Roll on each of these tables, and gain features from the roll.
Where were the materials to make you obtained:
[roll]1d20[/roll]
1 Aberration : You can speak deep speech.
2-4 Human : Increase one stat by 1.
5 Celestial : You can use an action to make a charisma check contested by any nearby fiends wisdom saving throw. any fiend that fails the check is frightened of you, And you halve your weight.
6 Dragon : You can speak draconic.
7 Drow : You halve your weight and gain proficiency in stealth.
8-9 Dwarf : Your constitution increases by 1.
10 Elemental Air : Your dexterity increases by 1, and you halve your weight.
11 Elemental Earth : Your constitution increases by 1.
12 Elemental Fire : You deal 1 fire damage to any creature that hits you with a natural weapon or unarmed strike.
13 Elemental Water : You gain proficiency with a trident.
14-15 Elf: Your intelligence increases by 1.
16 Fey: You learn Faerie Fire and can cast it once per day.
17 Fiend: You can use an action to make a charisma check contested by any nearby celestial's wisdom saving throw. any celestial that fails the check is frightened of you
18 Giant: Add 1d8 inches to your height, and adjust weight properly.
19 Gnome: You gain the affects of a Clockwork Amulet.
20 Undead: You gain the Undead Fortitude trait, but your intelligence decreases by 1
What Minor Property Do You Have:
[roll]1d12[/roll]
1 Beacon : You can toggle shining bright light in a 10-foot radius and dim light for 10 more feet or no light as a bonus action
2 Compass : You always know which direction is north
3 Delver : You always know the location of the nearest exit when you are underground
4 Language : You learn an additional language of your choice
5 Harmonious : It only takes you 1 minute to attune to a magic item.
6 War Leader : You can cause your voice to be heard up to 300 feet away, if you wish.
7 Waterborne : You have advantage on ability checks made to swim
8 Illusion : You can use the change appearance ability of Alter Self at will.
9 Sentinel : You instantly know when a kind of creature (your choice) is within 120 feet of you.
10 Guardian : If you're not incapacitated, you gain a +2 bonus to initiative.
11 Temperate : You do not suffer effects of extreme heat or cold.
12 Roll twice, rerolling any additional 12s.
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