When you enhance (or derail) a major plot point or battle, roll a critical hit as a last hit on a boss, convinced a player controlled character to do something they were against through a contested roll, or for any other reason the DM may decide. You will be given a magically sealed box that can only be opened by you during a long rest. Roll percentage to open magically sealed boxes, and use chart below.
0% Jokes on you: You received some broken gear (Unfixable), a spell scroll that has faded, and has been reused as a shopping list (Spell unreadable), and 3 copper (To buy yourself a drink).
1-25% Not to bad: You receive a common item, a D4 worth of common potions, some other items of DM's discretion (I recommend some extra torches, bedrolls, and maybe like 10,000 ball bearings), and 1 gold.
26-50% Almost there: You receive a uncommon gear item, a D6 worth of uncommon potions, a D6's worth of commonly found spell components/ items at the DM's discretion, 10 gold.
51-75% Look at you roll: You receive a rare gear item, a D6 worth of rare potions, a D8's worth of uncommonly found spell components/ items at the DM's discretion and 50 gold.
76-99% Talk about lucky!: You receive a very rare gear item, a D4 worth of very rare potions, a D10's worth of harder to acquire spell components/ items at the DM's discretion, 5-100 platinum (DM's choice as to not break the campaign).
100% JACKPOT!!!: You receive a legendary gear item, a D12 worth of mixed rarity potions or 2 legendary potions (No peeking before you make a choice), a D12's worth of extremely rare spell components/ items at the DM's discretion, 10-10,000 platinum (DM's choice so you best suck up).
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