You gain the following benefits.
Karma Points. You earn 'karma' points when you fail any D20 roll--skill check, ability check, saving throw, or attack roll. Points are earned based on the following table.
|
Fail a D20 Test by 1-9 = 1 Karma Point |
|
Fail a D20 Test by 10-19 = 2 Karma Points |
|
Fail a D20 Test by 20-+ points OR by rolling a Nat 1 = 3 Karma Points |
They cannot be used on the same roll that they are earned on. However, you can spend the points on the benefits below. (Note: Uses of Karma Points typically use your character's reaction. However, if you announce the use of the points BEFORE the D20 Test is rolled, you may do so as your character's free object interaction instead).
|
Ability |
Karma Points Used |
Details |
|
Personal Advantage |
2 |
Give yourself Advantage on a D20 Test. |
|
Ally Advantage |
3 |
Give a creature of your choice that you can see or hear within 60 feet of you Advantage on a D20 Test. |
|
Group Advantage |
8 |
Give a group of creatures that you choose (up to 10 total) that you can see or hear within 60 feet of you Advantage on a D20 Test. |
|
Enemy Disadvantage |
3 |
Impose Disadvantage on an enemy that you can see or hear within 60 feet of you who rolls a D20 Test against you. |
|
Misfortune |
10*- All creatures +1*- Exclude one creature in the affected area. +2†- you can increase the effect radius by 5 feet. |
You cast a pall of bad luck over creatures* in a 15-foot radius† centered on a point within range. Each creature in that area must succeed on a Wisdom saving throw (DC = 8+WIS Modifier+PB) or be cursed with bad luck for 1 minute. A creature under the effect of this spell has disadvantage on all ability checks, saving throws, and attack rolls. They may reroll the saving throw at the end of each of their turns. Additionally, a remove curse spell ends this effect. Special: If a targeted creature is carrying a stone of good luck, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a luck blade, the creature is unaffected by the spell, but the sword’s Luck ability and saving throw bonuses cease to function for 24 hours. |