Your inexplicable bad luck has gained you pity by some higher being. You have 6 hapless points, you can use these points to shift the favor of the fates, if an enemy rolls a natural 20 on any attack roll or saving throw, you can spend one hapless point to force them to re-roll and use the new roll. On the rare occasion that they roll a second natural 20, you regain the used hapless point and they are given disadvantage on the next roll they make. Hapless points reset after every long rest.
There are some upsides to your strange abilities though. After every long rest you roll 1d20 and expend a hapless point to determine a random effect:
|
D20 |
EFFECT |
|---|---|
|
01 |
your movement speed increases by 20ft until you take a short rest |
|
02 |
You gain an 1 extra action that can only be used in your next combat. |
|
03 |
You have immunity to being charmed or frightened for the next 8 hours. |
|
04 |
Any natural 1 rolled within the next 8 hours can be treated as a natural 20 |
|
05 |
You inexplicably gain the ability to cast 1 first level spell from the Wizard, Warlock, or Sorcerer class |
|
06 |
Your skin seems harder than usual, and your AC is increased by 2 until your next short rest |
|
07 |
You can choose to add an extra 2d8 damage to any single attack made in the next 8 hours |
|
08 |
For reasons unknown to everyone one the universe, you woke up with a familiar (you can determine which familiar this is after rolling the d20) |
|
09 |
You wake up with a random natural weapon (roll 1d6, 1-3 is bite, 4-6 is claws) |
|
10 |
You can choose to heal yourself for 2d8 at any point in the day until you take a short rest |
|
11 |
You can grant an ally one of these benefits (re-roll a d20 to determine the effect granted to your ally) |
|
12 |
You gain an additional 5 hapless points for a maximum of 10 |
|
13 |
You are immune to cold and fire damage for the next 8 hours |
|
14 |
You can teleport as a reaction to block an enemies attack on an ally, making the attack automatically fail, after doing so you are returned to your previous position |
|
15 |
Any melee weapons you have do an additional 2d6 fire damage for the next 8 hours |
|
16 |
You seem to have been blessed with the powers of a dragon, giving you 2 charges of a random breath weapon (roll 1d10 and take a breath weapon based on the draconic ancestry table, if you already have a breath weapon you gain 2 additional uses of it) |
|
17 |
All ability checks and saving throws have advantage for the next 8 hours |
|
18 |
If you are knocked down to 0 hit points before your next short rest, you can instead drop to 1 hit point |
|
19 |
Any spell cast by you or an ally that is within 120 ft of you doesn't require any material, verbal or somatic components. |
|
20 |
You get a single natural 20 that you can use to replace any attack roll, ability check, or saving throw (including death saving throws) |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/8/2021 5:20:25 AM
|
1
|
1
|
5
|
Coming Soon
|
Comments