
Your Savage play has propelled you to the Pinnacle of adventuring. You are now a Wild Card! Being a Wild Card gives the following benefits:
- Your dice rolls (excluding the d20) now explode! If you roll the highest number on a d4, d6, d8, d10, or d12 for any reason other than death saves and rolling on a effect table, roll again and add the two results together. Note: a die may explode more than once, triggering this effect multiple times. Resolve each exploding die individually if you are rolling damage with multiple dice.
- You receive three (3) Wild Card points at the beginning of each session. You may spend them for a variety of effects (all at the DMs discretion).
- Whenever you make an attack roll, an ability check, a saving throw, or a damage/healing roll, you can spend one Wild Card point to reroll all the dice of the original roll. You must take the new roll. You may not use this effect on a natural 1.
- Whenever your hit points are reduced for any reason, you may spend one Wild Card point and attempt to soak the damage. Make a Constitution saving throw with a DC of 12 (which can be modified -/+5 at the DMs discretion). If you succeed, you take half of the original total hit point reduction.
- You may spend one Wild Card point to affect the plot. This may include triggering a planning flashback, remembering a contact or item, or even slightly changing the presentation of a scene, or other creative changes to make the story more interesting.
- You may spend one Wild Card point to regain 1d6 charges of a resource. This includes spell slots (up to level 5), charges on magical items, ammunition, or class abilities.
Any unspent Wild Card points go away at the end of a session. You may gain more during a session by impressing your DM by acting heroically for the benefit of the team, acting on a character bond or flaw to make the story more interesting, or just doing something really cool.
Previous Versions
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6/23/2023 2:59:57 PM
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Coming Soon
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