This amulet grants the wearer the power of true chaos with 3 uses until long rest. Once activated, the wearer rolls a 1d100 and is granted the assigned ability for the next 10 minutes. Each effect lasts 10 minutes and then magically vanishes.
|
1 |
Reality Slip – You can phase out of reality at will. While phased, you are invisible, untargetable, and can move through walls. You can’t interact with anything while phased. |
|
2 |
Boomerang Fist – Your fists detach and fly up to 60 ft before returning. Melee attacks can be made at range and count as magical weapons. |
|
3 |
Time Blink – Once per round, you can teleport to the position you were in on the previous round. |
|
4 |
Godmode Glitch – Once per round, ignore any single source of damage, effect, or condition. |
|
5 |
Mimic Lunchbox – You can pull 1d4 random magic items per minute from a magical lunchbox. They vanish after the ability ends. |
|
6 |
Teleport Punch – Every time you make a melee attack, you instantly teleport behind your target and gain advantage. |
|
7 |
Dragon Ride – You summon a spectral dragon mount that flies, breathes fire (6d6, once per minute), and can carry up to three medium creatures. |
|
8 |
One-Liner Boost – Every time you say a cool one-liner, your next attack deals double damage. Usable once per round. |
|
9 |
Gravity Hop – You can walk on walls, ceilings, or float by changing gravity for yourself once per round. |
|
10 |
Copycat Echo – A magical clone mimics your actions with a delay, dealing half damage and creating visual confusion (disadvantage to hit you). |
|
11 |
Punch the Moon – Once per round, unleash an upward strike that deals 3d12 force damage to all flying creatures within 100 ft. |
|
12 |
Unreal Inventory – You can pull any non-artifact item you've seen before from your hammerspace pocket. Items vanish when the effect ends. |
|
13 |
Exploding Eyes – You can fire a 60 ft fireball from your eyes once per round (6d6 fire, Dex save DC 18). |
|
14 |
Clown Summon – A disturbing mime-like clown follows you, frightening enemies within 20 ft unless they succeed a DC 18 Wisdom save. |
|
15 |
Air Walk – You can walk or run on air as if it were solid ground. |
|
16 |
Dice Hacker – Once per round, you can declare any d20 roll a natural 20 after rolling. |
|
17 |
Crit Magnet – You crit on 19–20. Enemies also crit you on 19–20. |
|
18 |
Rubber Limbs – Your arms and legs stretch up to 30 ft. You can grapple, punch, trip, or pickpocket at absurd distances. |
|
19 |
Magical Yo-Yo – A sentient yo-yo deals 2d10 psychic and 2d10 force damage, and can restrain enemies it hits. |
|
20 |
Epic Music Surge – Battle music surrounds you. Allies within 30 ft gain +3 to attacks, saves, and movement speed. |
|
21 |
Banana Peel – Once per minute, conjure a banana peel that causes any creature to slip and fall prone. No save. |
|
22 |
Undo Button – Once, rewind everything by one turn: positions, HP, conditions, and spent actions reset. |
|
23 |
Celestial Swagger – Divine light radiates from you. Enemies within 10 ft have disadvantage on attacks; allies have advantage on saves vs fear/charm. |
|
24 |
Glitch Step – Every time you move, attack, or are attacked, you teleport 5 ft in a random direction. Enemies have disadvantage on attacks against you. |
|
25 |
Narrative Override – Once per minute, declare something absurd to be true (“This horse is secretly royalty”). The DM must make it canon somehow. |
26 |
Black Hole Pocket – You create a 10 ft radius void centered on yourself. Projectiles and thrown objects get sucked in. Ranged attacks against you automatically miss. |
|
27 |
Supernova Heartbeat – Your chest glows with starfire. Each round, enemies within 15 ft take 1d6 radiant damage and must succeed a Con save (DC 18) or be blinded until the end of their next turn. |
|
28 |
Boomstep – Every time you move 10 ft or more, you create a thunderclap that deals 1d8 thunder damage to all creatures within 5 ft. |
|
29 |
Wish – You get 1 wish. Effect ends immediately after making wish. |
|
30 |
Giant's Glove – Your melee attacks cause shockwaves. When you hit, all creatures within 5 ft of the target take 3d6 force damage. |
|
31 |
Speed Demon – Your movement speed is quadrupled. You can Dash as a bonus action and never provoke opportunity attacks. |
|
32 |
Toon Logic – You can defy logic with cartoon physics: stretch limbs, squeeze through bars, survive falls, and pull hammers from thin air. You take no fall damage. |
|
33 |
Swarm Form – You disperse into a swarm of glowing particles. You can pass through cracks, are immune to weapon attacks, and reform anywhere within 60 ft as a bonus action. |
|
34 |
Laser Tongue – You fire a laser from your mouth. Line attack, 60 ft, 4d10 radiant damage, Dex save DC 18 for half. |
|
35 |
Knightmare Mount – Summon a spectral nightmare horse that flies, walks on walls, and terrifies enemies it charges. You gain +2 AC while riding. |
|
36 |
Gravity Crush – You can cause any creature within 60 ft to feel 10x heavier. They are restrained unless they succeed a Strength save (DC 18). One target per round. |
|
37 |
Echo Chamber – Your voice echoes powerfully. Shouting causes a 15 ft cone of thunder damage (3d8) and deafens targets. Usable once per round. |
|
38 |
Chains of Judgment – Once per round, summon ghostly chains to pull a creature 30 ft toward you and restrain it (Str save DC 18). |
|
39 |
Sticky Aura – All terrain within 20 ft of you becomes difficult terrain for everyone but you. Enemies have disadvantage on movement-based checks. |
|
40 |
Reverse Gravity Touch – When you touch something, you can reverse its gravity. Can be used to make enemies fall upward into ceilings or into the sky. |
|
41 |
Super Sentai Flash – You can transform in a dramatic light-show into a super-powered version of yourself, complete with armor and glowing eyes. Gain +2 AC and resistance to all damage. |
|
42 |
Golden Voice – Your words compel others. You have advantage on Persuasion, Deception, and Performance checks, and can cast command as a bonus action (no spell slot). |
|
43 |
Mirror Skin – You reflect the first successful attack against you each round back at the attacker. Same damage, same effect. |
|
44 |
Meteor Jumps – Each time you jump, you create a small explosion beneath your feet (10 ft radius, 3d6 fire damage, Dex save DC 18). Your jump height is tripled. |
|
45 |
Unstoppable Force – You are immune to being grappled, restrained, paralyzed, or knocked prone. Nothing can stop your movement unless you choose to stop. |
|
46 |
Pocket Dungeon – You can open a tiny extradimensional room (10x10x10 ft). You can step into it, hide things, or trap enemies inside (Dex save DC 18). |
|
47 |
Electromagnetic Aura – All metal objects within 30 ft rattle, levitate slightly, or fly toward you. Metal weapons have disadvantage to hit you. |
|
48 |
Chaos Paint – Everything you touch changes color or texture dramatically. Walls melt, trees shimmer, creatures glow neon. Purely visual, but incredibly distracting. |
|
49 |
Vampiric Weaponry – Any weapon you hold heals you for half the damage it deals. |
|
50 |
Duck Army – You summon a swarm of angry ducks that harass enemies. They peck, distract, and force concentration checks every round. 10 ft radius swarm follows your enemies. |
|
51 |
Ghost Punch – Your unarmed attacks pass through armor and deal force damage directly to hit points, ignoring resistances and immunities. |
|
52 |
Laughter Field – Enemies within 30 ft must succeed on a Wisdom save (DC 18) or fall prone laughing at the start of their turn. Once affected, they’re immune to this ability for the duration. |
|
53 |
Reverse Mirror – Any healing effects that would affect enemies within 60 ft instead harm them, and vice versa. |
|
54 |
All-Seeing Eye – You gain truesight, see through walls, invisible creatures, illusions, and into the Ethereal Plane. Can be very overwhelming. |
|
55 |
Chrono Clone – At the beginning of the ability, a past version of yourself appears beside you. It mimics your actions with a one-round delay, dealing half damage. |
|
56 |
Weapon Fusion – All weapons you wield fuse into one ultra-weapon of glowing chaos. Choose one: triple damage dice, triple crit range, or two attacks per attack action. |
|
57 |
Whispers of Madness – You constantly emit whispers. All enemies within 30 ft must make a Wisdom save (DC 18) at the start of their turn or suffer disadvantage on attacks and ability checks for 1 round. |
|
58 |
Living Tattoo – A magical tattoo slithers off your skin and fights for you as a Tiny creature. AC 20, 1 HP, flies, and grants +2 to any one ability score while active. |
|
59 |
Soundtrack Control – You control the “music” of the world. You can change the tone of scenes, silence enemies, or intensify combat. Allies gain +1d10 inspiration once per round. |
|
60 |
Ink Form – You dissolve into black ink. You can slither through cracks, become immune to weapon damage, and reform anywhere within 60 ft as a bonus action. |
|
61 |
Hero’s Spotlight – A literal beam of light follows you, dramatically illuminating your presence. You are always seen as trustworthy or glorious; enemies cannot willingly attack you unless they succeed a Charisma save (DC 18). |
|
62 |
Spell Duct Tape – Once per round, you can combine two known spells into one. Effects stack. You must cast both and expend both slots. |
|
63 |
Bubble Shield – A glowing bubble surrounds you. It blocks all damage up to 100 HP total and regenerates 10 HP per round. |
|
64 |
Voice of the Void – You speak in the voice of a cosmic entity. Once per round, target creature within 60 ft must make a Wisdom save (DC 18) or be stunned until the end of their next turn. |
|
65 |
Clown Car – Any object you open (a bag, box, drawer, coffin) is comically infinite inside. You can pull out 1d6 random creatures or objects per minute. All vanish when the effect ends. |
|
66 |
Shadow Puppeteer – You can control creatures via their shadow. Once per round, target within 30 ft must succeed a Charisma save (DC 18) or be forced to take a specific action (move, drop an item, etc.). |
|
67 |
Impossible Balance – You cannot fall prone, be tripped, shoved, or knocked over. You can stand on a tightrope, floating leaf, or falling boulder with ease. |
|
68 |
Sonic Boom Snap – Snapping your fingers causes a thunderclap. 20 ft cone, 3d8 thunder damage, and targets are pushed 10 ft back. Usable once per round. |
|
69 |
Giant Shadow – Your shadow becomes massive and terrifying. Enemies in dim light or darkness within 20 ft have disadvantage on attacks and must succeed a Wisdom save (DC 18) or become frightened. |
|
70 |
Swarm of You – 1d4 mini-versions of yourself appear and assist. Each one can take the Help action or distract a creature. They’re invulnerable but vanish if they leave 60 ft of you. |
|
71 |
Living Lightning – Your body becomes charged. Melee attackers take 2d8 lightning damage. You can move through creatures, dealing 4d8 lightning and pushing them 5 ft. |
|
72 |
Dimensional Pockets – You can reach into the air and pull out any mundane object under 100 lbs that you can name. Can only do this once per round. |
|
73 |
Shatterstep – Every time you teleport, you leave behind a glass-shattering explosion (10 ft radius, 4d6 thunder damage). |
|
74 |
Thousand Eyes – You grow hundreds of tiny eyes. You can’t be surprised, gain advantage on all Perception and Insight checks, and see in every direction. It’s gross. |
|
75 |
Construct Companion – A magical metal companion appears. AC 18, HP 30, deals 2d8 force damage, and can follow commands. Disintegrates when time’s up. |
|
76 |
Magic Rewind – Once per round, you can undo your most recent action and choose a different one instead. Rewinds position, damage, and spell slots. |
|
77 |
Forge Skin – Your skin becomes metal. You gain resistance to all damage and immunity to fire and poison. Your unarmed attacks deal 3d10 bludgeoning damage. |
|
78 |
Sound Vacuum – You can silence or amplify any sound within 60 ft. Enemies have disadvantage on verbal spellcasting and Perception. You can also scream so loud it causes 3d10 thunder damage. |
|
79 |
Perfect Memory – You instantly learn every spell, item, language, and secret you've seen or heard of, and can recall them flawlessly. Gain advantage on all Int-based checks. |
|
80 |
Element Roulette – Each round, you gain resistance to a random element (fire, cold, acid, lightning, poison, psychic, thunder, force, necrotic, radiant). Re-roll at the start of every turn. |
|
81 |
Living Magnet – You attract or repel metal at will. Enemies wielding metal weapons must succeed a Strength save (DC 18) or drop them each turn. |
|
82 |
Teleport Trail – Every time you teleport, you leave behind a fiery explosion (3d6 fire damage, 10 ft radius, Dex save DC 18). |
|
83 |
Portal Hopper – As a bonus action, you can create a linked pair of portals (max 100 ft apart). Stepping through one takes you instantly to the other. New pair replaces the last. |
|
84 |
Monster Mask – You can take on the physical form of any creature you’ve seen CR 10 or lower. You gain its abilities but keep your HP and mental stats. |
|
85 |
Echo of the Future – Once per turn, you can ask the DM what would happen if you do something. They must give you a truthful summary. |
|
86 |
Weapon Storm – Any time you throw or drop a weapon, it duplicates into a flurry of flying blades (5d6 slashing damage in a 10 ft radius). |
|
87 |
Titan Stomp – Once per round, you can stomp the ground, causing a localized quake. All creatures within 15 ft must make a Dex save (DC 18) or fall prone and take 2d8 bludgeoning damage. |
|
88 |
Perfect Form – You are treated as having 30 in all ability scores for the purpose of checks and saves. |
|
89 |
Godly Charisma – All creatures view you as a beloved figure. Enemies must pass a Wisdom save (DC 18) to target you with hostile actions. |
|
90 |
Cursed Halo – You glow with divine light, but enemies near you have bad luck. All enemies within 30 ft subtract 1d6 from attack rolls and saves. |
|
91 |
Endless Leap – You can jump infinite distances. Your jump speed replaces your movement. You can land on walls, ceilings, or airborne enemies. |
|
92 |
Wild Shape Surge – You can freely morph into any beast, monstrosity, or elemental CR 5 or lower at will, as often as you want. |
|
93 |
Meteor Slam – Once per round when you land from a jump or fall, create a 15 ft explosion (5d10 fire and bludgeoning damage, Dex save DC 18). |
|
94 |
Shadow Clone Army – You summon 1d6 shadowy duplicates of yourself. Each clone has 1 HP, AC 16, and mimics your attacks for half damage. |
|
95 |
Speedrun Mode – You take 3 turns per round. After your third turn, skip your next turn. |
|
96 |
Disco Inferno – A psychedelic light show surrounds you. Creatures of your choice who look directly at you must make a Wisdom save (DC 18) or be stunned for 1 round. Works once per creature. |
|
97 |
Reverse Damage – The first 30 points of damage you take each round instead heal you. |
|
98 |
Fourth Wall Awareness – You can sense the player’s intent, ask the DM meta-questions, and briefly break the narrative (once per round). |
|
99 |
Untouchable – You become intangible. You can pass through walls and can’t be hit by non-magical weapons. Your attacks ignore all resistances. |
|
100 |
Summon the Audience – A celestial audience appears, clapping and cheering. As long as they're cheering, you gain advantage on all rolls and automatically stabilize when reduced to 0 HP. |
Notes: having a chaotic alignment
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/21/2025 2:43:28 PM
|
0
|
1
|
--
|
Coming Soon
|
Comments