Fate Points

Fate points are a currency representing a character's destiny as influenced by the far reaching forces that play games with the lives of mortals. Such forces can hurry a character along on the path of his or her life, enabling them to gain access to their destined potential. Points are awarded in the roughly the following amounts based on the relative time required to complete the associated task:

 3

This scale is only a guideline. For example, art that clearly took a long time to make and wows the table could easily receive double or triple the reward, while a writeup that is very barebones might receive only half credit.

## Fate Store

Players may purchase certain benefits for their characters between sessions or during a long rest by expending Fate Points. The below listed benefits are available for purchase by all characters, with with any prerequisites noted.

The player and GM will work together to create an in-game reason for the trick of fate that gained you access to the item in question.

## Paths of Fate

There are certain roads that only a few can walk. These Paths may be tread only by a character with an appropriate aspect and new Paths are generated when new aspects are chosen, offering characters an opportunity to delve into facets of their personality otherwise unexplored. These Paths should be created collaboratively between player and GM and reflect a destiny that they are excited for the character to explore, or a fate they fear may come to pass.

Paths are structured as talent trees, with each subsequent level requiring the previous rank to be selected. In cases where two talents have their prerequisites met and are at the same rank, purchasing a talent will only allow you to gain access to one of them. Any mutually exclusive talents will be noted as such in their descriptions.

Underlined Paths have yet to be ratified. If you would like to ratify a path AT ITS CURRENT POWER LEVEL, put your initials next to it. When 4 of 7 have ratified it is provisionally approved. Suggest changes in the comment section.

### Agate

Staff of Power

 7

**Inheritor of Power** - The possessor of this staff gains some vestige of its energies. +1 AC, +1 to attack and damage rolls with spells or staff strikes. For each step on the Staff's Fate Path taken, the Staff will contain 2 charges. The staff regains 1d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its existing bonus to Attack and damage roll but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

**Abjurer's Initiate** - The wielder of the staff unlocks a measure of its protective energies. +1 AC, +1 to all saving throws.

**Protective Fields** - Gain Mage Armor (2 charges), +1 to all saving throws.

**Indomitable Wards** - Gain Globe of Invulnerability (6 charges). The staff gains the Reach (10 feet) property.

**Force of Will** - The staff can unleash it's power in simple, though yet directed blasts of force. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Gain Magic Missile (1 charge).

**Spectral Grasp** - Gain Levitate (2 charges), Hold Monster (5 charges).

**Unstoppable Force** - Gain Wall of Force (5 charges), +1 to attack rolls with spells or staff strikes.

**Evoker's Call** - The powers of elemental magic rise to your staff's command. Gain Ray of Enfeeblement (1 charge), Fireball (5th-level version, 5 charges).

**Elemental Power** - Gain Lightning Bolt (5 charges).

**Aggressor's Fury** - Gain Cone of Cold (5 charges). Gain Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is depleted and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

 21 to 30 ft. away
 10 ft. away or closer

For the next week, the staff provides only it's bonuses to attack and damage rolls and may not be recharged.

### Jamra

Path of the Nascent Efreeti

**Child of Smoke and Flame** - Your body knows your ancient heritage and calls out to the elemental fire that sustains it. Smoke and noxious gases do not impair your vision or breathing. As a bonus action, you may ignite your hair to shed bright light in a radius of 10 feet. This flame, though warm to the touch, does not ignite flammable objects. You may end this display with a bonus action.

**Malleable Form** - Your body is more than flesh and bone. The smoke and ash that gives it shape may be molded and, for a time, given a different form. You may cast *disguise self* a number of times per day equal to your Constitution modifier. You may not use this ability to precisely mimic specific creatures, as the assumed form always bears some slight resemblance to the underlying flesh.

**The Fire Rises** - The power of the efreet is too much for mortal skin to contain. It slips its boundaries and wafts out from its source, buoying your body and betraying your heritage. You gain the ability to levitate up to five feet off the ground, retaining your movement speed. While levitating, all disguises are dispelled and your legs are replaced with a wispy trail of smoke.

**Lighter than Air** - By calling upon the power singing in your blood, you shuck the mortal coil entirely, assuming a form wholly composed of the noble elements of your true home. Once per day, you may assume a *gaseous form*.

**Ancestral Weapon** - The wealth of the efreet was not won through trade alone. The martial glories of your people call down to you from the ages, urging you on to victory and conquest. You become proficient in the scimitar and may add your Constitution modifier to the damage.

**Solicitous Voice** - It is said none can resist or ignore the bargains the efreet offer. They often come to regret their interest however. While soliciting or granting a wish, you are treated as if under the effects of a *tongues* spell.

**Jeweled Domain** - The ancient prison of your kin has been repurposed as a majestic palace, worthy of your stature. You gain a magical Genie Lamp, an ornate oil lamp decorated with nine gems from its lavish palace. Any creature holding the lamp may contact a creature inside by rubbing three times on its surface. While you are holding the lamp, you can use your action to teleport yourself or one willing creature within 30 feet to an extradimensional space located inside the lamp. Upon entering the creatures see a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm with dry desert air.

You can create any floor plan you like, but the space can’t exceed 50 cubes of ten feet on a side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people, however the food will not sate the hunger or slake the thirst of any non-outsider. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke and ash if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

While you are holding the Genie Lamp or you are inside its extradimensional space, you can use an action to expel any creature inside the space to the nearest unoccupied space outside the lamp. All creatures and objects inside the space are also expelled to the nearest unoccupied space outside the lamp if the lamp is destroyed. The lamp is destroyed if it takes 10 points of damage. Furnishings and other objects created by this feature dissipate into smoke if removed from the lamp.

**Flame Imperishable** - Fire will not burn its kin. You are resistant to fire damage. If you already possess resistance to fire damage, you become immune.

Path of the Consortium

 7
 9
 12

**The Value of a Copper** - You cannot hope to grow your wealth, if you cannot adequately describe it. At a glance, you can tally the total amount of coin in view. By spending ten minutes examining an item, you can accurately determine its potential value for sale. Particularly obscure or specialized items may require effort to locate an interested party, but you can always discern the valuable from the worthless.

**Dealer's Ear** - Your travels and exchanges on trade routes have taught you a vast amount on the various cultures of the world and their magnates. You have advantage on Intelligence (History), Wisdom (Insight), Intelligence (Investigation), and Wisdom (Perception) checks made to gain information about a creature's accumulated wealth, cultural traditions, languages known, lifestyle choices, equipment quality, or social hierarchy.

**Dragon Sense** - The presence of material wealth calls out to your senses like the sweetest perfume. As an action, you can open your awareness to detect the presence of valuable caches. Until the end of your next turn, you know the location of any valuable object within 60 feet of you that is not protected from divination magic. This sense does not provide you any specific information about the object, but larger values do stand out more clearly to you. Within the same radius, you also detect the presence of any place where large amounts of value have been located for a long time.

You can use this ability a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

**Trader's Tongue** - "That price is offensive, absurd! I have a family to support, how could you suggest such an amount. I am wounded, wounded. But... perhaps, oh cruel customer, I could move a *little* bit for such a hard bargainer as you." When selling a trade good or other fungible object, you may take time to do so at a profit. If you spend at least one day searching the markets for the best bargains, make a Charisma(Persuasion) check. You may add the result as a percentage onto the total value of the sale.

**Free Trade Agreement** - Your travels have taken you far and the connections you have made serve you well in times of need. You are known far and wide as a trader in your particular market and you possess the references to prove it. You are assumed to have safe conduct when trading and will only be barred from entry under extraordinary circumstances. The legitimate authorities will provide you reasonable assistance when called upon, for the purposes of maintaining good relations. In cities and towns that possess them, you are granted access to guildhalls and consortium that may offer a central place to meet other members of your profession, which can be good places to meet potential patrons, allies, or hirelings.

**Executive Interference** - Nobody knows how to run the business quite like you do and when you busy yourself with the minutia, its clear that the results are better for everyone. Except, perhaps, your employees. When operating an Establishment, you may expend downtime managing its affairs. For each month thus expended, you receive the establishment's revenue. For smaller increments, proportional amounts of the revenue are received.

**Corporate Culture** - The mission statement you drafted was very clear and a diverse set of enterprising individuals, each leaders in their respective fields, will be needed to accomplish it. You may purchase Favors whenever you have the available funds. When acquiring followers, you may choose which class table you roll on.

**Equivalent Exchange** - You may use your action to donate one of your spell slots to another creature that you can touch. The slot becomes a spell slot of that respective creature's class and maintains its spell slot level. Additionally, as an action, you can divvy-up a merchant spell slot to gain a number of lower-level spell slots equal to that spell slot's level. For example, if you have a 3rd- level spell slot, you may exchange it for three 1 st-level spell slots, or one 1st-level spell slot and one 2nd-level spell slot. Divided slots may not be donated to other creatures.

Path of the Wishbinder

 12

**Least Wish** - The sheer possibilities of your wishcraft burble within you, allowing you to perform minor magics that would ordinarily beyond you. You may add one arcane cantrip to your spells known. Prestidigitation no longer requires you to concentrate to maintain its effects.

**Desire's Possibility** - The limitless potential of your wishes flows into even your mundane magics. You may choose an additional metamagic option. The use of this option incurs the standard spell point cost.

**Lingering Potential** - Your wishes were ordained to remain as permanent as the earth, as unchangeable as the sea. Some measure of that power resides in your ordinary spells as well. When you cast a spell that has a duration of Instantaneous and affects an area, you can spend 1 sorcery point to make its effects linger until the beginning of your next turn. Any creature that enters the area for the first time suffers the effects of the spell, but all damage it takes is halved and it makes all saving throws with advantage.

**Disruptive Refraction** - The sheer potential of your wishes leaves a trail, carving through lesser magics. When you cast a spell of 1st level or higher that affects one or multiple creatures, you can spend 3 sorcery points to end any spell of the same level or lower on one of those creatures. Alternatively, when you cast a spell of 1st level or higher that affects an area, you can spend 3 sorcery points to end any spell of the same level or lower on one object or magical effect in that area.

**Debtor's Grace** - The fulfillment of a man's true desires, no matter what form they take, is a powerful incentive. For one hour, you have advantage on Charisma based skill checks against characters whose wishes you have granted.

**Expanded Wishcraft** - No power on earth, nor in the highest heavens, nor in the deepest hells, is beyond an efreeti's gift. You gain three spells known which are not on the sorcerer spell list. If a spell chosen is of higher than third level, it may only be cast as part of Wishbound Arcana.

**Ensured Fulfillment** - Your powers become more varied as they grow in strength. You gain an additional spell known for each spell level you can cast.

**True Wish** - The power of a wish is in its flexibility. No desires are beyond your ability to fulfill. When you grant a wish, either through the *wish* spell or your Wishbound Arcana, you may apply a single metamagic option to it without expending spell points.

### Nix

Path of Many Faces

**Varied Guise** - When using your Change Appearance ability, you may flawlessly mimic a voice you have heard for at least five minutes, or instantaneously mimic a specific word or phrase. Your attire now changes along with your form, but only so long as it is touching your skin.

**Man Behind the Mask** - When taking the form of a humanoid who has been killed or rendered helpless by you in the last 24 hours, you may access fragments of their memories. While wearing their appearance, you may make a Wisdom(Insight) check to try to recall details they knew. You retain this knowledge and can continue to make checks about different pieces of information as long as you remain in their form.

**The Devils You Know** - When taking the form of a humanoid who has been killed or rendered helpless by you in the last 24 hours, you gain an instinctive sense of their relationships. You may determine whether a person who's face you are wearing was friendly, indifferent, or hostile to someone they knew and the status they expected in return, as well as a brief flash of emotion related to the relationship.

**Parasite** - You gain power from the ruination of your target's life. When assuming the form of another each time you damage their reputation or relationships, without breaking your cover, you gain your character level in temporary hit points, which remain as long as you wear your target's appearance.

**Vigorous Change** - While using your Change Appearance ability, you may treat it as an Alter Self spell.

**Adaptive Alteration** - While mimicking the form of a creature who possesses resistances or immunities, you may treat yourself as resistant to one damage type the target creature is resistant to.

**Jekyl and Hyde** - While using your Change Appearance ability, you may reduce a physical attribute by up to 4 in order to increase a mental attribute by the same amount. This change is visible to observers unless it would bring your attributes more closely in line with the target creature.

**A Thousand Forms in One** - Once per day, you may use the Polymorph spell. You have advantage on Concentration checks to main this spell.

### Orentha

Path of the Apothic Mysteries

 7
 9
 12

**Still Waters**- You have been trained to quiet your mind, even in the midst of confusion. Once per day, you may add your proficiency bonus to a saving throw against an effect that would disturb your peace of mind.

**Inquisitor's Gaze** - You have questioned yourself and been satisfied. Now you find the answers of others wanting. You may substitute your Wisdom for Intelligence when making Investigation checks.

**Steady Self** - Your power over yourself is innate, it cannot be taken from you. Once per day, if you would be paralyzed, restrained, or stunned, you may act normally for the first round the condition would be imposed.

**Percussive Maintenance** - Now that your inner world is properly aligned, you can instill order in your allies when they falter. As an action, you may spend two ki points to target an ally within reach with an unarmed strike. Make an attack roll. If your roll exceeds the Save DC of any condition they are affected by, that condition is removed. This ability removes the most severe condition first.

**The Shape of Things to Come** - When your understanding of yourself is absolute, the consequences of your actions become clear. Once per week, you may perform an *augury* for any action you intend to take that day.

Path of the Unbound

 7
 9

**Go With the Flow** - Life is about the journey. You've learned to enjoy spending some time on the seedier bends in the road. You gain proficiency with improvised weapons. You may add your proficiency bonus to initiative rolls in barfights and similar fisticuffs.

**CHUG!!!** - They always said to drink at your own pace. You can't help if it's a little faster than they expected. When you flurry you may sacrifice one attack to drink a potion.

**Liquid Courage** - You've mastered the technique of maintaining a slight buzz no matter the circumstance. Because, you know, everything is much, much easier if you're ever-so-slightly drunk. You have advantage on saves to resist fear effects.

**Mixed Drinks** - "Invisibility then Spider-Climb, you're in for a bad time. Spider-Climb then Levitate, now you're thinking straight." You may combine two potions of rare or lesser potency into a single one. You may only carry one such potion. When consumed, in addition to the listed effects, roll on the Wild Magic Surge table.

**Roll With the Punches** - You've gotten knocked down often enough that you know how to stagger back to your feet. You may add your constitution modifier to your death saving throws.

**Wild Sway** - "They'll never see this one coming!" You may spend a ki point and take disadvantage on all attacks this turn. All attacks made against you before the start of your next turn take disadvantage.

**A Taste of Your Own Medicine** - You always give as good as you get. Once per day, when you are affected by a condition and you succeed on an attack roll against the creature that imposed the condition, they must make a Constitution Save against your Spell DC. If they fail, they incur the effects of the condition.

**Maenad's Madness** - You may spend a ki point to perform a reckless attack.

Path of the Captain

 7
 9
 12

**A Helping Hand** - As long as you're around, a cry for aid shall never go unanswered. You may take the help action to assist an ally within ten feet of you.

**Guidance** - In the army, there's not much different between teaching a slow student and doing it yourself. You've grown to accept this. Once per short rest, an ally may gain the benefit of your proficiency in a skill.

**Commanded Blow** - "Get in there and hit him, you lazy bastard!" When you take the attack action, instead of attacking yourself you may allow an ally within 30 feet to take the attack action.

**Positioning is Key** - It's as much about where you are as what you do. When you move, you may use a portion of your movement to move willing allies. You must expend two feet of your own movement for every one foot they move.

**Officer's Protection** - You might not be able to fight their battle's for them, but you'll be damned if you let them go in alone. While flanking an enemy, the ally you are flanking with gains +1 to their AC.

**Warding Imposition** - “If by my life or death I can protect you, I will.” You lead from the front and your courage often causes you to interpose yourself between an ally and an enemy. As a reaction, change the target of one enemy's attack, that you are a valid target for, from an ally to yourself.

**A Mother to Her Men** - The troops don't always have the strength to go on. No matter. You're strong enough for all of them. You may elect to spread the damage an adjacent ally has taken to yourself, assuming up to half the damage taken.

**O Captain, My Captain!** - "A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship. But it is not this day." Allies within thirty feet of you have advantage on saves again fear and charm effects.

### Sirenixia

Path of Tainted Blood

 7
 9
 12

**Dragon Fury** - It was said by the preachers of old that dragons were the sin of greed made manifest. Some disagreed, claiming the wyrm's gleaming scales showed their pride. But you have always known the true sin of the dragon. Your wrath is an old friend. You are forced to make a Wisdom saving throw to control your wrath if one of the following situations occurs: You are disrespected, insulted, or ignored, you are stolen from or cheated, you take twice your level in damage in a single attack, or one of your allies is knocked unconscious. The DM will set the DC of this save based on the circumstances. You may voluntarily fail this save. While you are enraged, you have advantage on saving throws to resist being charmed or frightened.

**Flametongue** - There is a heat now that burns in your belly. It will consume either you, or the world. The damage of your breath weapon increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 16th level. You add your Constitution modifier to the damage rolls of breath weapon attacks.

**Fearsome Mien** - *"My teeth are swords! My claws are spears! The shock of my tail is a thunderbolt through the sky! The clap of my wings is a hurricane!"* My breath of fire, my signature, is death. Instead of exhaling flames, you can expend a use of your breath weapon to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). You can use this ability any time you could expend a use of your breath weapon. A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. You have advantage on any intimidation checks made against a frightened target. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

**Searing Veins** - The blood which pumps through your veins is too hot for mortal flesh to bear. As a reaction when you are hit with an attack, you may cause a gout of flame to erupt from your wounds. The attacker who triggers this ability takes fire damage equal to your level. After you use this ability, you can’t use it again until you complete a short or long rest.

**Bloodrage** - Your fury grants your blows terrible weight. When you make a melee weapon attack while in Dragon Fury which uses your Strength modifier, you add half of your proficiency bonus to the damage roll.

**Enduring Ire** - A dragon hide is never thicker than when its wrath is roused. When you are hit by an attack while in a Dragon Fury, you may use your reaction reduce the attack's damage by half.

**Rebounding Rage** - The only way a wyrm dies is with her foe's neck between her teeth. If you fall to 0 hit points while in a Dragon Fury, you may choose not to fall unconscious. You continue to make death saves on your turn and take automatic failures when you take damage, but melee attacks which hit you are not automatically critical hits. You die when you fail your third death save.

**Dracomorphosis** - The old wyrm's rage has always harried your steps. You realize now that it never left at all, it only slept. And now, at long last, you are awake. Once per day, you may enter a Dragon's Fury without provocation. You gain an additional use of your breath weapon between short rests. If you possess the extra attack feature, when you use it you may replace one of the attacks with a use of your breath weapon.

### Trindak

Path of the Wanderer

 9
 12

**Not All Who Wander Are Lost** - They say that home is the place you can always find your way back to. Choose a fixed location to designate as your home. While journeying into new lands, you always have a sense of how to return. This sense is general and does not enable you to tell directions or interpret maps and it will not necessarily lead you by familiar, safe, or speedy paths, but if you follow it you will always arrive back where you started.

**New Vistas** - The endless sights of the world are part and parcel of the mysteries you encounter along the way. When entering a new town, wilderness, biome, or other area, your first Perception, Investigation, or Knowledge check is made with advantage.

**Sojourner** - The triumphs and travails of the road only enhance the joys of each journey. Short rests eliminate exhaustion incurred by travel through difficult terrain and lack of sleep, but not from other sources.

**Astonishing Reactions** - In the moment you experience a novelty, you can't help but feel your blood pump and your muscles twitch. It's times like these that you feel truly alive. You have advantage on attack rolls during a surprise round and may move twice your speed.

**Butterfly's Grace** - The Goddess leads us to strange places, but never puts us off balance. There's great joy to be found in following her tempo. You gain proficiency in the Performance skill. You treat tightropes, narrow ledges, and similar surfaces as normal terrain.

**Lady Luck** - Desna's blessings abide in us all, if we know where to look. You may cast *bless* once per long rest.

**Star's Gaze** - If the Great Dreamer closes our eyes to the world around us, it is only so that she may open them to that which truly is. There is truth to be found in her vision. As a bonus action, you may look through Desna's sight. Until the end of your next turn, invisible creatures appear visible to you and you can see into and affect the ethereal plane. If you spend this time focusing on a single creature, you may concentrate on its position in the ethereal plane and see any scraps of its dreams that still cling to its waking mind. You regain the use of this ability with a long rest.

**Spherewalker**  - The Starsong was old when the world was young. She has journeyed across the infinite plains and beheld sights beyond imagination. Perhaps some fragment of that odyssey lingers in you? You are always aware of the fundamental characteristics of your current plane are, even if you do not know its name. When on a plane you are not native to, you know the general distance and direction to the nearest planar portal. Absent such a portal, you are able to cross the planes at any location where the barrier between worlds is thin and your touch satisfies the material component requirement for a *plane shift* spell.

Path of the Prodigal Son

 7
 9
 12

**Deep Roots** - You know where you stand. You won't be moved. You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled and on saves to resist being moved.

**The Family You Lost** - You walked away a long time ago, but that doesn't mean you didn't take some things with you. Increase your walking speed by 5 feet. You gain proficiency in the Athletics skill. If you are already proficient, you add double your proficiency to Athletics checks.

**Dwarven Fortitude** - When you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

**Earth's Toughness** - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

**The Family You Found** - Family are the people who share what they have with you and in return, you share with them. When spending hit dice, you may allocate any number of them to an ally within 30 feet of you. When rolling, they use your hit dice and constitution.

**GET AWAY FROM MY WIFE!** - You may have gotten a bit protective. When you hit a creature with a melee weapon attack, you can use a bonus action to try to shove the target.

**Interception** - As a reaction, change the target of an enemy's attacks, that you are a valid target for, from allies to yourself.

**One with Stone** - You have been made kin with the earth. You may use your bonus action to channel Moradin's blood to walk through through unworked stone and earth as though it were air until either one minute has past or you exit the stone or earth. You can carry or drag your ordinary capacity with you in this manner. You (and anyone carried with you) cannot breathe while within stone or earth and must hold their breath while traveling in this manner. Once you use this trait, you can't use it again until you complete a short or long rest.

## Paths of Skill

These Paths represent the time and effort a character has put into the study of a particular skill or art. Rather than dedicating their focus to developing new abilities, they have refined the old to unrivaled heights, performing feats that less specialized devotees would find impossible.

See the Talent Trees 1 document or Talent Trees 2 for a list of the available paths. Each purchase of the Path of Skill benefit from the Fate Store will allow a character to unlock one skill talent. Talents must be taken in the order listed.