This coin is a little larger than your average currency, and has two distinct sides. One side is always shiny, and has a picture of outstretched hands, embracing you into the future. While the other side seems to always have a shadow cast across it, and has only the symbol of death.
Anytime the wielder of this coin needs to roll a d20, instead, they can choose to flip this coin. An outcome of Heads is considered a critical success (NAT20), and may have some extra benefits. Whereas, an outcome of Tails is considered a critical failure (NAT1), and may have some extra consequences.
The coin can be used in this manner twice per short rest.
Notes: Tails Table d100: Effect 01–02 : Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 03–04 : You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. 05–06 : A modron chosen and controlled by the DM, and hostile toward you, appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 07–08 : You cast fireball as a 3rd-level spell centered on yourself. DC 15. 09–10 : You cast magic missile as a 3rd-level spell with yourself as the target 11–12 : Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 13–14 : You cast confusion centered on yourself. DC 15. 15–16 : For the next minute, you lose 5 hit points at the start of each of your turns. 17–18 : You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 19–20 : You cast grease centered on yourself. DC 15. 21–22 : Creatures have advantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 23–24 : Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. 25–26 : For the next minute, you sight goes blurry. During that time, you have disadvantage on Wisdom (Perception) checks and attack rolls that rely on sight. 27–28 : You cast slow centered on yourself, with you being one of the targets. DC 15. 29–30 : You teleport up to 60 feet into the air to an unoccupied space of your choice that you can see. 31–32 : You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 33–34 : Minimize the damage of the next damaging spell you cast within the next minute. 35–36 : Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 37–38 : 1d6 flumphs controlled by the DM and hostile towards you appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after dropping to 0 hp or 1 minute, whichever occurs first. 39–40 : You take 2d10 psychic damage. 41–42 : You turn into a potted plant with 3 hit points until the end of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. Any damage that goes beyond what is needed to break this form is carried over to your normal physical form. 43–44 : For the next minute, your speed is halved. 45–46 : You cast levitate on yourself. 47–48 : A unicorn controlled by the DM and hostile towards you appears in a space within 5 feet of you, then disappears when it reaches 0 hit points or after 1 minute, whichever is first. 49–50 : You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. This impacts the verbal components of any spell or attack. 51–52 : A specter controlled by the DM and hostile towards you appears in a space within 5 feet of you, then disappears when it reaches 0 hit points or after 1 minute, whichever is first. 53–54 : You immediately feel intoxicated, as if by the strongest alcohol, for the next 1d6 hours. 55–56 : All of your hair falls out, causing disadvantage on all Charisma checks while like this. It grows back within 1d4 days. 57–58 : For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. 59–60 : You spend one of your lowest-level available spell slots. 61–62 : For the next minute, you must shout when you speak, causing disadvantage on Stealth checks. 63–64 : You cast fog cloud centered on yourself. 65–66 : You and two other creatures or your choice within 30 feet of you take 4d10 lightning damage. 67–68 : You are frightened by the nearest creature until the end of your next turn. 69–70 : Each creature within 30 feet of you, but not yourself, becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. 71–72 : You gain vulnerability to all damage for the next minute. 73–74 : You become poisoned by three different poisons for 1d4 hours. 75–76 : You glow with bright light in a 30-foot radius for the next minute. You and any creature that ends its turn within that radius of you is blinded until the end of their next turn. 77–78 : You cast polymorph on yourself. If you fail the DC 15 Wisdom saving throw, you turn into a sheep for the spell’s duration. 79–80 : Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute, imposing disadvantage on all Stealth checks, for you and anyone within 10 feet of you when you make the check. 81–82 : You lose your full action on your next turn. 83–84 : You take 2d10 necrotic damage. Each creature within 30 feet of you regains hit points equal to the sum of the necrotic damage dealt. 85–86 : You cast blindness/deafness on yourself. DC 15. 87–88 : You cast banishment on a random creature within 60 feet of you. DC 15. 89–90 : You cast antimagic field centered on yourself. 91–92 : A hell hound controlled by the DM and hostile towards you appears in a space within 5 feet of you, then disappears when it reaches 0 hit points or after 1 minute, whichever is first. 93–94 : Your size decreases by one size category for the next minute. Any melee attack gets a -1d4 to its damage. 95–96 : You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. 97–98 : You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. 99–00 : You fall to the ground, prone and unconscious for the next minute.
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