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Ragdoll of Fate: A Gloomy Race Specific Cleric Domain For 5E

The document describes a homebrew Ragdoll race and Ragdoll of Fate Cleric domain for Dungeons & Dragons 5th edition. Ragdolls are magical constructs made of soft materials like cloth and stuffing. As Clerics of Fate, Ragdolls can gain insights into others' destinies and subtly influence outcomes using channel divinity abilities related to reading and manipulating the threads of fate. The domain grants weapon proficiencies with shears and a war needle that can be used as spell focuses.
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0% found this document useful (0 votes)
183 views

Ragdoll of Fate: A Gloomy Race Specific Cleric Domain For 5E

The document describes a homebrew Ragdoll race and Ragdoll of Fate Cleric domain for Dungeons & Dragons 5th edition. Ragdolls are magical constructs made of soft materials like cloth and stuffing. As Clerics of Fate, Ragdolls can gain insights into others' destinies and subtly influence outcomes using channel divinity abilities related to reading and manipulating the threads of fate. The domain grants weapon proficiencies with shears and a war needle that can be used as spell focuses.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ragdoll of Fate

A Gloomy Race Specific Cleric Domain for 5E

Ragdoll Racial Traits


Type: You are a Construct
Abilities: +2 to Constitution & +1 to Wisdom
Age: A typical Ragdoll is between two and thirty years old. The maximum lifespan of a Ragdoll
remains a mystery; Ragdolls that are not subject to unduly harsh conditions and receive regular
maintenance show few signs of deterioration due to age. You are immune to magical aging
effects
Size: Most Ragdolls have been constructed to Human size (Medium), though certainly Small
and even Tiny Ragdolls have been made
Speed: Ragdoll’s have a base speed of 30’
Languages: You can speak, read, and write Common and the language of your Creator (DM’s
discretion)
Constructed Resilience: You were constructed of resilient materials that give you both
remarkable fortitude and dangerous vulnerabilities:

○ 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

○ You gain a +1 bonus to Armor Class


○ You can don only armor with which you have proficiency (Light Armor). To don
armor, you must incorporate it into your body over the course of 1 hour, during
which you must remain in contact with the armor. To doff armor, you must spend
1 hour removing it. You can rest while donning or doffing armor in this way
○ While you live, your armor can't be removed from your body against your will

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

Tool Proficiencies: Weaver’s Tools

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.

Flaw - I can’t help stopping or interrupting mid-conversation to adjust an outfit.


Tailor/Seamstress Features
Mend - Beginning at 1st level, you learn the Mending Cantrip if you don’t already know it, but
only applied to soft materials, textiles, clothing etc. Additionally, you can repair three times the
size of any rip in a fabric when using this cantrip. Wisdom is your spellcasting modifier for this
spell

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

Ragdoll of Fate Cleric Changes


For the most part the Ragdoll of Fate follows the normal outline for a 1st Level Cleric along with
the normal Cleric Level progression with these slight changes:

*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

Ragdoll of Fate Domain Spells

Cleric Level Spells

1st Bless, Bane

3rd Fortune's Favor, Knock

5th Bestow Curse, Remove Curse

7th Death Ward, Divination

9th Geas, Modify Memory


Ragdoll of Fate Domain Features
Fate Initiate - When you choose this domain at 1st level, you gain proficiency in the
Insight Skill representing your ability to dimly see the weave of Fate active in every living
creature. If you already have Proficiency then you gain Expertise. You also gain a slightly
revised Guidance Cantrip
Guidance - Action - 30’ Range - Concentration up to 1x Minute: You pull out one of your
own threads representing another’s fate and snip it at the exact right length and moment freeing
that creature from the limits of destiny and allowing it to perform incredible feats. Once before
the spell ends a target whom you can see within the 30’ Range can roll a d4 and add the
number rolled to one ability check of its choice. It can roll the die before or after making the
ability check. The spell then ends
Note - This counts as 1x of your 1st Level Cantrips and you must take it. As noted above you
can use Guidance at a short range rather than touch and it only affects others and not yourself.
It also increases in power as you Level up unlike the regular Cantrip
Beginning at 6th level - the target can roll a d6
Beginning at 18th level - the target can roll a d8

1st Level Feature - Karmic Retribution


Reaction: When yourself or an ally within 30’ that you can see receives a Critical Hit you point
your sewing needle at it and the creature that made the attack is Marked until the end of your
next Turn so long as you do not lose Concentration (Note - you can already be Concentrating
on a spell). The next time you or an ally make an attack against the Marked Creature the attack
is at Advantage. This ability can be used a number of times equal to your Wisdom Modifier per
Long Rest

2nd Level Feature - Channel Divinity:


Strings of Fate
Note: You do not have access to the Turn Undead Channel
Divinity Ability, but rather can use your Read the Loom ability
1x per Long Rest and your Strings of Fate ability a number of
times per rests as reflected by your current Level
Reaction: You can quite literally cut your own strings, your
threads and yarn, in order to nudge fate and influence events
towards a preferable outcome, whether that be the success
of an ally or the failure of a foe. As a Reaction whenever a
creature within 30’ that you can see makes an Ability Check
or Saving Throw you may choose to give that creature
Advantage or Disadvantage (your choice) on the roll. You
must then finish a short or long rest to use your Channel
Divinity again
Beginning at 6th level - you can use your Channel Divinity twice between rests
Beginning at 18th level - you can use it three times between rests

2nd Level Feature - Channel Divinity: Read


the Loom
Ritual: Either working your loom or an intricate Cat’s Cradle,
you examine it intently for 10X minutes, If you remain in
uninterrupted Concentration for the duration then you can ask
the DM for a clue as to the optimal course in your current
situation. The DM must respond, but it is up to the DM’s
discretion how involved the answer is. The DM cannot lie or be
purposively misleading, but the answers can be vague and
cryptic.This is meant to help advance the game and not ruin the
fun. Ultimately the information revealed is entirely up to the DM
and his decision should not be questioned or challenged
Note - This particular use of Channel Divinity can only be used
1X per Long Rest regardless of any other circumstances

6th Level Feature: Spare a Hand


You can choose to purposively detach a body part and set it off on its own or even leave it
behind. This causes damage and Disadvantage on a myriad of Actions until such time as you
and your abandoned part are reunited, but it also allows you a number of abilities:

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

8th Level Feature: Sympathetic Doll Magic


You have gained the ability to make plush puppets of your own
through which you can control others as per a limited version of the
Dominate Person Spell (see below). You can fully shut off a target’s
connection to the weave of Fate for a moment leaving them an
empty shell for you to control. It takes you a Long Rest to create a
puppet through which your Sympathetic Magic works and you must
have such a puppet on hand for the Sympathetic Magic to work. For
the purposes of gameplay it is generally understood that you have a
stash of suitable puppets on hand and in your gear unless
circumstances dictate otherwise. If, however, you spend a Long
Rest making an exact likeness of a target that you have seen and at least interacted with from a
distance, i.e., heard speak, watched fight etc etc etc, then you can subtract your Wisdom
modifier from the targets Wisdom Saving Throw against this ability. Once you use this feature
you must finish a long rest before you can use it again

*Dominate Person - Action - 60’ Range - Concentration up to 1x Minute Duration: You


attempt to control a humanoid that you can see within range. It must succeed on a Wisdom
saving throw or be charmed by you for the duration. If you or creatures that are friendly to you
are fighting it, it has advantage on the saving throw. You can use your action to take total and
precise control of the target. Until the end of your next turn, the creature takes only the actions
you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also
cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If
the saving throw succeeds, the spell ends. If you choose to not use your Action to directly
manipulate the target then it simply stands there motionless and slack jawed, rather obviously
unwell, like a puppet minus its puppeteer

17th Level Feature: Flip the Scales


You can cut your own ties to the loom of Fate entirely, allowing you to stride through a battlefield
of carnage and danger, emerging intact and unscathed despite all odds against you. As an
Action, and until the beginning of your next turn, any attacks that target you automatically miss
and you succeed on all Saving Throws and all Ability Checks (if a successful Saving Throw
would normally result in ½ Damage it instead results in no Damage). Once you use this feature
you must finish a long rest before you can use it again. Both the player and the DM are strongly
encouraged to flavor this relative invulnerability as a series of implausible events and a comedy
of errors. The least plausible things imaginable happen to save your *ss and to save the day!

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