Nearly every class spends either Might Points and Mana Points (usually just called Might, and Mana, respectively) to use many of their features,. Some classes use both, and only the Rogue uses neither resource.
Your current Might or Mana can be any number between 0 and your Maximum for that resource. Your maximum Might and Mana stay at 0 unless you gain a level in certain classes that increase them. As such, a 20th Level Barbarian could have 0 Mana, and a similarly high level Wizard may never have any Might.
Whenever you use a feature that requires you to spend either Might or Mana, the amount spent is subtracted from your current value for that resource. You cannot use a feature if doing so would put the required resource below 0.
Finishing a Short Rest of Long Rest restores some of your expended Might and Mana.
Might
Your Maximum Might increases when you gain levels in martial characters such as Fighters and Barbarians. It represents your stamina and grit, and is usually spent on Maneuvers or Class Features that allow a character to push their physical limits.
Mana
Your Maximum Mana increases when you gain levels in spellcasting classes such as Wizards and Clerics. It represents a combination of magical and spiritual essence, and is usually spent on Spells or Class Features that allow a character to produce magical effects.
Fate
Fate Points allow players to influence a character's story with moments of fortune, and fateful encounters that define their path. Unlike most other game elements that represent abstractions of a character's capabilities, Fate Points are a metacurrency representing your will as a player. As such, while Fate Points are tied to a character, using them never requires any action on the character's part.
Gaining Fate Points
You begin with 1 Fate Point at 1st level and gain 1 additional Fate Point each time you level up. Some choices during character creation—such as your bonds or background—may also grant or cost Fate Points, reflecting advantages or hardships that have shaped your past. There is no limit to the number of Fate Points you can have for a character, but you don't regain them either—once spent, they are gone until you gain more by leveling up or through rare in-game events.
Spending Fate Points
Fate Points are a limited but powerful resource that you can spend to influence the outcome of key moments. You can use a Fate Points to gain one of the following benefits.
Bend Luck
When a creature makes an attack roll, ability check, or saving throw, you can spend 1 Fate Point to force them to reroll. You can use this after seeing the result but before knowing whether it succeeds or fails. The new roll must be used.
Defy Death
If you are Dying or have died within the last round, you can spend Fate Points equal to half your Level to force the GM to contrive a means for your survival. Over the course of an hour, you escape to a location of your choice within 1 mile of where you fell, provided you could reasonably get there while uninjured. You arrive at the chosen location with 1 hit point. The GM determines how you survived and briefly describes your escape.
This option can only be used as a means of egress and cannot be used to infiltrate or bypass obstacles. If your demise involved an enemy attempting to loot or take something from you, they succeed before your escape.
Overcome Flaw
When you succeed on a saving throw imposed on you by one of your Flaws (described in Chapter 2), you can spend 1 Fate Point to permanently remove that Flaw. You have conquered that Flaw, and it no longer affects you.
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