Sometimes you can feel like the world is against you. Sometimes you can simply be having a bad day. However, you really do have inexplicable bad luck that seems to kick in at just the right moment.
- The DM has 1 bad luck point. Whenever you make an attack roll, an ability check, or a saving throw, the DM can spend one bad luck point to force the player to re-roll a d20. The DM can choose to spend one of their bad luck points after you roll the die, but before the outcome is determined.
- The player may roll a DC 17 Wisdom check at the beginning of the day to see if they let their superstition get the better off them. On a successful check the DM does not have the use of this feat.
- At levels 10 and 15 the DM gains one extra bad luck point
- The DM regains their expended bad luck points when you finish a long rest.
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