critical success:
(see Actions). Overcome the challenge and gain a +2 bonus to
While making an action, a player can invoke an your next related action.
aspect by describing how the aspect helps them in • Create an Advantage. Overcome a challenge 12
the current situation and spending a Fate point. An roll to create an aspect. Failure: Fail to create the
invoked aspect awards either a +2 bonus or lets the aspect. Success: Create the aspect with one free
player reroll. Multiple aspects can be invoked in a invocation. Critical success: Create the aspect with
turn to stack bonuses, but a single aspect can only be two free invocations. A character can have only one
invoked once per turn and only one aspect can be ongoing aspect at a time.
invoked to reroll on a turn.
Stunts
Attributes
Stunts are specialized character skills created by
When taking actions, the GM determines which players during play. A character can have up to three
character attribute fits the situation. The following stunts. Players define stunts the first time they’d
list describes which attributes typically fit which come into use them during the game. A stunt usually
situations. falls into one of three models:
Strength. Used for challenges of physical might,
fighting with heavy weapons, and defending with • A +2 bonus when using a specific attribute for a
heavy armor and shields. specific action in a specific circumstance. Example:
Dungeons of Fate by Michael E. Shea of Slyflourish.com – January 2023.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Power attack. +2 to strength when attacking a everyone has gone. The last person to go then selects
single creature. who acts first in the next round.
• A +1 bonus to a specific attribute for a specific
action. Example: Shieldmaster. +1 to strength Movement
when using the defend action.
• Use a different attribute for a particular action Locations are broken down into “zones” where
under a specific circumstance. Example: Magical groups of characters can reside. A character can move
Shield. Use intelligence instead of strength or from one zone to another on their turn.
dexterity when being attacked with physical force.
Damage and Dying
Equipment
When a character loses all of their hit points in a
Characters are assumed to be equipped with standard scene, they’re knocked unconscious. If all characters
adventuring gear and you’re encouraged to write are knocked unconscious, they may either die or find
down any items your characters might reasonably themselves captured by their enemies and restored to
bring with them. one hit point each.
A character’s heirloom is considered their prized A character can heal 2 hit points per hour (or 4 on a
possession, an item of great value, quality, or critical success) by overcoming a challenge 12
magically enhanced. Constitution check. A character can help another
Characters may discover other magical items character heal 2 hit points (or 4 on a critical success)
throughout their adventures. These items have their by overcoming a challenge 12 Wisdom check once per
own aspects and sometimes include free invocations. hour. A character’s hit points are fully recovered after
an eight-hour rest.
Magic
Monsters
Magic in Dungeons of Fate is handled as part of the
characters’ aspects and handled just as other actions Monsters have a level between 1 (a weak bandit) to
are handled. Magic usually comes in three varieties: 15 (an ancient dragon). A monster’s challenge level is
arcane magic tied to intelligence, divine magic tied equal to 10 + monster level and has hit points equal
to wisdom, and innate magic tied to charisma. to its level. Players choose whether to kill or knock
Players can describe any sort of magic recognizing out a monster reduced to zero hit points.
that such magic still follows the four actions and In a combat scene, GMs gain one Fate point for each
associated challenge rolls. Specialized spells can be character in the scene. When a character takes an
created as stunts. action, GMs can invoke monster aspects by
spending these Fate points and applying a +2 bonus
Character Progression to the challenge level. A character gains a Fate point
when the GM invokes a monster’s aspect against a
Characters begin at 1st level and gain a level when character’s action.
completing GM-determined milestones. At 2nd, 5th, Monsters of 4th level or above can attack multiple
and 8th level characters gain 2 additional hit points. characters, triggering each character to take the
At 3rd, 6th, and 9th level characters gain +1 to a defend action and splitting damage among attacks.
chosen attribute. At 4th, 7th, and 10th, characters An individual character is roughly equivalent to
gain one new stunt. A character gains a new Subclass two 1st level monsters or one 2nd level monster. Two
Aspect at 3rd level. characters compare to a 5th level monster. Four
characters compare to an 8th level monster.
Rounds and Turn Order
Scenes happen in rounds and turns. Each character
takes one action on their turn during a round. GMs
determine who begins a round or determines it
randomly. Once a character has acted, their player
chooses who goes next, including monsters, until
Dungeons of Fate by Michael E. Shea of Slyflourish.com – January 2023.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Name
Origin
Class / Subclass
Background
Heirloom
Attributes Character Portrait
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Hit ▢▢▢▢▢▢▢▢▢▢
Points ▢▢▢▢▢▢▢▢▢▢
Stunts
▢▢▢▢
FATE
Points
Equipment
Dungeons of Fate by Michael E. Shea of Slyflourish.com – January 2023.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Dungeons of Fate Player’s Guide
Character Creation Example Stunts
• Choose a name During the game, create stunts the first time you
• Choose an ancestry aspect would use it or choose from the list below. Use these
• Choose a class aspect (add a subclass at 3rd level) as a model for building your own stunts.
• Choose a background aspect Adventurer's Luck. Begin each session with one
• Choose an heirloom aspect extra Fate point.
• Assign attribute bonuses (+3, +2, +2, +1, +1, +0) to Backstab. +2 to Attack with Dexterity when
the six core attributes: Strength, Dexterity, attacking an opponent currently fighting an ally.
Constitution, Wisdom, Intelligence, Charisma in Bag of Holding. You always have the right tool for
any order. the right job.
• Define up to three stunts during gameplay. Brute. +2 to Overcome heavy objects, barred doors,
• Characters begin with 10 hit points + their or other heavy obstacles with Strength.
constitution bonus and three Fate points. Cleave. +2 to Attack with Strength when attacking
two or more opponents at once.
Commune. Once per game session spend a Fate
Example Classes, point to commune with your god and receive the
Ancestries, and truthful "yes" or "no" answer to any one question.
Cure Wounds. Spend a Fate point to heal three hit
Backgrounds points to you or an ally.
Empowered Firebolt. +2 to Attack with
Use the following lists for inspiration or roll randomly Intelligence when firing a firebolt at a single target.
to choose your class, ancestry, and background. Feel Hunter's Mark. +2 to use Wisdom to Create a
free to make up your own based on the story and "Hunter's Mark" Advantage against a single opponent.
world. Knight's Protection. +2 to Create a "Protected"
Ancestry Class Background Advantage for a single ally with Charisma.
1-2. Human Fighter Sage Mage Armor. +2 to Create a "Mage Armor"
3-4. Elf Cleric Outlander Advantage with Intelligence.
5-6. Dwarf Mage Street urchin Master Duelist. +2 to Attack a single opponent
7-8. Halfling Thief Blacksmith with Dexterity when in one-on-one combat.
9-10. Gnome Ranger Investigator Master Lockpicker. +2 to Overcome locks with
11-12. Orc Paladin Guard Dexterity.
13-14. Celestial Bard Knight-errant Master of Disguise. +2 to Create a "Disguise"
15-16. Goblin Monk Monster hunter Advantage with Charisma.
17-18. Elemental Sorcerer Veteran Slayer. +2 to Attack a particular type of monster
19-20. Animalfolk Warlock Charlatan with either Dexterity or Strength (choose one). You
can always tell when such a monster is nearby.
Heirloom Oath of Enmity. +2 to Create an "Oath of Enmity"
Advantage using Wisdom against a specific enemy.
Your character begins with one heirloom, an item you Phalanx. +2 to Defend with Strength against
covet and that has special meaning to you or even ranged attacks.
magical properties. Use the list below for inspiration. Power Attack. +2 to Attack a single opponent with
Strength.
1-2. Your mother’s sword Protection from Evil. +2 to Create a "Protection
3-4. Your uncle’s armor from Evil" Advantage with Wisdom.
5-6. A wand given to you by an old sage Shield Master. +2 to Defend with Strength against
7-8. A mysterious amulet a single attack each turn.
9-10. A pocketwatch that flows backwards Trapmaster. +2 to Overcome traps with Dexterity.
11-12. A bow made of living wood Turn Undead. +2 to Create a "Turned" Advantage
13-14. The dagger that murdered the dark lord with Wisdom against undead foes.
15-16. The famed lute of Wydarn Leafrunner
17-18. A ball of living fire
19-20. Eye of an Outsider
Dungeons of Fate by Michael E. Shea of Slyflourish.com – January 2023.
This work is licensed under a Creative Commons Attribution 4.0 International License.
5e Conversion Guide
The following pages offer guidance to convert 5e Players can build stunts to boost certain spells or
material to Dungeons of Fate including character types of spells. For example, a character might have a
options, spells, magic items, and monsters. This stunt called Enhanced Evocation in which they gain
document is intended to let you take any of your a +2 bonus when using Intelligence to use the attack
favorite 5e campaigns and adventures and run them action to attack two or more targets. When using this
using Dungeons of Fate. stunt they can describe the spell as a fireball or a cone
of cold or a thunder wave of any other spell but it still
Character Levels does the same thing and uses the same rules.
Dungeons of Fate has a much flatter math curve than Magic Items
5e. A 1st level character, assuming they use their best
attribute, an applicable stunt, and the invocation of an Like in 5e and other fantasy roleplaying games,
aspect, has a +7 bonus. A 9th level character with the characters in Dungeons of Fate can acquire magic
same modifiers has a +10 bonus. The math doesn’t go items. GMs have a few ways to convert 5e magic items
up significantly as characters level. to Dungeons of Fate
A 1st level character in Dungeons of Fate is much For weapons, armor, and implements that boost
more capable than a 1st level 5e character (roughly combat effectiveness, consider converting them to a
equivalent to a 5th or 6th level 5e character). They’re magic item with an item stunt. This stunt offers a +1
able to face and defeat many low-level monsters and bonus when using this item with a particular action
a few high level monsters. Four 1st level characters with a particular ability.
can likely defeat an 8th level monster, for example. For example, a +1 suit of chainmail would have the
However, 10th level characters in Dungeons of Fate following stunt: +1 chainmail. +1 to Defend when
don’t have the same superheroic power a 20th level using Strength while wearing this armor.
character has in 5e but neither do high level A +1 rapier would have the following stunt: +1
monsters. A 10th level Dungeons of Fate character rapier. +1 to Attack when using Dexterity wielding
faces monsters like those a 20th level character faces. this weapon.
5e characters gain subclasses at certain levels. In These item stunts stack with character stunts so a
Dungeons of Fate, a character gains a subclass aspect character could use both an item stunt and a
at 3rd level to match this concept. The aspect is a character stunt on the same action.
loose in-world description instead of the bundle of Magic items with other special abilities might have
mechanics of a 5e subclass but a player can focus on their own magic item aspect. A flaming sword, for
this new subclass in the stunts they create for their example, has the flaming sword aspect that might
character going forward. have one free invocation usable per day. A more
Characters are expected to level with GM-selected powerful magic item might have two free invocations.
milestones based on the story of the adventure or Particularly powerful magic items might have both
campaign. an aspect and a stunt.
Spell Conversion
Spells run significantly different in Dungeons of Fate
than they do in 5e. Characters can cast any spell their
players can imagine. Dungeons of Fate uses three
general categories of spells: divine (using Wisdom),
arcane (using Intelligence), and innate (using
Charisma), but these are loose guidelines that don’t
limit the types of spells a player can imagine.
The only rules governing spells is that, whatever
they are or however they’re described, they use the
same actions with the same rules as doing anything
else. There’s no spell memorization or limitations on
casting spells. Instead, spells can be boosted by
invoking their class aspect which use Fate points
for a +2 bonus on the action.
Dungeons of Fate by Michael E. Shea of Slyflourish.com – January 2023.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Monster Conversion Monster Abilities
Dungeon of Fate’s 15 monster levels don’t line up Whatever abilities they have, monsters use the same
perfectly with 5e’s challenge rating system. Instead, rules for attacking characters. Monsters only ever
you’ll need to make a judgement about where a 5e attack, which triggers a character’s defend action.
monster’s story and theme place it within Dungeon of The different types of monster abilities are handled in
Fate’s 15 monster levels. the descriptions, not in the mechanics. A medusa, for
For reference, here’s a comparison of 5e monsters example, might try to turn two characters to stone. As
and their potential level in Dungeons of Fate. a level 5 monster, she splits her attack to two
different targets which must use the defend action
DoF
5e CR Example 5e Monsters with Wisdom (an attribute we determine as a GM
Level
1 0 Commoner, Rat, Spider given the monster). If they fail, one target takes 2
1 1/8 Bandit, Cultist, Giant Rat damage, and one takes 3 as their skin begins to turn
1 1/4 Acolyte, Skeleton, Wolf to stone. We don’t worry that her stone gaze is
2 1/2 Thug, Shadow, Black bear different than an ogre’s club – damage is damage.
2 1 Spy, Dire Wolf, Specter The same is true for monsters that cast spells.
3 2 Priest, Ogre, Ghast Spellcasting monsters use the same rules as any other
3 3 Knight, Mummy, Werewolf monster. Their spell might attack a particular
4 4 Ghost, Ettin attribute such as a fire blast targeting Dexterity or a
4 5 Gladiator, Elemental, Vampire Spawn psychic attack striking charisma. Again, the GM
5 6 Mage, Medusa, Wyvern determines which attribute a character must use to
6 7 Stone Giant, Young Black Dragon
defend against a particular attack given the story of
6 8 Assassin, Frost Giant
the monster. Otherwise, it behaves as any other
6 9 Fire Giant. Young Blue Dragon, Bone Devil
7 10 Young Red Dragon, Stone Golem
attack.
7 11 Djinni, Efreeti, Horned Devil
8 12 Archmage, Erinyes
8 13 Vampire, Storm Giant, Adult White Dragon
8 14 Adult Black Dragon, Ice Devil
9 15 Adult Green Dragon, Mummy Lord, Purple Worm
9 16 Adult Blue Dragon, Iron Golem, Marilith
9 17 Adult Red Dragon
10 18 Demilich
10 19 Balor
11 20 Ancient White Dragon, Pit Fiend
12 21 Ancient Black Dragon, Lich, Solar
12 22 Ancient Green Dragon
13 23 Ancient Blue Dragon, Kraken
13 24 Ancient Red Dragon
15 30 Tarrasque
Dungeons of Fate by Michael E. Shea of Slyflourish.com – January 2023.
This work is licensed under a Creative Commons Attribution 4.0 International License.