Fate Points is a replacement for the Inspiration optional rule (not bardic inspiration!) as it tended to be something everyone forgot about using (or giving). Frankly, it was boring. Instead we are using a fixed pool of points which can be spent to do some heroic type actions. These points are slowly regained overtime so players are encouraged to use them, while keeping enough in reserve in case the fates turn against them and they fail to regain any.
FATE POINT TABLES
| TIER 1 | |
| ALL OR NOTHING | Reroll your dice |
| CLEAVE | When an attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within 5’ and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points. |
| CHARMED | Choose an NPC. They take a particular liking to you and are more likely to listen to what you have to say. |
| IF ONLY WE HAD A… | You happen upon a piece of mundane equipment or can manufacture something useful out of the environment or a fallen creature. |
| TIER 2 | |
| CATCH YOUR BREATH | Use this effect on your turn. You may spend a number of hit dice equal to your proficiency bonus as a bonus action |
| ENOUGH! | Make a saving throw for all effects on you that a save can end. |
| I KNOW A GUY | You know an NPC in the area that could assist you in some way. |
| STOMPING GROUNDS | You create a nearby establishment (inn, tavern, shrine, etc) which is considered an old haunt of yours, or a place where you will be quickly accepted amongst its patrons. |
| TIER 3 | |
| CALLED SHOT | Declare this before making an attack. Choose an enemy, and if you hit them apply one of the following conditions immediately; Blind, Deafened, Prone, Slowed, or Stunned. |
| THINK FAST | When rolling for initiative, you automatically move to the top of the turn order. |
| DUPLICITY | Automatically succeed on one Deception check. Your targets will realize they have been deceived within an hour. |
| TIER 4 | |
| THAT’S JUST CRAZY ENOUGH TO WORK! | Use this after you come up with an absurd, overcomplicated or just plain stupid solution to a challenge. That plan will now have the best chance to succeed in the challenge at hand (DM's discretion). |
| PERFECT COORDINATION | Use this effect during combat; until the end of the encounter, you and your allies may use any number of Hit Dice on another ally, as well as give them any number of actions on your turn Standard, Bonus, Reaction) by sacrificing your own. |
| LONG TIME, NO SEE | Choose an NPC you have not encountered before. From this point forward, you and the target have been lifelong acquaintances / old rivals (DM's discretion). |