Level 3
Fate Dice.
Once per Safe Rest roll two dice of your choosing, you may spend one by swapping it with any die roll of the same size.
Not So Grim.
The air around you always seems just a little too still, a slight chill persists wherever you go, yet everyone you meet feels as if you were an old friend.
Level 7
Fate Dice (2).
You now have three Fate Dice.
Pulling the Threads.
Reaction (when an Ally would drop to 0 HP): You may expend 1 use of Searing Light to heal them WIL d8 HP before they gain any wounds.
Level 11
Fate Dice (3).
You now have four Fate Dice.
Cutting the Threads.
When your Lifebinding Spirit attacks, they may spend one healing charge to make the next attack on this target an automatic crit.
What Could Have Been.
Spend a Fate Die to redo a minute of a non-combat time.
Player Tip : Did someone accidentally blunder into a trap or make a fool of themselves in front of the king? No they didn't, that was just a vision of what could have been.
Level 15
Make Your Own Fate.
You can choose the results of your Fate Dice.
Don’t Say Goodbye.
1 Use. Should you and your friends die, you may revive yourself and all of your friends in a safe location. However, you know that unlike your friends you have limited time before you are called back to the afterlife.
DM Note : By using this ability your player is signing up to trade a major loss today for a somber victory in the near future. Within reason, let them have this moment by not calling them back until story appropriate.