Ragdoll of Fate: A Gloomy Race Specific Cleric Domain For 5E
Ragdoll of Fate: A Gloomy Race Specific Cleric Domain For 5E
○ You have Resistance to Bludgeoning and Piercing Damage as you are soft as a
pillow
○ You don’t need to eat, drink, or breathe
○ You are immune to disease
○ You don't need to sleep, and magic can't put you to sleep
○ You are Vulnerable to Slashing and Fire Damage as you are soft and flammable
as a pillow! ! !
Integrated Protection: Your body has built-in defensive layers, which can be enhanced with
armor
Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive,
motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you
unconscious, and you can see and hear as normal
A Quick Mend - Though you come apart rather easily you are also, thankfully, easy to put back
together. The Ragdoll has a Repair Pool equal to its Class Level x3. Using its ‘War Needle’ (see
below) the Ragdoll can stop what it is doing and spend its entire Turn (Action - Bonus Action -
Movement) in order to do some self-maintenance. It can restore a total number of Hit Points
equal to its Class Level x3 or until its Repair Pool is empty. The Repair Pool replenishes after a
Long Rest. Note - The repair pool need not be spent all in one mend
Ragdolls are highly magical constructs. They are normally built in a humanoid guise but could
potentially appear in any form their creator imagined. Regardless of form, they are constructed
of soft materials, textiles, yarn and string, stuffing, rope and buttons and beads. They are pillows
soft to the touch. They are resilient, bouncy even. They are seldom without clothes as they are
themselves made of clothes. They are, unfortunately, flammable. They can be stitched together
clumsily or impeccably sewn as a Tailor’s pride and joy. They can be made of a burlap sack or a
panoply of colorful quilts or naught but soiled napkins. They can be beautiful or hideous.
Regardless, they are always strange and wondrous creations.
The Ragdoll’s appearance is up to the player (within DM’s discretion), but outside aesthetic
choices, Ragdolls have certain attributes in common. Like other Constructs they have no need
for sleep and are not affected by disease or aging. They can never pass for 100% organic. No
matter how diligently the Ragdoll’s creator worked to mimic an organic creature the mimicry falls
apart on close inspection. Also, their bodies are resistant to certain types of damage
(Bludgeoning and Piercing) and vulnerable to others (Slashing and Fire). And though they might
seem dangerously easy to take apart, they are also easy to sew back together.
Ragdolls have no culture nor society. Each Ragdoll is a unique creation that generally reflects
the alignment, desires and cultural norms of its creator, however, as independent, thinking
creatures, any sort of personality is possible. Get creative. Get to sewing!
Optional Background - Tailor/Seamstress
You possess a great talent in creating and designing various pieces of clothing, even to the
point of treating such a profession as an art form. You have knowledge of the latest fashion
trends and can work with a wide array of materials, colors, patterns and styles to make
eye-catching, comfortable and functional clothing to make your clients feel their best. There are
seemingly no limits to your creativity and creations given sufficient time and resources
Skill Proficiencies: Choose two from among Insight, Medicine, Persuasion, Sleight of Hand
Equipment: Weaver's tools, a notebook containing your designs and measurements for various
clothing, measuring tape, shears and needles, a bag of textiles and threads, a set of fine
clothes, and a purse containing 20 gp
************************************************************************
Personality - I am artistic and inquisitive about others and I like to spend time alone with
my thoughts while I work on garments perfectly suited for my clients.
Ideal - I’m always looking to improve my technique and find the perfect materials.
Bond - I work to create garments that make the wearer feel confident, strong, joyful.
Deft Needle - Once per day a Tailor can use their deft hands and skill with needle and thread to
heal a number of HP equal to twice their level by stitching an individual's wounds during a Short
or Long Rest
Fashion Maven - All the creations of a Tailor are the pinnacle of popular fashion wherever they
may be. A Tailor may create garments for half their given price. Individuals wearing the items
receive a +1 bonus to all rolls involving social interactions, as long as the clothing is appropriate
for the setting, i.e, an adventuring outfit would not receive the bonus while at a royal ball, but
would at a tavern. This bonus increases by +1 for every 3 levels after 1st level
*Channel Divinity: The Ragdoll of Fate does not have the ability to Turn Undead but rather
receives two new subclass Channel Divinity abilities specific to the Ragdoll of Fate Domain.
They can use their Read the Loom ability 1x per Long Rest and their Strings of Fate ability a
number of times per rest as reflected by their current Level
*Armor: Light armor (no Proficiency in Medium or Heavy Armor nor Shields)
*Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
● (a) battle shears and (b) war needle (see below)
● (a) leather armor, or (b) padded armor
● sling and stones (note - this is a piece of tailor’s fabric and various baubles and large
beads)
● (a) a priest's pack or (b) an explorer's pack
Battle Shears
Simple Weapon - Two Handed
1d6 Slashing Damage
Can Act as a Spell Focus
War Needle
Simple Weapon - Light - Finesse
1d4 Piercing Damage
Can Act as a Spell Focus
Cleric: Ragdoll of Fate Domain
Whether by design or by accident you are aware of the very weave of Fate itself that directs the
world and every living thing inside it. Not a single thing in all existence sits outside the
implacable edicts of Fate. Not the smallest insect. Not the greatest god. But, there are some,
such as yourself, who can bend and tweak Fate, if even only at its edges at first. The Ragdoll of
Fate can read this weave faintly in others and manipulate it, nudge it along a little here and a
little there, allowing it a bit of freedom from Fate’s otherwise iron constraints. The Ragdoll can’t
change fate whole cloth, but it can influence outcomes a little more or less favorably to itself and
its allies.
The Ragdoll has great insight into others as she watches the weave move within them and
knows their next move better than they themselves. The Ragdoll uses its own body as a focus
to influence Fate, pulling forth her own threads and strings, that she then measures, and snips
with shears, at just the right moment, throwing enemies off balance, causing them to miss a
killing blow, or causing that same enemy to stumble, allowing an ally to land a killing blow. The
Ragdoll spins it’s loom to observe the weave and read the future unfolding. The Ragdoll idly sits,
playing with a cat’s cradle of yarn, and sees within the answers to seemingly intractable
problems.
Whether you were made by a powerful Mage to help him change his own ruinous destiny, or
stitched together by your own hand inside an Eldritch Curiosity Shop, or sewn by the very Norns
themselves, is up to you, but regardless of your beginnings, you have the power to change the
very fabric of destiny itself and perhaps even break the bonds of predestination.
The player is strongly encouraged to flavor the Ragdoll of Fate’s spells and abilities as attributes
of its own textiles and yarns and stuffing and string etc etc etc. or, variously, as the manipulation
of such soft goods outside itself. For example: a Hold Person Spell might be imagined as the
target being wrapped and bound inside its own cloak - a Divination or Augury Spell might be
imagined as an examination of the Ragdoll’s own stuffing - a Bless Spell might be imagined as
the gift of a freshly plucked yarn hair - a Bane Spell might be imagined as the burning of the
same.
Ragdoll of Fate Domain Spells - Once you gain a Domain Spell, you always
have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a Domain Spell that doesn't appear on the Cleric spell list, the spell is nonetheless a
Cleric spell for you
Unattach - it takes one full Turn (Action - Bonus Action - Movement) to unattach a body
part
Damage - removal of the body part inflicts immediate damage and loss of Maximum
HP’s equal to the roll of 2d10. This damage cannot be mitigated or avoided by any
means and it cannot be healed until the body part is reattached
Disadvantage - until such time as you have reattached the removed body part you
suffer Disadvantage on Attack rolls - Strength and Dexterity Ability Checks and Saving
Throws
Reattach - it takes a Short Rest to reattach a previously removed body part
Lost - If a body part is lost, destroyed, or simply never recovered, it takes a Long Rest to
reconstruct
Hand - once your hand is removed it can act separately but not independently of
yourself. It acts as per the Mage Hand Spell with the distinction that it crawls instead of
floating, and is clearly visible. The hand can however climb at ½ speed and is quite
sneaky (+5 to Stealth Checks above and beyond any Stealth bonuses you already have)
Eye - once your eye is removed it can act separately but not independently of yourself.
The eye gives you limited abilities as per the Clairvoyance Spell. Limited in the sense
that it has no movement speed outside of the ability to rotate slightly for view and
perspective. It can however be placed in position by yourself or another and has the
same ultimate range as the Clairvoyance Spell (1 mile). It is not invisible as per the
Spell, but is a tiny object and inconspicuous (+5 to Stealth Checks above and beyond
any Stealth bonuses of the person who places it). It can only see and cannot hear. In
order to view through it you must apply your complete concentration, standing still,
unmoving, no Actions etc etc etc. You can move back and forth between viewing through
the removed eye and your remaining eye as an Action (with the above Disadvantages of
course). Your connection to the removed eye lasts until your next Long Rest and remote
viewing is possible until that time elapses
Ear - once your ear is removed it can act separately but not independently of yourself.
The ear gives you limited abilities as per the Clairvoyance (Clairaudience) Spell. Limited
in the sense that it has no movement speed outside of the ability to rotate slightly for
better audio. It can however be placed in position by yourself or another and has the
same ultimate range as the Clairvoyance Spell (1 mile). It is not invisible as per the
Spell, but is a tiny object and inconspicuous (+5 to Stealth Checks above and beyond
any Stealth bonuses of the person who places it). It can only hear and cannot see. In
order to hear through it you must apply your complete concentration, standing still,
unmoving, no Actions etc etc etc. You can move back and forth between hearing through
the removed ear and your remaining ear as an Action (with the above Disadvantages of
course). Your connection to the removed ear lasts until your next Long Rest and remote
viewing is possible until that time elapses