Welcome to the mythic world of Dungeons & Dragons, where heroes rise, destinies unfold, and the threads of fate are woven. In this compendium, we will delve into the variant rule of “Fate Points”, which can be used in any game and setting based on the D&D 5th edition game system. This variant introduces a captivating mechanic that allows adventurers to tap into the mystical forces of destiny, granting them the ability to alter events, shape outcomes, and access extraordinary powers. Within the traditional rules of D&D, heroes rely on their skills, abilities, and a touch of luck to navigate treacherous dungeons and overcome formidable foes. However, with the introduction of fate points, a new layer of narrative and agency emerges, offering characters the opportunity to influence the course of their own stories. The concept behind fate points centers on the idea that heroes can complete special quests, fulfill ancient prophecies, or accomplish remarkable feats that bring them closer to their true destinies. As they do so, they become attuned to the intricate workings of fate itself, earning themselves a limited number of fate points—an invaluable resource that can be used to alter the narrative and unleash remarkable abilities. With fate points, adventurers gain the ability to manipulate the story in their favor. They can spend fate points to reroll dice, granting them a second chance at success, or even nudge events to align with their desires. These points can also be expended to perform extraordinary feats, surpassing their normal limitations and showcasing their connection to the cosmic tapestry. The acquisition and utilization of fate points can differ based on the campaign setting and the discretion of the Dungeon Master. Heroes may need to seek out ancient seers, decipher cryptic prophecies, or undergo personal trials to earn these precious points. As characters accumulate fate points, they gain agency over their own narrative, contributing to the sense of heroism and destiny that permeates their adventures. It’s important to note that the fate points variant rule is an optional addition and should be discussed and agreed upon by the Dungeon Master and players before incorporating it into your campaign. It offers a unique layer of storytelling and player agency, allowing characters to shape their own fates within the confines of the game. So, gather your companions, prepare to embark on extraordinary quests, and embrace the touch of destiny that fate points bring to your D&D adventures. May the threads of fate intertwine with your choices and grant you the power to alter the course of your heroic journey!
Fate Points: a Variant Rule for D&D 5th
2 Edition Fate points in play Using Fate Points: Fate points can be used in a variety When using this variant rule, heroes harness the power of ways, like specified in the table below. When you use of destiny to alter their fortunes and achieve a specific effect that let you gain advantage on the roll or extraordinary feats. Here are the key concepts of fate add a numeric value to it, you must declare it before the points: roll. Using fate points to regain uses of abilities doesn’t require to consume any action or bonus action, but your Limited Resource: Fate points represent a finite DM could decide to rule it otherwise. resource available to each character. Typically, the number of fate points available to players may fluctuate throughout the campaign based on narrative events at 1 Fate Point the Dungeon Master’s discretion. Anyway, a character Gain advantage on an attack roll, ability check or can have the maximum of 5 Fate points at any time, and saving throw. any additional point gained afterwards is lost. Re-roll the damage of an attack, variable numeric Narrative Influence: Fate points grant players the ability effect of a spell or ability or other effect caused by to exert a major influence over the story. By spending you. You may choose which of the results to use. fate points, players can alter the outcome of an event by turning the tides of fate Players may spend fate points to gain advantage on some rolls, add bonuses to their rolls, 2 Fate Points prevent Instant Death and more. This empowers Automatically stabilize or prevent Instant Death. characters to accomplish remarkable feats that surpass Add your proficiency bonus to a roll it wouldn’t the capabilities of mere mortals. normally apply to (so long as the roll does not Handing out Fate points: Fate points may be replenished through specific in-game actions, require being proficient to attempt). accomplishing significant milestones, fulfilling personal Gain 1 free use of an ability that requires a short rest character goals, or at the Dungeon Master’s discretion. to regain. Like it happens for any specific rule in the world of D&D, the number of fate points awarded by the DM can 3 Fate Points heavily vary from table of table. Since I playtested this Regain the uses of abilities as though you had taken variant rule in my last campaigns, I’m providing a a short rest. You don’t gain any other benefits of a general table to give a feeling on how many points can short rest. be given per level, but feel free to adjust it depending on Gain 1 free use of an ability that requires a long rest your personal tastes. The table below details how many to regain. points should have been awarded to each player throughout the campaign so far. 5 Fate Points Character Level Total Fate Points 1 0 Regain the uses of abilities as though you had taken 2 0 a long rest. You don’t gain any other benefits of a 3 1 long rest. 4 3 Before starting a turn, you can declare you will 5 5 perform an additional turn thereafter. 6 7 7 10 8 12 9 14 10 16 11 18 12 20 13 23 14 26 15 30 16 34 17 38 18 42 19 46 20 50