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Every time the wielder of this feat makes a bad joke they roll a d6. The effect has a 50 percent chance of being positive or negative. Must roll the d4 and tell a bad joke for any effect activation. 3 charges once per week.

 

On a 1: you have disadvantage on all rolls for the next 2 minutes

On a 2: a pile of turtle shaped antimagic bricks falls on your head (dex save dc 21) dealing 7d4 damage on a save you take half as much damage.  they emit a small antimagic field and count as improvised weapon doing 1d4 plus your strength modifier of magic damage.

3:   you become vulnerable to all damage for 8 minutes (if you have resistances they become nullified and you take normal damage) 

4: all of your magic items cease working becoming normal for 10 minutes.

5:  your pun was so bad that the gods found it hilarious, a 20 foot radius healing aura radiates from you healing 4d4+4 health every 6 seconds for 5 minutes.

6.roll 2 dice and take both results.  On a tie roll you reroll one die and take the result.

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