Fates
Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die.
Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die.
Coming out ahead, whether in games of chance or in life-or-death contention, fills you with resolve and vigor. You gain the following benefits. Bet Big. If you don't already have it, you gain Heroic Inspiration whenever you succeed on an ability check made against another creature, when you reduce a creature to 0 Hit Points, or when a creature fails a saving throw you forced it to make. If, in…
You touch a Tiny, nonmagical object, infusing it with a portion of your own luck for the duration. While another creature carries the object, that creature has Advantage on D20 Tests, and you have Disadvantage on D20 Tests. Available For: Bard (Legacy), Paladin (Legacy), Ranger (Legacy), Warlock (Legacy), Bard, Paladin, Ranger, Warlock, Druid - Circle of Wicker, Druid (Legacy) - Circle of Wicker…
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. Omens Omen The spell doesn’t account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance…
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Wondrous Item, uncommon (requires attunement) This electrum coin has a smiling human woman’s face on one side (heads) and a scowling fiendish woman’s face on the other (tails). While you’re within 30 feet of the coin, you can take a Bonus Action and use a command word to magically summon it to either your hand or pocket. Despite its unique appearance, this coin can be spent like a normal Electrum…
Level 2 Divination (Cleric, Druid, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP) Duration: Instantaneous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torso are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, pleading with their last remnants of human consciousness. Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation…
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
When you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a unique…
Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid typically has one or more pupils who are druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures. When an archdruid…
Wondrous Item, Uncommon (Requires Attunement) This electrum coin has a smiling human woman’s face on one side (heads) and a scowling fiendish woman’s face on the other (tails). While you’re within 30 feet of the coin, you can take a Bonus Action and use a command word to magically summon it to either your hand or pocket. Despite its unique appearance, this coin can be spent like a normal Electrum…
Otari is nestled in a coastal valley between two looming cliffs. To the west, the cliffside rises to a well-cared-for graveyard. To the east, a fantastic feat of engineering draws the eye—a trestle supporting a wooden loading chute extends down from the clifftop to a loading platform built into the harbor. This ingenious construction swiftly delivers lumber processed further inland at the mill to…
Origin Feat You gain the following benefits. Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest. Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. Disadvantage. When a creature rolls a d20 for…
Wondrous Item, rare (requires attunement) This Gold Piece has deep scratches on one side. It has 3 charges and regains all expended charges daily at dawn. When you make a D20 Test, you can expend 1 charge to replace the d20 roll with a coin flip. On heads, the roll is treated as a 20 (though you don’t score a Critical Hit with an attack roll or activate any other effects which trigger on the…
| —————— Roll Needed —————— | ——————— Number of Successes —————— |
|---|---|
| Normal | With Advantage |
| 1 | 1–4 |
You magically compel a creature within range that can hear and understand you to a nonmagical game with vital consequences. An unwilling creature must succeed on a Wisdom saving throw or be compelled to join you in the game. The loser of the game takes 6d6 Psychic damage. If no player has won or lost by the end of the spell’s duration, both you and the target take this damage. If you or one of…
Type: Tool Cost: 1 SP Weight: -- Ability: Wisdom Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. Spell Tags: Buff Available For: Cleric (Legacy), Druid (Legacy), Artificer (Legacy), Cleric, Druid, Artificer, Druid - Circle of the Symbiote
| Magic Item Table F 1d100 | Magic Item |
|---|---|
| 01–14 | Locksmith’s Bane |
| 15–26 | Toadstone … |
Type: Adventuring Gear Cost: 10 GP Weight: 1 lb An Astrolabe is a small instrument made of metal that can be used as a star chart and an instrument that can be used to solve a variety of problems related to astronomy and navigation.
Once the entire group of characters records an experience, the flumph ushers them into a nearby meeting room.
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