Devils Last Hand Image
Prerequisite: Requires no core attributes to be below 10 Cannot be used with the Lucky Feat
 

Is it luck or fate bending according to your will?

  • You can once per day roll a D5 to decide your fate.
  • Each number of the die can indicate a different fate and or outcome, for this reason your DM can choose any number at the start of the session to represent the outcome or fate to keep things balanced by randomizing the chances at the start of each session.
  • This roll can only be done after you fail your last saving throw and are pretty much doomed to die. The outcome can either change your fate or even your role in the story as a whole offering roleplay opportunities post your death.
  • You can choose to homebrew unique fates if you do not like the ones I have presented.
  • Lets go over what each fate can be
  1. Otherworldly pact: You deny dying by making a pact with an entity of yours or more interestingly of the DM's choosing depending on your preference. All of your level ups from now on have to go into Warlock. The pact is binding upon your life so breaking it means dying instantly, you will not be able to use Devil's last hand to save yourself. You retain all prior levels and alignment with no need to change on the condition you fulfil your patron's orders dutifully. This contract is more like enslavement from a thematic viewpoint rather than from an agreeable bargain most Warlock's are known for.
  2. Burn in Hellfire: If you are going out, you are going out with a bang. Your body spontaneously explodes into a fiery explosion of hellfire dealing 100% of your total hitpoints*(lvl) as damage to everything around you and fiendish hands literally rip your soul from whatever remains of your body before dragging it to be remade in the hells.
  3. Dark Ascension: A Dark or evil god is reborn from your body, black tendrils rip out and attack all near it to feed on their energies for the newly arisen being. Whose primary goal is completely up to the DM, can even make them fly away and not bother with the party anymore or even replace your current BBEG. But its a process that ends with you not being able to return so another bad ending.
  4. I roll the dice: Fate literally snaps at the event of your emotions and rage, your body decides its not time yet to die. For the next 5 minutes all rolls from your character are critical successes and their hit points can't be reduced below 1hp. Your character's will to live has grown so strong it has even surpassed the limits of the game but there is only so much time this will last until fate's shackles latch themselves back on your character.
  5. New age of Pacifism: A benevolent angel not wanting your efforts to be in vain saves your life at the last moment. But by defying the fates you have to swear a vow of pacifism and retire adventuring forever. While this isn't an end for your character, it might be his end in the story as they will go to retire in a village somewhere, talking about the adventures they once had.

THIS IS UNOFFICIAL MATERIAL

These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.

Devils Last Hand Image

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