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# Karma Points Karma is the sum of a person's actions
in this and previous states of existence, which influences their fate in future states of being. Karma points act in a similar manner. They are influenced by the player's dice rolls, and influence future events. Every roll, no matter how insignificant in terms of narrative, is now important to the player and offers excitement. Normally a natural 20 on a save or ability check has no special meaning, but this system rewards that rare occurrence with more than simply the highest likelihood of success. With Karma Points, the player may use the karma that they have gathered to influence or determine the character's existence in the world, giving them more opportunities to alter the events that take place. ## Acquiring Karma Points Each player begins the campaign with 3 karma points. After the first session, a player gains a free karma point each session that is lost if it isn't spent. During the course of a session a player gains a karma point any time they roll a natural 20 on an ability check, or saving throw forced upon on them against their will. These points persist between sessions. A player may have no more than 5 karma points. ## Spending Karma Points The karma point system is designed to be a player tool, allowing them to influence the world in a way their characters can't. Most of the options presented are under the control of the player exclusively, not their character. As such, players should spend karma points in whatever way they find most fun rather than thinking about how their character would use them. The karma point system is not tied to the action economy, none of the abilities require any effort on the character's part. A player may use any of these abilities at any time. > ##### Artist Info > Artist: AYA the Creator
Pieces: The Storyteller
Karma Token
Website: [Artstation](https://www.artstation.com/imaginaryaya "imaginaryaya artstation")
Made in collaboration with Clarisse Cockrill
Special thanks to /u/flamableconcrete for the watercolor stains
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### 1 point
#### Lucky Break Whenever you make an attack roll, an ability check, or a saving throw, you can spend 1 karma point to roll an additional d20. You can choose to spend your karma point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. #### Pay it Forward Whenever another player makes an attack roll, ability check, or saving throw, you may spend 1 karma point to add 1d8 to the roll. You may add the die before or after the roll, but before the DM announces the results. ### 2 points
#### Insurance Whenever you make an attack roll, an ability check, or a saving throw, you can spend two karma points to reroll the check without advantage or disadvantage. If the number on the d20 is ten or lower, you may add ten to the roll. #### Insurance Fraud Whenever another player fails a saving throw, you may spend two karma points to add 10 to their save. ### 3 points
#### Beginner's Luck Whenever you would make a skill check, you may spend 3 karma points to succeed instead of rolling. #### Lucky 7 Whenever you or a creature you can see suffers a critical hit, you can turn that hit into a normal hit. #### Cat's 9 Lives Whenever you would make a death saving throw, you may expend 3 karma points to gain 1 hitpoint instead and may stand up without expending any movement. #### I Know a Guy At any time you may expend 3 Karma Points to declare that your character *"knows a guy."* You pitch an NPC that doesn't yet exist in the world to your DM, and how they might be able to help you. The DM considers the NPC, deciding if they should allow the use of this feature. If they agree, the NPC now exists in the world and should generally be willing to help the party. The DM might require the players to undertake a favor for this NPC, or otherwise have their assistance come with complications. ### 4 points
#### Near-Death Experience Whenever you would be hit by an attack or fail a saving throw, before damage is rolled, you may expend 4 karma points to succeed on the save or cause the attack to miss instead. #### Paramedic! At any time you may expend 4 karma points to regain hit points. You may spend one or more hit dice up to half your maximum hit dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 1). The player can decide to spend an additional Hit Die after each roll. ### 5 point
#### Miracle At any time you may expend 5 karma points to make the impossible, possible. You pitch what you want to happen to the DM. The DM considers the pitch, deciding if it should be, and decides if the request will have consequences, what they will be, and pitches them back to the player. The DM may allow the player to negotiate until they reach an agreement on the details. If no agreement is made, nothing happens and you lose 1 karma point. ###### Miracle Examples * Take an extra turn immediately. * Cast a spell you don't know without a spell slot. * Cause an attack to automatically crit. * Receive the benefits of a short rest. * Force an enemy to lose their turn. ###### Consequence Examples * The character gains 1-5 levels of exhaustion when combat ends. * The character is unable to cast spells until their next long rest. * The character takes 1d6 damage per character level. * The DM rolls on a table of random effects. * The character falls unconscious for 1d4 hours. * The character dies.
These examples are not exhaustive, and are intentionally kept simple. This feature is limited only by the imagination of those involved, and the trust between the players and DM.