Fated Hand Image

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.

Fated Hand Image

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