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Your luck is unusually poor, but you have learned to make the most of it. At the start of every session your DM gains three dice and can use them to force you to reroll a skill check, attack roll or saving throw. You also gain the following rules;

  • A creature that rolls a critical attack against you deals half damage and takes half the damage it deals.
  • When you roll a natural twenty you must roll again at advantage and replace the original roll.
  • When you fail a saving throw against a non-harmful magical effect, it lasts half as long as normal.

 

Unlucky Image

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