Once per day, at dawn, you can roll 1d4 on the Impossible Dream table to determine your charge for the day. You maintain the charge as if concentrating on a spell, and it lasts until you fail a concentration saving throw or end it as an action.
| IMPOSSIBLE DREAM ROLL | RESULT |
|---|---|
| 1. My knightly advice? Dodge their attacks! | All allied creatures within 20 feet have their Armor Class increased by 1. |
| 2. This is not a stick; it is a golden lance! | Your weapon attacks deal an additional 1d6 force damage. |
| 3. Hear me! There is a great quest we must embark upon! | Your movement speed increases by 10 feet. |
| 4. The cruel reality, the end of this impossible dream. | You have advantage on all saving throws and take half damage from magical effects. You become vulnerable to nonmagical bludgeoning, slashing, and piercing damage. |
Comments