Your adventures have given you an inflated sense of ego, which allows you to do extremely powerful things in the short-term that may come back to bite you in the longterm.
You gain the following abilities:
- Once every short rest, you can re-roll any die you like. In exchange, by the start of the next D&D session, the DM perpetually gains the ability to re-roll any attack roll or saving throw for any monster or NPC one time.
- At 7th level and above, you can decide to increase your armor class by 5 for the rest of the session. In exchange, by the start of the next D&D session, the DM perpetually gains the ability to give every attack roll for a random monster or NPC +5 for the rest of the session.
- At 14th level and above, you can change a single major decision (preferably plot-based) that the DM has made at any time in the past (i.e., you can ret-con it so that a villain actually cast a non-lethal cantrip instead of Power Word Kill, or have an army go to the left rather than the right). If the ramifications of changing the decision are at all unclear, it is up to the DM to decide whether you can use the feat in this way. In exchange, by the start of the next D&D session, the DM can give one monster or NPC a modified one-time use of the Wish spell, which can only perform effects that are explicitly stated in the spell, nothing that goes "beyond the scope" as stated at the end of the spell description.
If this is a one-shot or the last session of the campaign, the DM gains the above abilities at the time of the use of the feat, rather than by the start of the next session.
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