Feat: Fated Hand
You are touched by fate, or perhaps cursed to tempt it. You can twist failure into success—at a cost. Whether guided by hidden powers, sheer will, or dangerous hubris, you walk a razor’s edge between destiny and disaster.
-
You gain 12 Fate Points, which you can spend at any time. You cannot regain these points by any means short of a Wish spell or divine intervention.
-
When you fail an ability check, attack roll, or saving throw, you may spend 1 Fate Point to turn the result into a success. This is not a reroll—you succeed outright, but the Dungeon Master determines a consequence to balance your interference with fate. This may be immediate (e.g., triggering a trap, attracting attention) or delayed (e.g., future betrayal, ill omen).
-
You must declare your use of a Fate Point immediately after a failure, before the DM describes the outcome.
-
When you spend your 12th Fate Point, your connection to fate collapses. You immediately suffer a major consequence, chosen by the DM. Examples include:
-
Permanent disadvantage on death saving throws.
-
A supernatural entity marks your soul for collection.
-
You become cursed, losing a magic item or class feature.
-
A critical NPC or ally turns against you.
-
Comments