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Fatesinger
| Epic Destinies | ||||||||||
| Arcane | Divine | Martial | Primal | |||||||
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| Draconic Incarnation |
Fatesinger | Magister | Exalted Angel | Unyielding Sentinel |
Grandmaster of Flowers |
Legendary Dreadnought |
Shadow- dancer |
Fury of the Wild | Primal Avatar | Shiradi Champion |
Contents |
[edit] Fatesinger
A glorious weaver of fate, herald of ancestral legend and master of magical song, the Fatesinger's power at once empowers companions, and sends foes to their graves with a smile on their face.
This Arcane Epic Destiny gains song abilities and performs the legends of the ancients. By seeking the perfection of the song, the Fatesinger is able to boost allies' abilities like few others and completely confound, control, or even defeat enemies with a mix of magical artistry, powerful musicianship, and subtle misdirection. Being extremely versatile, the Fatesinger can also mimic many passive abilities from other destinies.
At level 20, your Destiny may be to become The Fatesinger if you have either at least 6 levels of Bard, Sorcerer or Wizard; or have achieved Draconic Incarnation Tier 3 or Shadowdancer Tier 4.
[edit] Innate abilities
- Granted automatically as you level up in the destiny.
Fatesinger's Repertoire: For every level of Fatesinger, gain 2 Songs, +3 sonic resistance and 25 Spell Points. If you didn't have Inspire Courage gain that feat.
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| EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
Glitter of Fame: (Passive) Gain +1 to your effective Arcane caster level, +1 Charisma, +1 Constitution and a +1 to hit. Special Effect: As long as you are above 10% Health, you radiate confidence: gain a +1 to all other Ability scores, except Charisma and Constitution.
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| EDP Cost: 0 | Ranks: Automatic | Progression: 4 | No requirements | |
Harmonic Resonance: (Passive) Your melee, missile, and unarmed attacks have a 10% chance per hit of building a stacking resonance in your enemies. Each stack increases the creature's vulnerability to Sonic damage by 10%. The effect may stack up to 5 times and lasts up to 20 seconds. You also gain +1 effective Arcane caster level.
(Active) You may expend a Song to activate Harmonic Resonance. If you do so, your voice thrums with magic, and you no longer require material components to cast spells. | ||||
| EDP Cost: 0 | Ranks: Automatic | Progression: 8 | No requirements | |
Intoxicating Presence: (Passive) Gain +1 to your effective Arcane caster level and a +1 to hit. Special Effect: As long as you are above 10% Health, enemies that strike you have a 5% chance of becoming Fascinated for 12 seconds, with no saving throw.
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| EDP Cost: 0 | Ranks: Automatic | Progression: 12 | No requirements | |
Grandeur: (Passive) Gain +1 to your effective Arcane caster level. Special Effect: As long as you are above 10% Health, you project an Aura of Grandeur. This aura grants you a +1 to all saving throws, a +2 to all Charisma-based skills (enhancement bonus, does not stack with Epic Treasure Hunter's Spyglass (Tier 3)), and a +3 Unique bonus to damage.
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| EDP Cost: 0 | Ranks: Automatic | Progression: 16 | No requirements | |
Majesty: Passive: +1 to your effective Arcane caster level and a +1 to hit. You also gain a +5 to all saving throws vs. Enchantments, a +2 to the effective level of your Enchantment/Charm spells and a +10 to the Spell Power of your Sonic, Light and Positive spells. Special Effect: Enemies that strike you also have a 5% chance to become blinded by your glory for 12 seconds (in addition to other effects), with no saving throw.
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| EDP Cost: 0 | Ranks: Automatic | Progression: 20 | No requirements | |
[edit] Tier One
- Abilities in this tier can be purchased after taking the Fatesinger destiny. All abilities below have 1 rank unless otherwise listed.
O Fortuna: (Passive) Adds to Inspire Courage: You and your party gain +[1/2/3] to saves vs. fear. In addition, you personally gain a +[1/2/3] to your Fortitude and Reflex saves (morale bonus, does not stack with Heroism)
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 0 | No requirements | |
Allure: (Passive) [+2/+4/+6] to Haggle, Perform, and Bluff and an extra [1/+2/+3] song per rest.
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 0 | No requirements | |
Music of the Spider Queen: (Passive) Adds to your Fascinate: Your Fascinate gains the power to mesmerize Vermin. Mesmerized Vermin stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion.
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| EDP Cost: 1 | Ranks: 3 | Progression: 0 | Requires: access to Fascinate song | |
Dirge: (Song, AoE effect, Cooldown: 6 seconds) Expend a song to produce a haunting funeral march.
You deal 10d[4/6/8] Negative damage and 10d[8/10/12] Sonic damage every 3 seconds for 18 seconds (fort save for half). In addition, enemies may be slowed by 5% if they fail their fort save. Duration 18 seconds (modified by enhancements that increase song duration).
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 0 | No requirements | |
Strength / Charisma: (Passive) +1 Charisma/Strength
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| EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
[edit] Tier Two
- After 4 points are spent, abilities in this tier can be purchased.
Tailwind: (Passive) Adds to your Inspire Courage: You and your party gain an additional +[1/2/3] to hit, and you personally gain an additional +[1/2/3] competence bonus to damage for all missile weapons (does not stack with Wind Howler Bracers).
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 4 | Requires: O Fortuna | |
Lucidity: (Passive) [+2/+4/+6] to Concentration, Diplomacy, [1/+2/+3] Use Magic Device; and an extra [1/+2/+3] song per rest.
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 4 | Requires: Allure | |
Masked Ball: Fascinate or Dirge grants you and your allies [+10/+20] jump and tumble, [+0/+1] charisma, and the ability to run over slippery surfaces. In the confusion, you open up a brief window of opportunity, granting your party a +2 bonus to hit when Sneak Attacking, and an additional [+0/+1d6] Sneak Attack die.
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| EDP Cost: 1..2 | Ranks: 2 | Progression: 4 | No requirements | |
Strength / Charisma: (Passive) +1 Charisma/Strength
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| EDP Cost: 2 | Ranks: 1 | Progression: 4 | No requirements | |
[edit] Tier Three
- After 8 points are spent, abilities in this tier can be purchased.
Siren's Song: Spontaneous song: (Active Cooldown: [60/50/40] seconds) Unbreakable mesmerize on a single target and deals 2 Constitution damage every [3/2/1] seconds. Duration 12 seconds.
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 8 | No requirements | |
Reign: Spontaneous Song (expends a song but instant activation): You gain a +[20/40/60] temporary Health. On a vorpal strike, you unleash a thunderclap for [7/9/11]d20 Sonic and [7/9/11]d20 Electrical damage. Procs on melee, ranged, and unarmed attacks. Duration: 180 seconds.
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 8 | Requires: Allure | |
Aria: Passive: All your songs gain 10% to their duration. Active: Spontaneous Song (expends a song but instant activation): You generate [10%/20%/30%] less threat for spellcasting. In addition, you gain a [25/50/75] Spell Power bonus to your Sonic spells, and a [5/10/15] spell Spell Power bonus to your force, Positive and Negative spells. Duration equals 10 seconds x your Perform skill.
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 8 | Requires: Dirge | |
Echoes of the Ancestors: Arcane: (Active Cooldown: 6 seconds) Stance: Grants you either
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| EDP Cost: 2 | Ranks: 1 | Progression: 8 | No requirements | |
Strength / Charisma: (Passive) +1 Charisma/Strength
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| EDP Cost: 2 | Ranks: 1 | Progression: 8 | No requirements | |
[edit] Tier Four
- After 12 points are spent, abilities in this tier can be purchased.
Chord of Disruption: (Passive) When Siren's Song expires, Chord of Disruption focuses your energy to a single disruptive point causing [5d100+700 / 6d100+800 / 7d100+900] disintegrating sonic damage. If a Fortitude save is made effects are halved.
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 12 | Requires: Siren's Song I/II/III | |
Echoes of the Ancestors: Martial: : (Passive, Cooldown 6 seconds) Stance, 1 song to activate: either
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| EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
Echoes of the Ancestors: Divine: (-1 song) (Passive, Cooldown 6 seconds) Stance, 1 song to activate: Either
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| EDP Cost: 1 | Ranks: 1 | Progression: 12 | No requirements | |
Echoes of the Ancestors: Primal: (-1 song) (Passive, Cooldown 6 seconds) Stance, 1 song to activate: Either
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| EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
Strength / Charisma: (Passive) +1 Charisma/Strength
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| EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
[edit] Tier Five:
- After 16 points are spent, abilities in this tier can be purchased.
Bound Fate: (Active Cooldown: 4mins) A single target must make a Will save with a DC modified by the caster's Charisma modifier. On a failed save, the target is bound briefly to the spot, and for one minute is also [6/10/12]% more vulnerable to magical damage, and has a -[6/10/12] Spell Resistance. In addition, the creature deals -[4/6/8] damage on attacks. Duration 45 seconds. Instant cast.
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 16 | No requirements | |
Fragment of the Song: Clarity: (Passive) All of your Songs gain 10% their duration. Additionally, your Inspire Courage grants additional effects only for you:
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| EDP Cost: 1..2 | Ranks: 2 | Progression: 16 | No requirements | |
Masquerade: (Passive) You can switch your Twist of Fate at a Rest Shrine.
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| EDP Cost: 1 | Ranks: 1 | Progression: 16 | No requirements | |
Fragment of the Song: Valor: (Passive) Your Inspire Courage grants you and your party an additional +1 to damage. In addition, you gain the following personal bonuses:
Rank 1: Inspire Courage increases your melee attack speed by +3% (competence bonus, stacks with Haste spell) and grants you +10 competence bonus to temporary HP. Removes combat penalties for moving. Rank 2: +1 to hit, +10 morale bonus to temporary HP, +2 to Intimidate. Gives you a 2% chance to cause 5% electric/light/sonic vulnerability (stacks 3 times). | ||||
| EDP Cost: 1..2 | Ranks: 2 | Progression: 16 | No requirements | |
Strength / Charisma: (Passive) +1 Charisma/Strength
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| EDP Cost: 2 | Ranks: 1 | Progression: 16 | No requirements | |
[edit] Tier Six
- After 20 points are spent, abilities in this tier can be purchased.
Grim Fate: Your Bound Fate now inflicts creatures with an additional [6%/10%/12%] vulnerability to Physical attacks. Grim Fate may take effect even if Bound Fate does not. Duration 1 minute.
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| EDP Cost: 1..3 | Ranks: 3 | Progression: 20 | Requires: Bound Fate | |
Turn of the Tide: (Active Cooldown: 6 mins) Spontaneous Song (expend a song to activate). Turn of the Tide grants a full BAB, +3 to hit, +40% damage, DR 15/-, a +4 Charisma, and deals +5d10 +75 Sonic damage and +5d10 +75 Light damage per hit. (This magical damage does not affect Bosses.) While under the effects of Turn of the Tide, rolling a 1 on a Will save is not an automatic failure. Duration: 20 seconds (affected by lingering song and similar effects).
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| EDP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements | |
Strength / Charisma: (Passive) +1 Charisma/Strength
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| EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |

