The Wheel of Fate

The whims of Fate are tied deeply into the Ley Lines of Vanigraad. The Goddess of Fate and Magic, Opherian, has watched over the mortals races since the Great Planar Divergence that created the Prime Material Plane. When Opherian smiles on mortals it is said that even the most unlucky of folk, escape the cold hand of death. Will the Wheel of Fate spin in your favor?

Fate Tokens

Serving as a replacement for DM Inspiration, one Fate Token is given to each player during the first session. These can be metal coins, cards, or just a simple glass bead or marble. It is your choice. However, be sure to impress upon your players that these tokens are not easily obtained. They are given at the DM's discretion for feats he or she deems worthy. Through clever use of abilities, decision making, or creative or exceptional roleplaying.

The Wheel of Fate is Turning

Players may use Fate tokens to influence their Fates during significant encounters, potentially altering the outcome. Even spending them to obtain rare, hard to find items or materials in your world to strength their characters, or to influence your narrative. The points below are just some examples of what Fate Tokens can be used for:

Re-rolling once per Skill check or Saving throw

Placing themselves at any point in the initiative order, regardless of dice roll.

Auto-saving on all Death Savings throws onnce per token (cannot be used to save another player).

Trading the token in for information regarding a current quest, encounter, or interrogation

Once a token has been used by a player for any option, they will return the token to the DM.

Tokens for options not listed Fate tokens can be used for more than the above options. As the DM, you can set additional usages for your players. As a player, if you have a way to use your token that hasn't been brought up by your DM, feel free to ask them if you can use the token for your idea.

The Mysterious Merchant of Vanigraad

Within the merchant families of Vanigraad there is a legend that tells of a group of tradesmen who carry with them strange and powerful objects. They come and go as they please, never seeming to be affected by trade embargos or merchant taxes. From the Steamworks markets of Belrynnd, to the exotic trading caravans of the Earth Genasi, kingdoms have flourished or fallen on their products. Their choice of currency is rare, but for those who possess it, powerful artifacts have been known to find their way into the hands of those lucky adventurers.

Usage of the Mysterious Merchants Fate tokens can also be traded to the Mysterious Merchants for rare goods and magical items. As the DM it is your choice to included these individuals in your game world, as well as how you stock their wares. However, make encounters with these individuals rare, maybe they reveal themselves to your party within the depths of the Underdark. Or in the Nine Hells, just when they're needed the most.

Additional notes on Merchant Usage

Ensure items sold by the merchants are of the appropriately level for your adventuring party. What level, and what types of Magic Items your players should have are located in tables within the Official 5th Edition Players Handbook and should be utilitze to balance your game appropriately.