Fate Points as an Alternative to Inspiration in 5E DnD

Fate Points are an optional rule the DM may choose to implement in place of Inspiration, and can help balance the game when a situation becomes too punishing or dire. Fate Points allow players to increase their chance of success during a pivotal moment. Unlike Inspiration, however, all players start the campaign with a single Fate Point and can store up to three unused points.

Players earn Fate Points in the following ways:

  1. Leveling up earns one point.

  2. Pulling off a particularly gutsy or impressive action earns a point.

  3. Successfully role playing a character’s Personality Traits, Ideals, Bonds, or Flaws in a way that makes the story more fun earns a point.

  4. Other ways at the DM’s discretion.

Fate Points can be spent in four ways:

  1. Extra Action: Take one additional action during your turn.

  2. Buff: Immediately roll 1D8 and add the number rolled to one ability check, attack roll, or saving throw (similar to Bardic Inspiration). You may wait until after you roll the D20 before deciding to use a Fate Point, but you must decide before the DM declares whether the roll succeeds or fails. 

  3. Debuff: Force an enemy to roll 1D8 and subtract the number rolled from one ability check or attack roll. You may wait until after they roll the D20 before deciding to use a Fate Point, but you must decide before the DM declares whether their roll succeeds or fails. 

  4. Gift: Give a Fate Point to another player.

Note: Fate Points cannot be used in conjunction with Inspiration. A player may only use up to one Fate Point per roll. A player may never exceed three Fate Points.


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