• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Fate & Lunar Moon
  2. Lore

CLASS-BY-CLASS MECHANICAL CORRELATION

1. Observer (5e Analogue: Divination Wizard / Rogue-Investigator Hybrid)

How Spells Work in 5e

  • Spells represent forced perception, not projection

  • Divination spells = heightened awareness

  • Illusions = noticing falsehoods, not creating them

Mechanical Interpretation

  • Detect Magic / Detect Evil: Heightened perception

  • See Invisibility / True Seeing: Reality acknowledging observation

  • Guidance / Enhance Ability: Micro-adjustments through foresight

Limits & Costs

  • Failed saves may impose:

    • Disadvantage on next Wisdom save

    • Short-term madness (DMG)

  • Repeated divination increases Moon Attention faster

5e Narrative Ruling

  • Observers cannot be surprised by supernatural threats

  • But gain disadvantage on fear or psychic effects


2. Executor (5e Analogue: Paladin / Zeal Cleric)

How Spells Work in 5e

  • Magic is definition, not energy

  • Smite = ontological rejection

  • Radiant damage = reality correction

Mechanical Interpretation

  • Divine Smite: Target fails to “exist properly”

  • Zone of Truth: Imposed certainty

  • Protection from Evil: Boundary reinforcement

Limits & Costs

  • If an Executor hesitates narratively:

    • DM may remove advantage

    • Smite damage remains but triggers complication

  • Doubt can impose temporary loss of Channel Divinity

5e Narrative Ruling

  • Executors deal +1 die to supernatural creatures

  • But radiant magic escalates Moon Attention heavily


3. Bound Heir (5e Analogue: Sorcerer / Warlock Hybrid)

How Spells Work in 5e

  • Spellcasting = inheritance activation

  • Sorcery Points = erosion of self

  • Pact Magic = borrowed existence

Mechanical Interpretation

  • Metamagic: Power overriding restraint

  • Warlock Invocations: Manifestation of the bound entity

  • Bloodline spells: Unavoidable traits

Limits & Costs

  • When using Metamagic or Pact slots:

    • Roll a d20

    • On low result (DM-defined), add complication

  • Failed concentration saves worsen NPC reactions

5e Narrative Ruling

  • Bound Heirs regain resources faster

  • But long rests may introduce narrative changes


4. Mediator (5e Analogue: Bard / Enchantment-Focused Caster)

How Spells Work in 5e

  • Magic is leverage, not force

  • Enchantment = emotional pressure

  • Illusion = narrative framing

Mechanical Interpretation

  • Charm Person: Emotional leverage, not mind control

  • Suggestion: Exploiting desire

  • Calm Emotions: Conflict redirection

Limits & Costs

  • Charmed targets remember how they felt

  • Each success creates:

    • A debt

    • A rival

    • A suspicion

5e Narrative Ruling

  • Mediators gain advantage on social spellcasting

  • But repeated use locks or alters NPC routes


5. Occultist (5e Analogue: Wizard / Ritual Caster)

How Spells Work in 5e

  • Magic is permission, not command

  • Spell slots represent prepared conditions

  • Rituals are central

Mechanical Interpretation

  • Ritual spells: Primary power source

  • Glyphs / Wards: Environmental magic

  • Summons: Invitations, not control

Limits & Costs

  • Ritual casting may require:

    • HP cost

    • Exhaustion

    • Material sacrifice

  • Failed ritual ≠ fizzles → misfires

5e Narrative Ruling

  • Occultists gain enhanced ritual effects

  • But rushed casting introduces unpredictable outcomes


SPELL FAILURE & COMPLICATION (OPTIONAL RULE)

On a natural 1 while casting:

  • Spell still resolves

  • DM introduces:

    • Narrative fallout

    • Attention spike

    • Environmental response

Failure is not negation.
It is consequence.


WHY THIS WORKS IN 5e

✔ No math rewritten
✔ No spell lists removed
✔ Familiar classes stay usable
✔ Narrative control is additive
✔ Players feel powerful—but watched