Unstable Existence (Fun And Flavor With A Lot Of Randomness) Image
Prerequisite: Level 5 in one class.
 

Every day (After a long rest) you will have different perks or downsides, as your existence is unstable, or perhaps inflicted with a curse/boon or whatever supernatural means that affected your very being both in soul, body and mind. It shapes you and changes you, perhaps even changing your personality by a bit or by a lot.

Roll a d100 to determine what you'd get from positive and negative effects. Those remain till your next long rest, then roll again to give a different one on every long rest. When you pick this feat, you can choose the amount to roll, and that amount will be rolled every time you take a long rest. For example choosing 3 rolls will make it so you roll 3 times on every long rest. The maximum amount you could choose is 3. If you roll the same number in those 3 rolls, and the effect doesn't provide anything after the first time, then the DM can allow you to reroll.



  1.  Your highest ability score becomes the opposite then +5, where an 18 would become a "2"+5 (7). This affects all modifiers related to spellcasting, attacks and such. Your lowest ability score becomes the opposite +4. Where as an 8 would become a "12" +4 (16). You could go over the 20 limit for your ability score this way, and this is applied AFTER any bonuses to those ability scores.
  2. Roll 4d4, the result is the CR level of the creature you'll shapeshift into. The DM chooses what creature it is. You can only shapeshift into a creature one CR above your level, and any higher roll than your level would only count as one CR above your level. You shapeshift immediately after waking up/meditating, and if that creature does not have the ability to speak, you don't as well. You take all of it's ability scores, spells and any special abilities they have, but not any legendary or mythical ones. When you lose consciousness, you remain in that form as if it was your real form, and any spells or affects affecting that specific creature would affect you the exact same way, until the shapeshift ends.
  3. Add +4 to your highest ability score which can exceed the 20 maximum, and subtract 6 from your lowest. In case it falls below 0, the rest is applied to the modifier, but any spells or effects used on you that need a specific ability score to affect would use your main ability score instead, while anything you use or cast would use your new modifiers.
  4. Whenever you make a roll, the DM can choose to make you roll on the sorcerer's wild magic table. The amount of times this "WILL" happen is 6. If the DM decides to not make you roll all 6 until the next long rest, then you must roll all the remaining till it reaches 6 right before you take a long rest. 
  5. Roll a d20 four times. You gain expertise on all three according to the rolls depending on your character sheet and their number/position. If you roll a 19 or 20, then that roll is treated as "No expertise". All your other expertise and proficiencies are lost besides the ones you just got.
  6. You get a special arrow that you can launch anytime by simply willing it. The arrow does not miss and always hits it's target, so long as it's within your line of sight and not further than 200ft. You can choose what the arrow takes shape of, and what damage it would deal. The arrow deals (your proficiency) D (your proficiency) and you can launch it as a bonus action or action. This arrow has a single use, and after that it shatters into nothingness leaving no trace behind. This arrow ignores barriers, and instances where it could be reflected.
  7. Roll a d(Your level x 5) and the DM rolls a d(Your level x 5). If you get a lower result, you will take damage equal to the difference. The DM gets to decide how and when you will take that and how, either by supernatural means or a rock falling on you, or a random pitfall, or a magic trap. This is more of a misfortune and bad luck sort of event. If you got a higher result then the misfortune does not happen. (Meaning the DM can choose not to tell you the result of their roll, and surprise you with a random dragon having a heart attack mid-flight and then falling on you from 100 meters above ground.)
  8. You lose two cantrips of your choice and gain two cantrips of your choice from any "other" class. If the cantrip has multiple classes, you can't pick from the same ones. If you didn't have any cantrips to begin with, or only had one, then you gain only one cantrip.
  9. This effect only applies if you either/both have 5 levels in a spellcasting class, or 5 levels in a martial class, and applies on whichever you have higher levels in. If you have equal levels in both, or it's both a martial and spellcasting class, the DM gets to decide which effect applies. 
    Spellcaster: You lose the ability to use spells, including cantrips. In return, you gain (Your proficiency) d (Your constitution ability score) as bonus health, and it becomes your new maximum hit points.(For example if proficiency is 3, and constitution is 15, then it's a 45.). You additionally can expend spellslots on your melee or ranged attacks to add to both the modifier and the damage equal to that spellslot's level. You may only use one spellslot per action, and it applies on every part of that action if it's a multi-attack. You additionally can attack a second time as a part of that same action. You also gain AC equal to half your proficiency.
    Martial class: You lose any modifiers on your melee weapon and ranged weapon attacks, and have a -4 on those attacks. In turn, you gain 1st level spellslots equal to your proficiency, 2nd level spellslots equal to half your proficiency and 3rd level spellslots equal to a fourth of your proficiency, all of these are rounded to lowest (Meaning if a fourth is less than a 1, then you get no spellslots). If you are level 6 - 7, any spells you cast will be treated as 1 level higher. 8 - 12, any spells you cast are treated as it had been cast two levels higher. 13 - 16 will be treated as if it had been cast as three levels higher. 17 - 19 will be treated as four levels higher. 20 will be treated as five levels higher. The modifier on these spells is either half your STR or half your DEX modifier+ your proficiency.
  10. You attracted a potentially strong creature, either by your scent, or it was passing by. Unfortunately for you, that creature if VERY aggressive towards you, and will focus you as it's priority target. The DM chooses a random creature with a CR equal to (your proficiency level) x 2, that will notice you/arrive as soon as you finish the long rest. If you defeat this creature, you can roll a d100, and on a roll of 80+, the DM could choose to reward you (As loot) whatever they want. Higher rolls don't determine better rewards, and the loot might be minimal.
  11. Roll a (Your proficiency rounded down) D (your constitution total ability score) and save the result. You can use this effect at will, choose two creatures within 100ft, one to receive the negative effect, and one the positive effect. (it could be you, and you could choose the same creature twice.) Roll a d4. If you get a 1 or 2, you deal the damage of the roll to the creature you chose to get the negative effect, if you roll a 3 or 4, you heal the creature you chose to have the positive effect equal to the roll. Once you use this effect, the saved result is consumed.
  12. You now know how to speak all languages except the ones you already knew how to speak which you forget. That includes animals and plants.
  13. The DM rolls/randomly decides on two of your spells/abilities. (Preferably the DM won't tell you which one it is.) Now the first time you use that ability/spell, it will affect you instead. (For example if it's sneak attack, then the damage would be applied to you instead. If it was healing, it would apply to you instead.) The DM will be able to add the flavor of how it happened, be it you slashing an enemy and somehow accidentally harming yourself in the process while not hitting the mark properly, or whatever creative way they choose. This will require you to be VERY careful with high damage spells/abilities, as they may just backfire on you.
  14. Your 1st level spells become your cantrips, and your cantrips become your first level spells. You can't cast either of those on a higher level, but instead, each 6 levels you have will make the spell cast as one level higher. If you have neither, you may choose to reroll on this table.
  15. When you take an action with a weapon attack, and have additional attacks, you can forgo the additional attacks in exchange for dealing double the damage. You can only choose to use this effect before the attack's roll. Additionally, if you have an advantage on the attack, you can instead treat it as a disadvantage, and if you land that attack, it will be considered as a critical hit.
  16. One of your party members is possessed, and will try to actively kill you and your party. The possession lasts until the next long rest, and they can plan however they want, by telling the DM in secret. You all are not allowed to know who the possessed person is, unless they do something that reveals it. For each person they kill of your party, they can add a +1 to one of their ability scores permanently, assuming it's a permanent death. (The DM can decide to remove the benefit gained if they wish to play it safe, and even remove any permanent deaths and just keep it for fun without consequence, and avoid conflicts and problems. But if the party is alright with this type of fun, then go for it.) The possessed one should tell the DM everything they plan to do, and imply it during the session enough so the DM understands what they may do behind the scenes. (Of course, if it's a solo campaign/one shot, then reroll on this table.) When the possessed would be killed, they don't die, and instead revive and the possession is forced out. The DM can choose to make a whole scene and speech by a ghost or entity, it's bored and wants to play a game with you all, and a reward will be granted. (Or any creative choice of the DM's)
  17. Choose one feat. You now have that feat. If that feat has requirements, then ignore them, unless the requirements are a must for it to function.
  18. You become infused with an undead aura. All necrotic damage heals you, and all healing to you becomes radiant damage. You gain a weakness to radiant damage, and can't use any spells/abilities or hold weapons that deal radiant damage. (Be warned, if the DM chooses, then effects that control the undead would apply on you too.)
  19. Roll a (Double your proficiency)d20. A pouch filled with gold (Or currency of the world) equal to the amount you rolled magically falls on your head, interrupting your long rest. You gain one point of fatigue, and roll a 4d4, you take damage equal to the roll. You do not recover any spellslots or any effects you would gain from a long rest, and instead only gain the benefits of a short rest. (In case you need to meditate an equal amount of a short rest, or any effect that would treat a short rest as a long rest, then it will not be considered as getting a long rest still, and only as a short rest.)
  20. You gain the ability to deal necrotic damage to yourself to add to your damage on a single attack equal to your proficiency or less while taking the same amount of damage as necrotic damage. The damage dealt to you can't be reduced in any way from this effect. 
  21. Roll a d6. (In order of the ability scores. STR, DEX, CON, INT, WIS, CHAR) Double the modifier of that roll until the next long rest, even if it was a negative. (In case of related skills that have proficiency and expertise, add to them equal to that ability's modifier. Applies on negative modifiers as well.)
  22. At the end of each of your turns during combat, if/and/or you've taken the attack action or cast a spell, summon a random 1/8 CR monster (Or 1/4th of your proficiency if the DM wants to make it harder.) that is aggressive to you. (DM chooses. DM can choose to repeat the summoning to make it easier and less demanding to search for a different creature everytime.) The creature could be summoned, or just appear from under the ground or many ways it could appear. (DM creativity. Instead, the DM can choose to track how many would be summoned and can summon them all at a later time to make it easier for the DM to handle that in combat. The DM can choose that no more would be summoned after summoning all of them at once.)
  23. Roll a 10d100. You have 1 minute/6 turns to get out of that area equal to what you rolled in feet. If you fail to do so, the area equal to your roll is either engulfed in flames, or a meteor strikes the area, or something happens (DM creativity) that deals damage to everything that's in that area. You instinctively know that something is about to happen as a gut feeling of something bad about to happen. The damage is equal to (Your proficiency) d (Your proficiency) rounded up to even available die. (For example if your proficiency is 2, then instead of a 2d2, it will be a 4d4. A 7d7 will be a 8d8. A 16d16 will be a 20d20.)
  24. Whenever you wear any sort of armor, your body feels extremely itchy, to the extent you subtract 4 from all of your modifiers until you stop wearing armor, with the distraction it causes you.
  25. You gain blindsight 60ft. You are now only able to see using your blindsight. (Keep in mind, if others are uncomfortable with this one, you can simply make them reroll it. DM decides to reroll or use this effect.)
  26. If you don't have darkvision, you gain darkvision 120ft. If you have darkvision, then replace it with brightvision. Brightvision acts as the opposite of darkvision, where as darkness would be as clear as daylight to them, dimlight would be the same, and bright light would be darkness to them.
  27. Whenever you use a tool (Thieves tools or others like it.) Add your proficiency modifier. If you are already proficient, then add it twice. Additionally, you get a +2 to any stealth, sleight of hand rolls.
  28. You grow wings and gain a flying speed equal to double your moving speed. You can choose how your wings look like. You gain a weakness to fire damage. If you already had flying speed, then add only half of your walking speed to your flying speed, or use the 1.5 of your walking speed (Whichever is higher.)
  29. You grow gills on either the sides of your neck or under your jaw, or on the sides of your waist. You additionally get a swimming speed equal to 1.5 of your walking speed. In exchange, every 6 hours you need to cover your whole body with water, and every 2 hours you don't after the 6, you gain a point of fatigue and get a -1 penalty to all of your rolls that stack up indefinitely till your next long rest. If you already had swimming speed, then add only half of your walking speed to your swimming speed, or use the 1.5 of your walking speed (Whichever is higher.) Instead of getting the penalty, the DM can choose to give you a weakness to cold damage instead.
  30. You are cursed to have your weapon randomly switch to another weapon when you attack. Whenever you roll 3 or less, your weapon is switched with a random weapon around you within 60 feet. (DM chooses.) The weapon could be an enemy's weapon or an ally's weapon, or even just a rock. Assuming the 3 or less roll would hit somehow, then the new weapon will be used for the damage roll.
  31. You are now at least half proficient in everything. And if you already had half proficiency, then it's treated as proficiency instead. Proficiencies and expertise don't change, and this only applies to skills, not things like thieves tools or musical instruments.
  32. You gain the effects of the feat "Gift of the Chromatic Dragon" on a single weapon of your choice. That weapon is imbued with that power until the next long rest. If "Gift of the Chromatic Dragon" is used while this effect is active, it does not stack. You can choose any of the weapons of your allies instead or your own. The weapon also gives the wielder the resistances as a reaction and can be used equal times to their proficiency until it's uses runs out.
  33. You summon an adorable hamster that knows how to speak in every language. Additionally, that hamster has a +6 on all rolls related to charisma checks/skills. It has a +4 on stealth. It also has +4 on intelligence related rolls. It has 5 hitpoints and 14AC. It's bite deals 1 piercing damage. (Fixed amount) The hamster will occasionally give you clues about things that you may fail to notice, and it's very smart, assuming you do befriend it. Though it's personality might be annoying, demanding, and even demanding for praise and be treated as if it was a god or a powerful figure like a king. (Or... The DM can be creative and create something like that.)
  34. You swap bodies with another of your party members. You swap all your ability scores but not your proficiencies and expertise. Both keep their class and skills.
  35. You gain the ability to use a magical natured bodyslam once in an area while hardening up your skin, either by bark, a soft layer of rock or sand, or other materials. As a bonus action,  and physical contact with something not stronger than a regular rock will transmute the magic to cover your skin with a very thin protective layer of whatever you're touching, gaining temp hitpoints equal to (double your proficiency)+wisdom. Immediately after that, you could take the dash action (Even if in air) to travel horizontally or vertically down or in between up to a maximum of (Twice your DEX)xYour proficiency. Any fall damage you take from the impact of the dash will be reduced to half, but will take the full damage the maximum limit of the dash doesn't reach the ground. Any creatures the same size as you or smaller in your path will have to roll a DEX saving throw of (5+Your proficiency+STR+DEX)and if any of them fail, they take 1d4 bludgeoning damage and will be dragged with you for the full distance, and the spot you land in and any creature within 5ft in it's immediate surrounding area will require another DEX saving throw and if they succeed, they take half damage only. The damage of the impact zone is (STR)d(Your proficiency rounded up to an even die) bludgeoning damage, and you take the same damage of that roll. You and all creatures involved in your path and surrounding area fall prone unless they succeeded their saving throw. All damage from this ability is considered as magical in nature. If this ability is used on a creature one size larger than you, then they roll a saving throw and add both their DEX and STR modifiers to it. If they fail, you drag them along with you as normal, if they succeed, they stop you in place and take the full damage of this ability's damage roll along with you and you both fall prone. If the creature is two sizes larger than you, then you both take the full damage and you fall prone but they don't. If it's more than two sizes larger than you, it only takes half damage if it fails, and none if it succeeds. You can only use this ability once unless you get it again rolling on this table.
  36. You gain AC equal to half your DEX rounded down.
  37.  Whenever you roll a d20 related to any ability check, attack, or even a roll with no modifier or ability included, if you roll either a 20 or a 1, magic missiles shoot out from your body one for each creature around you in 80ft, including yourself, or creatures not in your line of sight, as long as nothing blocks the path of the magic missiles as if you had a birds-eye view of everything or from your own line of sight. (Meaning if someone was behind a wall but you would be able to see them in birds-eye view, then they will be hit. But if they're inside a building or a wall that blocks your view and from the top, then they wouldn't be hit.)
  38. Whenever you make a ranged attack using a ranged weapon, an additional arrow's echo follows your arrow, and both arrows use a single roll, but are treated as separate attacks. If you miss the first attack then both miss.
  39. You gain 2 ki points that you can only use on flurry of blows. Additionally you gain the ability a single time in your turn to use an action and spend up to 3 ki points to make a flurry of blows attack for each ki point spent this way. You only deal exactly as your STR modifier as bludgeoning damage, no other modifiers apply, nor changing it to a die roll with a monk's ability or other methods.
  40. You gain one use of action surge. Additionally, if you use action surge, you gain your bonus action back.
  41. The first combat after your long rest, if no one else took a turn and it's your turn, your first spell/cantrip fires twice with only the cost of a single spellslot as long as it's not over the 4 the level, and as long as it's a targeted spell on a creature. (Magic missiles or non-specific AOE are not included.)
  42. Gain the ability to use Hunter's mark once without using a spellslot. If you are a ranger, additionally any creature with Hunter's mark is considered as your favored enemy, and if they already are your favored enemy, you can instead of the normal modifier, add twice your damage modifier once on a creature, and can't apply the twice modifier damage to that creature again. (Unless you somehow get this this effect again from a roll on this table)
  43. Once you finish a long rest, you can choose to trade AC to movement speed and movement speed to AC for the rest of the day. The conversion rate is 1 AC for 5 movement speed (Applies to everything. For example adding 5movement adds 5 to walking, flying and swimming assuming you have all three.).
  44. Only once, whenever your hitpoints would reach 0, you become immune to all damage for 10 seconds (Or until the end of that turn.) then halve your remaining hitpoints total rounding up. (For example, if you had 7 hp, and you took damage that reduces you to 0, you become immune then it drops to 4 hp since 7 is halved then rounding it up.)
  45. Whenever your hitpoints are an even number, you take 1 force damage. This effect does not stack with itself assuming something else deals damage everytime you take damage. You also do not take damage from this effect when your hitpoints are 0.
  46. Your highest spellslot is locked, and you can't use it. If you have multiple highest spellslots, then all of those on that spellslot level are locked.
  47. The next time you roll a 15, roll from the sorcerer's wild magic table five times and choose one effect that will not take place, while the rest all happen at the same time.
  48. You get the ability to use Lay of hands, and the number of points you have is 6. If you already have the ability to use lay of hands, you instead get 10, and get the ability to use the points to add damage to your damage roll. You can only choose to add the damage before your attack roll, and if the attack misses, you still consume the lay of hands points.
  49. An exact clone of yourself magically appears, with the same memories and knowledge, both you and the clone can't attack or use spells that use an attack roll until you convince your party that you are the real one. If you fail to convince your party that you are the real one, you're unable to attack for the next 4 hours in any way, and you become completely a pacifist, and the same thing happens with your clone until those 4 hours are up, then your clone vanishes. If you manage to convince your party, then you gain the ability to attack again, but your clone transforms into an intangible ghost and haunts you for the rest of the day intentionally trying to annoy you. The clone's equipment is exactly the same as yours, but disappears when the clone disappears, including any effects related to any spells or items it had on it or used. (Including food and water, as if you never ate them, even though you did.) If you don't have a party, then you instead need to convince someone that you're the real one. (Anyone will do.)
  50. You no longer can speak without yelling, and every sound you make like a sneeze, cough or even clearing your throat will be loud enough like as if you yelled.
  51. You get a curse that makes you extremely unappealing to others, either by a bad smell, or by a vibe about you or whatever the case is, it will bring many comments from others about it, and it will greatly reduce your social ability. You get a -8 to all charisma related rolls.
  52. Your whole being changes, your race becomes the opposite, where as if you were something considered as a "Mammal" looking creature, you'd be a "Cold blooded" looking creature and vice versa. Additionally your gender changes to the opposite if you do have a gender, and your height is the opposite, where as if you were for example tiny, you'd be gargantuan, and if you were medium you'd stay medium. Your ability scores are all set to 14, and you have a +2 to all skills (Perception, investigation etc..) and any proficiency and/or expertise you had would still remain. If you had a flying speed, you gain swimming speed instead equal to your walking speed. If you had swimming speed, you gain double your walking speed as flying speed instead. If you had a borrowing speed, then you gain equal climbing speed and vice versa. To you, everyone around you changed, and you don't know that you're the one that actually changed. Your personality and memories remain the same, but more fitting to what you've become. Of course things won't make much sense if you were for example an elf in an elf only society and you became a kobold, where as you may start doubting your memories or yourself.
  53. A magical force creates a party exactly like yours, that you don't know about. They have the advantage of knowing about you, and are created 300 feet away from you. Their main objective is to eliminate you and impersonate you. They have exactly the same abilities, skills, memories and knowledge that the counterpart has. If any of you attack your replica, you deal half damage, but if any of you attacks someone other than your replica, you deal double the damage.
  54. The next time you take a short rest, you're able to magically heal all your party members and yourself by an amount equal to double your proficiency.
  55. You are unaffected by the weather unless it's extreme, and gain resistance to both fire and cold damage. 
  56. An entity that loves gambling appears and offers you a game/gamble. You can place any amount of money or magical item, and you both roll a 1d100. If you get a higher number, then you get items/gold equal to the worth that you used to bet. If you get lower, then you lose everything you've bet. In both cases, the entity disappears and is invulnerable to damage and effects.
  57. You and your party members roll a 1d20, whoever gets the highest, gets the ability to add their modifier again on whatever single ability they choose before the outcome of the roll is decided. This can only be used once. If multiple people roll the same amount, you get to choose who gets this effect. The modifier can be applied throughout the day, and as many times as your proficiency modifier.
  58. Your connection with the real world gets dimmed, while feeling extremely tired and lethargic. All your wisdom, and intelligence related rolls, and your passive perception, investigate and insight are lowered by 4.
  59. A powerful sword appears embedded in a boulder in your line of sight. All party members have only one attempt to pull it out if they choose so. If they try to pull it out, they must succeed in every and all ability checks with a DC of 14 each. (STR, DEX, CON, INT, WIS, CHAR, rolling each.) If anyone manages to pull it out, it takes the shape of the weapon of their choice with no need for ammunition if it uses any. Attacks made using that weapon has a +5, and it has three changes. Attacking normally would deal 1d4+(STR or DEX) of the chosen weapon's damage without consuming a charge. A charge could be used before the attack roll is made, to deal an additional 1d4 of the chosen damage, and if the attack lands, it's treated as a critical hit. Additionally, three charges can be used to deal (Your proficiency) d (Double your proficiency rounded down to an available even number die) radiant damage to any undead creature or an animated object/animated structure. When the charges of this weapon are fully consumed, or you take another long rest, it vanishes.
  60. You gain double your weight, reducing all DEX rolls by 5, and your movement speed by 5 every -2 in your dex modifier. In turn, you gain +2 to any strength and constitution related rolls, and a +2 to your AC.
  61. Roll a 1d10. You get a random spell with a level equal to your roll -1. If you roll a 1, then you get a cantrip. If you roll a 10 you get a 9th level spell. You can use that spell once without spellslots but at the cost of using your hitpoints as fuel for the spell, and for each level of the spell you take 5 damage. You can always choose to get a 1st level spell instead of whatever roll you got, as long as a spell hasn't already be chosen. (The DM decides what spell you get.)
  62. The next enemy you kill is revived as a faithful servant of yours, keeping it's personality, abilities and so forth, so long as it's CR isn't more than half of your level. The creature disappears after you take a long rest. It additionally get the ability to communicate telepathically with you.
  63. Whenever you use the attack action and roll a 3 or less, your attack heals your target an equal amount to the damage die instead of damaging. 
  64. You gain one higher spellslot than you have. If you have none then you can choose to get a 1st level spell from any class, and gain a single 1st level spellslot.
  65. Your body emit a bright light surrounding you in an area of 40ft and an additional dim light after that by 40ft.
  66. Whenever you attack, or do something to harm or trick someone, or anything that would be considered wrong, you have the need to apologize even if unintentionally. Trying to suppress it will give you an extremely uncomfortable feeling of guilt. (Imagine attacking a lich and saying sorry, and imagine attacking multiple times as a fighter with action surge and saying sorry every time. Funny scene)
  67. Your senses are much sharper, you get a +1 to all rolls related to perception. Only once, whenever you make a perception check, you may add 5 instead of the +1 before the outcome of the roll is decided.
  68. You have a dream about a possible future. The DM tells you a vague detail about what may be in your future. (Of course you might always take a different path than the DM planned, so it may or may not be relevant, and it depends how much the DM is willing to tell you and how vague it is.) You are mostly sure that your dream is a vision, but you also might doubt yourself.
  69. You can choose to add +5 to your weapon attack roll for the cost of -5 to the damage, but you must state it to the DM before making your attack roll.
  70. Choose one proficiency to gain with any musical instrument or tool.
  71. Your voice sounds like a screech. Whenever you speak, all creatures that can hear you must roll a WIS saving throw of DC 11. If they fail, they take psychic damage equal to half your proficiency. This effect lasts until a short rest is taken.
  72. The DM chooses one of your companions if any, you both are convinced that the other person was never in the party, and you don't recognize each other, nor remember anything about the other. Both of you may feel the need to convince your party members that the other person tricked their way into the party and manipulated their minds, or something like so may happen. (Be creative.) If you don't have any companions/party members, then you may choose to reroll.
  73. You and your party are teleported to a random location with your camp/belongings that is within five miles away. If anything prevents teleportation of any individual or item, then this effect does nothing and is prevented.
  74. You no longer have a bonus action, and on every one of your turns, you're considered to be dashing. Additionally you become more impatient and it becomes much harder to sit doing nothing, and easily lose your attention while doing something. Additionally you get a -1 to both perception and investigation.
  75. The next time you roll a 1 while attacking a creature (That the DM considers as a valid enemy or related to the plot etc...) summon an exact replica of that creature right beside them. It still has the memories of the main one, and all emotions and such, so it's very likely they'd be your enemy as well. It rolls for it's own initiative. The creature is considered as a real creature for all purposes, however it will vanish after 24 hours.
  76. You get the ability to revive a creature once, without restriction or time limit on how long they have been dead, and without using any components with the range of touch.
  77. You have no idea what happened, but your gold pouch feels lighter. Actually, it's not even there. You may have been robbed, or dropped it somewhere, but regardless of the situation, you now lost it and have no gold on you. (Might still have silver or copper. Or the DM can choose that you lost that too.)
  78. Anything you cook will taste better than any chef can make, and you instinctively know all the combinations to make a dish good. Even dishes that may not work will somehow work out and make a tasty dish, it's as if fate had rewritten everything just to make you the best chef. Even things that are supposed to be poisonous taste great, and are no longer harmful if you cooked them, including any items that are cursed. You may even add metal and make it edible.
  79. For some reason, you have an aura that makes you a target. Any creature hostile towards you will target you as a priority if they can get to you. Anyone that is angry even if at someone else might include you in their anger, even if they don't know you and you're just a passer-by. You may notice that others start blaming you for things that weren't your fault, even if you were never there in the first place and they know it.
  80. Your eyes now have the ability to see what's hidden. You can see secret passages clearly, invisible creatures, and even in darkness and dim light as if it was bright light normally. You even are able to focus on the extent of facial expressions as well and the small changes related to it. You gain a passive insight of 5 and a passive investigation of 5.
  81. You feel as if your body is much much stronger for some reason. Your STR modifier is now a +6 as a minimum and you have advantage on athletic related rolls. In exchange, you might break things that require you to be gentle as it will be hard to control your newly acquired strength.
  82. You lose the ability to walk and can't remember how to do so, instead you teleport half of your walking speed rounded up. If you're able to fly or swim etc.. , then you're still able to do it normally. You can only teleport within your line of sight. Additionally, you may levitate up to 1ft above the spot your feet were touching. (Meaning if you're standing on a cliff, you can levitate, then normally levitate over the air instead of falling off the cliff.)
  83. Whenever you make a roll, if you roll an 11 or higher, a loud positive music plays in the background. If you make a roll and roll 10 or lower, a loud negative music plays in the background. Whenever you make a joke, a "budum tss" plays in the background. And many other effects are added. All these effects can be easily heard by anyone around you, making stealth nearly impossible, if not impossible.
  84. You grow two sizes larger.
  85. You shrink two sizes smaller.
  86. You're able to choose any person you've met previously that you know the name of and face of. You now can eavesdrop for 20 seconds on them anytime and anywhere no matter the distance to the maximum amount of times equal to your proficiency.
  87. Everyone knows whenever you're lying or telling the truth instinctively, including when you're trying to misdirect or shroud the truth.
  88. Whenever you look for something not specific that is related to nature, like a deer, a bamboo tree or berries, you will have a +10 added to that roll. (You can't specify a specific deer or a specific tree with a mark for example.)
  89. You can choose to turn off any modifiers involving you. For example, attacking will not add your modifier, but saving throws by your targets will not have a modifier added. Attacks made on you have no modifier added. You can only choose to have this effect as soon as you finish the long rest, and whatever choice you make will remain until the next long rest.
  90. Only once, you may rewind the time by 10 seconds. (The DM decides if it's appropriate or not.) If you've said something you've regretted, or failed an important ability check, you can rewind the time. If used in combat, it only allows you to reroll an attack roll by anyone, or saving throw, or one person's initiative. Only you remember the events that happened, no one else.
  91. You gain the ability to use all your spellslots or ki of a single level and two levels above it as long as they all have full and unused spellslots, to throw a condensed mana/ki ball towards a location within 60 feet. It explodes in a 15x15 area dealing damage of your choice to all creatures in it equal to the (max spellslot level x 2) d (Lowest spellslot level+ Lowest level  total spellslots used) rounded down to an even number. The DC save for this is equal to your spellslot level.  (For example, if you used 1st level spellslots and up to the 3rd, if you had 6 1st level spellslots, then max spellslot level will be 3 x 2 = 6 /d / lowest spellslot level which is 1 + lowest level total spellslots used would be 7 total then rounded down. That means the total is 6d6 (If you wish to make it easier to calculate, but less balanced, then you could say 3rd level spellslots to 1st level are all consumed for a total of 6x6. A level higher would be 8d8, then so forth.)  If you have no spellslots nor ki, you may reroll on this table. 
  92. For as many times as your proficiency, everytime you attack and get a natural 20, you may add an additional (Half your proficiency) d 6 as bonus damage instead of the normal critical damage roll.
  93. Once only, when you create something, either related to artificers or alchemy or smithing, or inscribing a spell book or spell, etc.. you can instantly complete the action in less than 10 minutes.
  94. You are able to ask the gods or spirits any question, and you may get an answer. Though the answer may be very vague. (DM's choice. You can literally as anything at all that your character is wondering about, though it's up to the DM how much information to give you and how vague to be.)
  95. Somehow, today is not your lucky day. Whenever you roll and get a natural 20, it's considered as a critical fail instead. You also seem to have an extremely bad day and luck whatever and wherever you go or do today.
  96. Choose an ally that considers you an ally as well (Party members only. If solo then familiar only.). Your hitpoints is now linked to their's. Add the total hitpoints of both of you, and now you share that pool. Whenever one of you takes damage, you both feel it, and whenever one of you heals, the other feels it as well. When the hitpoints pool drops to 0, you both become unconscious. Additionally, any blessings or curses affects the both of you. For instance guidance affects both of you, hex affects both of you,  revivify affects both of you, control person affects both of you, etc... You both roll as if you had a disadvantage, taking the lower roll, and add both of your skill modifiers. If one of you has an advantage, then they roll and take the higher roll, then you roll and the lower roll between you two is used. Etc..
  97. A random party member gains the ability to heal another by slapping them anywhere on their body. The healing amount is equal to their STR modifier, and any unarmed attack they use will heal instead of deal damage. Additionally, it will remove one condition from someone that includes being unconscious or charmed or paralyzed or frightened or invisible or stunned.
  98. You may switch your position with an ally that also considers you an ally, where you both teleport to each other's location and switch. (Party members only, or if solo then familiar only.) This has a maximum range of two miles.
  99. You gain the ability to rage. Whenever you rage, all targets within 100ft roll a DC save of 5+(Your WIS)+Your prof. If they fail, they're frightened until the end of their next turn. If you have frenzied rage, and you enter frenzied rage, the DC is increased by an additional amount equal to your proficiency, and if they fail, they are frightened until the end of their next two turns.
  100. Your shapeshifting or wild shape's time is extended by half, each time you heal someone that isn't you, add a 1 to that healing. Additionally you gain the ability to wild shape into any CR0 beast an amount of times equal to your proficiency with an amount of time equal to your proficiency in minutes.
Unstable Existence (Fun And Flavor With A Lot Of Randomness) Image

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