FateTorn

## Racial Traits

### Trait 1

Fates Hand: You learn how to manipulate your life to a extent to a small degree. When you get hit by a weapon attack, you can use your reaction to cause them to reroll with disadvantage. You can use this feature once per short or long rest, or when you roll initiative again.

### Trait 2

Torn Resistance: You have resistance to Void damage.

### Trait 3

Knowledge from a Past Life: You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (This will have Story implications when you use this ability)

### Trait 4

I Know My Own Fate: When you are subjected to death saving throws, you may grant yourself advantage on the next 2 rolls. You must finish a long rest before using this feature again.

### ***Lore***

#### ***How they came to be:***

These people were once people with fate and a life but through the works of Ameryous and the intermingling of Mortals these are ones whom were torn from their fate and are now Fateless beings who wander trying to remember who they were.

#### ***How many there are:***

There is a total of about 70 of fatetorn around Nerakov all lost and all trying to return their life

### ***Subraces***

The Subraces are Based on Emotion that you felt the day you were Removed from your Fate

#### ***Depression:***

* ***Panic:*** You have advantage on saving throws against being charmed.
* ***Glooming Presence:*** As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or become afflicted by Grieving Pain and fall prone for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.

#### ***Infuriate:***

* ***Dread:*** You have advantage on saving throws against being frightened.
* ***Frightful Presence:*** As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.

#### ***Ecstatic:***

* ***Restless:*** Due to your obsessive happiness. You are eternally restless and can only mimic the art of resting. You only require 4 hours of rest to gain the benefits of a long rest.
* ***Cheerful Presence:*** As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or becomes Charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.

#### ***Astonish:***

* **Always Aware:** nothing Surprises them you can't be surprised by any means
* ***Peek a Boo :*** As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or becomes Stunned for 3 Rounds. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.

#### ***Pontificate:***

* ***Courteous:** These ones* are known for their politeness and their Elite Attitude. You are proficient in the Persuasion skill.
* ***Boisterous Presence:*** As an action, you can choose 2 creatures within 30 feet of you on they gain Advantage on any Charisma Checks. You can use this trait once, regaining use after you finish a long rest.

#### ***Hysteria:***

* ***Confusing Reflexes.*** When attacked by opportunity attacks, you may use your reaction to impose disadvantage on the attack.
* ***Maddening Presence:*** As an action, a creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or become afflicted by Short Term Maddness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this trait once, regaining use after you finish a long rest.