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○ 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 - Currently = 3x HP’s - 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
Tailor/Seamstress Features
Deft Needle - Currently = 2x HP’s - 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 across a Long Rest. 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. This bonus increases by +1 for every 3 levels after 1st level
Ragdoll of Fate Domain Features
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
*Cantrip Toll the Dead - Action - VS - 60’ Range - Instantaneous - Wisdom Save (Spell
Save DC13) - 1d8/1d12 (if already wounded) Necrotic Damage: The target must succeed on
a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points,
it instead takes 1d12 necrotic damage
*Presents as measuring and cutting her strings while focused on an enemy
*1stLevel Spell Bane - Domain Spell - Action - VSM - 30’ Range
- Concentration up to 1x Minute - Charisma Save (Spell Save
DC13) - 3x Targets Receive -1d4 to Attack/Saves: Up to three
creatures of your choice that you can see within range must make
Charisma saving throws. Whenever a target that fails this saving
throw makes an attack roll or a saving throw before the spell
ends, the target must roll a d4 and subtract the number rolled
from the attack roll or saving throw
*Presents as measuring and cutting her strings while
focused on her enemies
*1st Level Spell Guiding Bolt - Action - VS - 120’ Range - Effect Lasts 1x Round - Ranged
Spell Attack (+5 To Hit) - 4d6 Radiant Damage and Confers Advantage: Make a ranged
spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next
attack roll made against this target before the end of your next turn has advantage, thanks to
the mystical light glittering on the target until then
*Presents as spinning out a golden threads to strike and illuminate an enemy
*1st Level Spell Protection From Good and Evil - Action - VSM - Touch - Concentration up
to 10x Minutes - Grants Protection to an Ally: Until the spell ends, one willing creature you
touch is protected against certain types of creatures: aberrations, celestials, elementals, fey,
fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack
rolls against the target. The target also can't be charmed, frightened, or possessed by them. If
the target is already charmed, frightened, or possessed by such a creature, the target has
advantage on any new saving throw against the relevant effect
*Presents as wrapping an ally’s head in a glowing golden thread that lasts the duration
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