Threads Of Fate Image
Prerequisite: A page from Rak the Decider portfolio (Fate)
 

You have looked beyond the veil of destiny and grasped the threads that bind every creature to its fate. Where others accept what must happen, you have learned that fate is merely a suggestion.

Your connection to the Threads of Fate grants you the following abilities:

your Intelligence increases by 2

Your maximum limit for Intelligence also goes 30

Rewrite Fate

When you or a creature you can see within 60 feet makes an attack roll, ability check, or saving throw, you can use your reaction to alter the thread of fate.

You can choose one of the following:

  • Force a reroll of the roll. The new roll must be used.
  • Turn a natural 1 into a natural 20.
  • Turn a natural 20 into a natural 1.

Once you use this feature, you cannot use it again until you finish a long rest.

Sever the Thread

When you would be reduced to 0 hit points, you can refuse the fate that has been written for you.

Instead, you drop to 1 hit point, and you can immediately move up to half your movement speed without provoking opportunity attacks.

Once you use this feature, you can't use it again until you finish a long rest.

The Decider's Defiance

Your victory over Rak has left a mark upon your soul.

You gain advantage on saving throws against being charmed, frightened, or magically forced to act against your will.

Furthermore, effects that would magically determine your future, predict your actions, or guarantee a particular outcome can no longer do so with certainty. Fate cannot easily decide your path anymore.

change the thread

Once per campaign, when something happens that would result in a catastrophic or unavoidable outcome, the player can say: “I change the thread.”

The DM must then allow the player to alter one major element of the event, provided the change is something that could plausibly exist within the world.

For example:

  • An ally who was destined to die survives.
  • A villain's killing blow misses.
  • A destroyed artifact is instead damaged.
  • A character arrives somewhere they were never supposed to reach.
  • A prophecy becomes false.
  • A character who was destined to betray the party chooses not to.
  • A supposedly unavoidable event simply doesn't happen.

The DM determines the exact consequences of changing the thread.

But fate always pulls back.

The more significant the alteration, the greater the consequences may be later.

 

 

 

Threads Of Fate Image

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