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Inspiration
When your character has Inspiration, you can “spend” it to gain advantage on one ability check, attack roll, or saving throw.
At character generation time, pick 3 actions that will recover Inspiration. It may be as simple as helping at the local orphanage or something character driven (pursuing a lead on the masked man who killed your dog). At least one must be dedicated to something in your backstory or background.
You can change one of the Inspiration generation actions at levels 4, 8, 12, 16 and 20. You must always have at least one action from your character backstory or background.
Twists of Fate and Fate Points
Twists of Fate are temporary benefits representing a brief calling of one's heroic destiny, momentary favor of the gods, or just plain dumb luck.
Twists of Fate are acquired by spending Fate Points. After any game where you write up a summary of that session's events, you earn 1 Fate Point. A player may have up to 3 Fate Points “banked” at one time.
A player may spend 1 Fate Point per round. This does not require an action (not even a Free Action). When a point is spent, the player selects an effect from the list below:
- Beginner's Luck: - Choose a skill or tool you are not proficient in. You are considered proficient with that skill or tool for the next ability check made with it.
- Healing Surge: - When casting a healing spell, drinking a healing potion, or otherwise initiating any effect that recovers hit points to yourself or someone else, you may roll the dice twice and take the higher result.
- Make It Look Easy: - When making an ability check, attack roll, or saving throw, you may add 1d4+1 to the result. You may choose to use this ability after it is declared if the roll is successful or not.
- Power Through It: - For one round, you may ignore the effects of one disease or one of the following conditions: blinded, deafened, exhaustion, frightened, paralyzed, poisoned, or stunned. If the condition has an ongoing duration, then its effect returns after the round is over.