Base Class: Ranger
This is a special subclass that bases around extreme probabilities. It allows the user to add special moves to their attacks or actions. The possibilities may be good, may be bad. Essentially a Gambler's Way. For those that have a crippling addiction to letting Lady Luck decide the outcome of the battle.
The Gamble
The Gambling magic is a type of magic granted to selected individuals that are chosen at the God of Game’s curiosity. There are no exceptions as to who may receive the magic from them but it cannot be inherited or obtained by any other means. A type of probability game will appear in the selected individual’s pocket or hand and is magically bound to them. After moving a certain distance away from them, the items will return back to the owner. No one knows the true reason why the God of Game grants this power to such individuals or his true name but it seems to be out of sheer boredom. In his eyes, the world and reality itself is a game so who knows what this magic could potentially do. Many have gained a fortune from it and many others have been vanquished by it. You can only pray that whatever happens, may luck be on your side.
When you take an action, you may roll 1d2. If you roll a 1, nothing happens. If you roll a 2, you have to roll a d200. Depending on the number you roll, a certain effect/spell/action will occur that could benefit you or the enemy. This effect is chosen from the Gambler's Table of Luck below:
If you gain an immunity or vulnerability from the Gambler's Table of Luck, the previous immunity or vulnerability you gained from it fades away.
|
Roll |
Effect |
|
1 |
A 50-foot radius explosion occurs centered on you. All creatures within range take 2d6 fire damage. |
|
2 |
You gain a +5 bonus to all attack rolls for 1 hour. |
|
3 |
For the next 2 hours, you have the effects of the Disguise Self spell, however, the size limitation is removed and you can only disguise into other creatures. You may change the disguise at will as a free action. |
|
4 |
Everything within a 30-foot radius centered on you spontaneously combusts and is now on fire. |
|
5 |
You polymorph into a rat for 1 hour. |
|
6 |
You lose your touch with the magical world and can’t cast spells or use magic items for 1 hour. |
|
7 |
You are struck by lightning and take 2d6 lightning damage. |
|
8 |
You become trigger-happy and gain +5 initiative for 10 minutes. |
|
9 |
You emit an extremely foul odor for 5 hours. |
|
10 |
You are now forced to be happy for 1 hour. |
|
11 |
The next short rest you take will count as a long rest. |
|
12 |
A radial blast is emitted from you and all allies within 50 feet of you can no longer use magic items for 10 minutes. |
|
13 |
Your perception of time accelerates incredibly and you gain an additional action, bonus action and reaction for the next 1d6 rounds. |
|
14 |
All allies within 1 mile of you, including you, gain 1 level of Exhaustion. |
|
15 |
Choose an ally. They regain all of their Hit Points when they reach less than 1/8th of their Maximum Hit Points. If the chosen creature instantly reaches 0 Hit Points, then they do not regain all of their Hit Points. |
|
16 |
All attacks that you and your allies make deal Force damage instead of their normal damage for 1 hour. |
|
17 |
All attacks that you and your allies make ignore resistance and immunities for the next 1d6 minutes. |
|
18 |
Choose either your left arm, left leg, right arm or right leg. The limb of your choice falls off. |
|
19 |
You regain all spent spell slots. |
|
20 |
You teleport 80 feet forward. |
|
21 |
5 Nothics appear around you. |
|
22 |
You gain 40 gold pieces. |
|
23 |
8 Swarms of Bats appear within 5 feet of you. |
|
24 |
All attacks that you and your allies make deal Psychic damage instead of their normal damage for 1 hour. |
|
25 |
You emit an odor that smells like roses. Any creature that starts it’s turn within 10 feet of you must succeed on a Wisdom saving throw DC 14 or become charmed by you. |
|
26 |
You flinch and lose your turn for the round. |
|
27 |
You create a permanent Anti-magic sphere as if by the spell Antimagic Field spell with a radius of 100 feet and doesn't move with you. This Anti-magic sphere can only be dispelled with a Dispel Magic spell cast on it using a 9th level spell slot. |
|
28 |
You polymorph into a wolf for 10 minutes. |
|
29 |
Any weapons that you are currently holding are turned into Revolvers. |
|
30 |
You summon a Devil’s Ride in front of you. |
|
31 |
Your arms turn into edible jelly. You cannot control them. They revert back to normal in 1d10 minutes. |
|
32 |
Your right eye bursts but the next attack you make deals an additional 10d8 ice damage. You gain disadvantage with any Perception checks involving sight until your right eye is healed. |
|
33 |
Your weapons now deal an additional 2d8 Thunder damage but extreme dubstep audible out to 300 feet rings from them for 10 minutes. |
|
34 |
The closest ally to you is now Marked. They take an additional 5d6 necrotic damage the next time they are hit, this damage ignores resistances and immunities. |
|
35 |
You turn into an illusion of everyone’s greatest fear. They must succeed on a Wisdom saving throw DC 13 or be frightened of you for 1d6 minutes. The illusion lasts for 1 minute. |
|
36 |
You gain a pet rat. |
|
37 |
The next attack you make targets your furthest ally, regardless of the distance. If the attack has an AoE then it is centered on them. |
|
38 |
If a creature within 100 feet of you casts a spell in this round, that spell instead affects a creature of your choice. The spell can’t target its original target. |
|
39 |
Your original ears disappear and cat ears now replace them. |
|
40 |
A god you believe in Smites a creature of your choice within 100 feet of you. If you believe in no gods, then the divine god Re will smite the creature. |
|
41 |
You can only speak Deep Speech for the next 10 minutes. |
|
42 |
All attacks that you and your allies make deal Acid damage instead of their normal damage for 1 hour. |
|
43 |
You are forced to smile for 1 hour. |
|
44 |
You show no emotion until you take a short rest. |
|
45 |
All allied creatures with the Wizard class can't regain spell slots for 1d2 days. |
|
46 |
All allied creatures with the Monk class can’t use Bonus Actions and can only attack once per round for 1d2 days. |
|
47 |
You can now only speak Infernal for 10 minutes. |
|
48 |
Roll 1d4. If you roll a 1 or 2, a dragon hostile to you is teleported to a space within 10 feet of you. If you roll a 3 or 4, a dragon friendly to you is teleported to a space within 10 feet of you. They remain for 1d6 minutes or until they reach 0 Hit Points, then they are teleported back. |
|
49 |
All allied creatures within 1 mile of you change to the opposite gender. If they don't have a gender, then they gain a random gender for 1d2 days. |
|
50 |
All creatures within 100 feet of you have Disadvantage on all attack rolls and saving throws for 1d6 rounds. |
|
51 |
Nothing happens. |
|
52 |
You gain immunity to fire damage permanently. |
|
53 |
All attacks that you and your allies make deal Necrotic damage instead of their normal damage for 1 hour. |
|
54 |
All creatures hostile to you within 100 feet of you gain immunity to non-magical damage. |
|
55 |
A creature from another plane of existence is teleported to a space within 20 feet of you. |
|
56 |
Gravity has the opposite effect on all allied creatures within 1 mile of you for 10 minutes. |
|
57 |
You automatically succeed on all death saving throws the next time you reach 0 Hit Points. |
|
58 |
All attacks that you and your allies make deal Cold damage instead of their normal damage for 1 hour. |
|
59 |
All creatures within 1000 feet of you are blasted with cold and are now Unconscious. This bypasses Immunity to Unconscious. They are Unconscious for 1 day. |
|
60 |
Nothing happens. |
|
61 |
All allied creatures with the Fighter class can’t make any Extra Attacks and are Frightened of a creature closest to them for 1d2 days or until the creature dies. |
|
62 |
All allied creatures with the Druid class can’t wildshape and is deafened for 1d2 days. |
|
63 |
For 1d6 rounds, all allied creatures within 100 feet of you gain an AC of 20, if a creature has an AC of 20 or higher already, they are unaffected. |
|
64 |
You gain 1000 ball bearings. |
|
65 |
Roll 1d3. On a 1, you feel your muscles ripple and increase in mass, your Strength score increases by 2, this bonus cannot exceed 20, and your carrying capacity is also doubled permanently. On a 2, you feel yourself become faster and more agile, your Dexterity score increases by 2, this bonus cannot exceed 20, and your walking speed increases by 10 feet. On a 3, your body hardens and becomes more resilient, your Constitution score increases by 2, this bonus cannot exceed 20, and you gain advantage on your choice of either Death saving throws, checks to resist Exhaustion or Constitution saving throws. |
|
66 |
A sphere of electricity radius 50 feet forms centered on you, the sphere does not move with you. Any creature that enters or leaves the sphere takes 5d8 lightning damage. |
|
67 |
All ranged weapons within 100 feet of you have their range doubled for 10 minutes. |
|
68 |
Roll 1d3. On a 1, you feel information enter your brain, your Intelligence score increases by 2, this bonus cannot exceed 20, and you gain advantage on your choice of either History, Arcana or Nature checks. On a 2, your understanding of the world grows, your Wisdom score increases by 2, this bonus cannot exceed 20, and your perception bonus increases by 1. On a 3, you understand how the mind works more and can influence people with your words easier, your Charisma score increases by 2, this bonus cannot exceed 20, and you gain advantage on your choice of either Deception, Persuasion or Intimidation. |
|
69 |
All creatures within 1000 feet of you feel an urge to procreate with the opposite gender for 1d2 hours. |
|
70 |
All allied creatures with the Sorcerer class can’t use Metamagic for 1d2 days and regardless of their subclass, they must roll 5 times on the Wild Magic Surge Table of the Wild Magic Sorcerer subclass. |
|
71 |
All allied creatures with the Warlock class can’t use Eldritch Blast for 1d4 days. |
|
72 |
A shining halo appears above you, all creatures within 80 feet of you that are looking at you must succeed on a Constitution saving throw DC 14 or become blinded for 1 minute. |
|
73 |
The ground within 100 feet of you turns into sand. |
|
74 |
Your left arm bursts into flames and your right arm freezes permanently, both effects cause no harm. |
|
75 |
All allied creatures with the Cleric class can’t cast healing spells or use Channel Divinity for 1d2 days. |
|
76 |
All allied creatures with the Rogue class can’t make sneak attacks and can’t reroll die and are blinded for 1d2 days. |
|
77 |
You gain immunity to cold damage permanently. |
|
78 |
Any food you touch becomes stew permanently. |
|
79 |
All allied creatures with the Artificer class can’t create magic items for 1d4 days. |
|
80 |
All attacks that you and your allies make deal Radiant damage instead of their normal damage for 1 hour. |
|
81 |
All allied creatures with the Barbarian class can’t rage for 1d4 days. |
|
82 |
All allied creatures with the Paladin class can’t use Divine Smite, channel divinity and use Lay on Hands for 1d2 days. |
|
83 |
All allied creatures can’t die for 1d4 rounds. |
|
84 |
All allied creatures within 100 feet of you gain a walking speed of 100 feet for 1d4 rounds, if their walking speed is 100 or higher, this has no effect on them. |
|
85 |
You gain immunity to Radiant damage. |
|
86 |
You gain immunity to Necrotic damage. |
|
87 |
All allied creatures within 100 feet of you have their walking speed reduced to 10 feet for 1d4 rounds. |
|
88 |
All allied creatures within 100 feet of you gain resistance to non-magical damage for 10 minutes. |
|
89 |
All allied creatures with the Bard class have disadvantage on all ability checks and can’t charm or seduce other creatures for 1d4 days. |
|
90 |
All allied creatures with the Ranger class can’t use ranged weapons and have disadvantage on all Dexterity checks and saving throws for 1d2 days. |
|
91 |
All creatures within 1000 feet act as if under the effect of the Otto’s Irresistible Dance spell for 1 hour. The spell is able to affect creatures that can’t be charmed. Affected creatures cannot make a saving throw to regain control of themselves. |
|
92 |
You gain the ability to cast the spell Weird once without using a spell slot. |
|
93 |
An allied creature of your choice changes its name to Jeff for 1d2 days. |
|
94 |
You can only speak Orc for the next 10 minutes. |
|
95 |
You can only speak Hook Horror for the next 10 minutes. |
|
96 |
Your next attack hit forces the target to make a Constitution saving throw DC 15. On a failed save if the target’s Maximum Hit Points are above 100, they are reduced to half their remaining Hit Points, if the target’s Maximum Hit Points are below 100, they die. |
|
97 |
You gain 40 daggers that spontaneously appear in your bag. If they cannot fit, they explode outwards and the bag is destroyed. |
|
98 |
All allied creatures’ weapons glow when a creature hostile to you moves within 200 feet of them for 10 minutes. |
|
99 |
Choose a creature within 100 feet of you, they roll once on the Gambler’s Table of Luck. |
|
100 |
A permanent portal to a random plane of existence 20 feet wide and 20 feet long opens, this portal is a two way portal that cannot be removed. |
|
101 |
All weapons you are currently wielding each transform into a Shield +3, this does not affect legendary weapons. |
|
102 |
All attacks that you and your allies make deal Fire damage instead of their normal damage for 1 hour. |
|
103 |
You become intangible for 1 minute. While intangible, you cannot be affected by anything and nothing can affect you. |
|
104 |
All allied creatures within 100 feet of you have their AC reduced to 10 for 1d4 rounds. |
|
105 |
All allied creatures within 100 feet of you have their AC increased to 20 for 1d4 rounds. If their AC is already 20 or higher, nothing happens. |
|
106 |
The environment within 50 feet of you becomes filled with luscious trees. |
|
107 |
All attacks that you and your allies make deal Lightning damage instead of their normal damage for 1 hour. |
|
108 |
You gain immunity to Force damage permanently. |
|
109 |
You feel your body lacerate, you take 4d6 slashing damage. |
|
110 |
All attacks that you and your allies make deal Poison damage instead of their normal damage for 1 hour. |
|
111 |
All attacks that you and your allies make deal Thunder damage instead of their normal damage for 1 hour. All who are affected feel the atoms in their body vibrate violently. Sound created from this is audible up to 300 feet away. Creatures that are hit with thunder damage must succeed on a Constitution saving throw DC 12 or be deafened. |
|
112 |
You feel divine energy flow within you and your power surges to it’s normal peak for a short duration. All your ability scores are set to 20 for 1d2 rounds. If an ability score is already 20 or higher, nothing happens to it. |
|
113 |
You gain immunity to Acid damage permanently. |
|
114 |
The weave becomes unstable for an instant, and you take the full brunt of it’s unstable magic. Roll once on the wild magic surge table and take 4d6 force damage. |
|
115 |
The air around your current weapon bursts into flames, your weapon deals an extra 6d4 fire damage but you take 1d4 fire damage every round you hold it. |
|
116 |
You gain the might of a dragon and can use one breath weapon of your choice for 1d4 rounds. The breath weapon uses the statistics of a breath weapon of an adult dragon. |
|
117 |
If the next creature you attack has the undead creature type, they must succeed on a Constitution saving throw DC 18 or all undead creatures within 100 feet of it die. |
|
118 |
You gain immunity to Psychic damage permanently. |
|
119 |
An unseen object strikes you, you take 4d6 bludgeoning damage. |
|
120 |
A part of your bodily fluids becomes poison, succeed on a Constitution saving throw DC 15 or take 5d6 poison damage, half as much on a successful save. |
|
121 |
A random devil from the nine hells appears in a space within 30 feet of you and attempts to make a deal with you, if you accept the deal, the devil returns to the nine hells, if you reject the deal the devil becomes hostile to you and returns to the nine hells after 1d6 rounds or until it reaches 0 hit points. |
|
122 |
You feel your energy dissipate, you gain 1 level of exhaustion. |
|
123 |
Your bodily fluids turn into poison and you gain immunity to poison permanently. Creatures that ingest this poison must succeed on a Constitution saving throw DC 12 or take 4d4 poison damage. |
|
124 |
Through the powers of alchemy, a limb of your choice becomes mechanical permanently, you can unsheath a hidden blade on the limb as a bonus action, when this happens your unarmed strikes deal 2d4 slashing damage on a hit. You may sheath the blade again as a bonus action. |
|
125 |
You gain the Dual Wielder feat. |
|
126 |
100 Shurikens appear in your bag. (use statistics for dart)If they cannot fit, they explode outwards and the bag is destroyed. |
|
127 |
A modron appears within 10 feet of you with a message from primus to warn you of your actions, if you roll this again, an inevitable appears within 20 feet of you. |
|
128 |
A grimoire of anti-magic appears in your hand, while you have it, you cannot use magic but magic cannot affect you directly in any way. |
|
129 |
You can cast the Modify Memory spell as a 9th level spell using your spell save DC, once. |
|
130 |
You gain immunity to Lightning damage permanently. |
|
131 |
You gain immunity to Thunder damage permanently. |
|
132 |
Roll 3 more times on the gambler’s table. |
|
133 |
You throw a creature within 5 feet of you 100 feet in a direction you choose, if it hits an object it takes 8d10 bludgeoning damage. |
|
134 |
A mass of energy gathers into the palm of your hand, you may release this energy as a beam 60 feet long and 5 feet wide, enemies in the beam must succeed on a Dexterity saving throw DC 15 or take 8d8 force damage and is pushed 10 feet in the direction of the beam, half as much damage and is not pushed back on a successful save. |
|
135 |
Black demon wings sprout from your back, you gain a flying speed of 60 feet. |
|
136 |
You gain a spirit with a humanoid form that follows you, this spirit can transform into a weapon and back at will. While in weapon form, the spirit can communicate to you telepathically. The spirit can only turn into one type of weapon, either chosen at random or chosen by the DM. The spirit has 5d4+10 hit points. |
|
137 |
Sound waves disrupt your body, you take 5d6 thunder damage. |
|
138 |
A shotgun appears in your hand, you may reload it with religious intent, the shotgun deals 5d8 radiant damage. If you target a fiend with the shotgun, you have advantage on the attack roll and the shotgun deals 10d10 radiant damage instead. You gain proficiency with shotguns. |
|
139 |
You begin to hallucinate, you have disadvantage on all perception, investigation, arcana and survival checks for 1d2 hours. |
|
140 |
You can now only speak Blink Dog for 10 minutes. |
|
141 |
You can now only speak Bullywug for 10 minutes. |
|
142 |
You can now only speak Draconic for 10 minutes. |
|
143 |
You can now only speak Giant Eagle for 10 minutes. |
|
144 |
You lose all senses and become blinded and deafened for 1d4 minutes. |
|
145 |
10 smithing tools appear in your bag. If they cannot fit, they explode outwards and the bag is destroyed. |
|
146 |
Unholy gas fills a 60 foot area centered on you, all creatures that need to breathe take 4d4 necrotic damage for every round they stay in the gas. The gas dissipates after 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. |
|
147 |
Roll 1d4, on a 1, the country’s environment changes to a desert, on a 2, the country’s environment changes to the arctic, on a 3, the country’s environment changes to oak woodlands, on a 4, the country’s environment changes to grassland meadows. If the country’s environment changed, an inevitable responsible for that climate appears in a space within 20 feet of you, multiple inevitables may appear if multiple climates were changed. |
|
148 |
You can now only speak Ice Toad for 10 minutes. |
|
149 |
You can now only speak Ixitxachitl for 10 minutes. |
|
150 |
A fiery rage boils your blood, your next two unarmed strikes deal an extra 10d10 fire damage. If the target is a dragon, they take an additional 10d10 fire damage. |
|
151 |
You gain vulnerability to all magic damage for 1 minute. |
|
152 |
Nonmagical plants within 100 feet of you that aren’t creatures, such as trees and shrubs, wither and die instantly. |
|
153 |
A circle of abjuration magic appears around all creatures within 200 feet of you, they are restrained for 1d4 rounds. |
|
154 |
A storm as if from the Storm Of Vengeance spell appears above you and moves with you. The storm lasts for the full duration (1 minute), no concentration required using a spell save DC of 15. |
|
155 |
All creatures within 100 feet of you are now charmed by you for 1d2 minutes. |
|
156 |
A gust of wind blows in a direction of your choice, all creatures within 50 feet of the wind must succeed on a Dexterity saving throw DC 12 or lose all of their equipped clothing. |
|
157 |
Acidic armor appears on your body, creatures that hit you with a melee attacks take 2d4 acid damage for 1 minute. |
|
158 |
20 abyssal chickens that are hostile to you appear within 30 feet of you. |
|
159 |
You gain a magical guitar, when you play this guitar, all allied creatures within 60 feet of you that can hear you gain 15 temporary hit points that go away on a long rest. The guitar then loses it’s magic for 1 day after you use it. |
|
160 |
A dark mist covers your body, you are now blinded but all attack rolls made against you have disadvantage for 2d2 rounds. |
|
161 |
Your eyes glow blue with strange lines across them, you gain truesight up to 60 feet for 1d2 minutes. |
|
162 |
Your skin turns white permanently. The only way to revert to your normal skin color is through a Wish spell. |
|
163 |
A blue pill and a red pill appear in your hand, if you consume the blue pill, all allied creatures within 60 feet of you gain 10 temporary hit points but you lose 20 hit points, if you consume the red pill, all allied creatures within 60 feet of you take 8 necrotic damage and you gain 2d8 + the amount of necrotic damage dealt as temporary hit points. When you consume one pill, the other disappears. |
|
164 |
Illusions of your greatest fear appear and haunt you for 1d2 minutes. You must succeed on a Wisdom saving throw DC 16 at the end of each of your turns or be frightened until the end of your next turn. |
|
165 |
You feel a grumble in your stomach, you must succeed on a Constitution saving throw DC 16 or fall prone. |
|
166 |
Your sense of defence weakens, you automatically fail your next strength saving throw. |
|
167 |
You gain the effects of the Mirror Image spell. |
|
168 |
Roll 1d2, on a 1,your body temperature decreases, cooling you down and providing you an advantage on your next attack roll, on a 2, your body temperature increases, the next time you take the attack action, you do an additional attack. |
|
169 |
Your skin color turns into every shade of the rainbow for 1d2 minutes. |
|
170 |
You shrink to the size of a cell for 1 round. |
|
171 |
An Aardvark appears before you and is charmed by you for 1d6 minutes. |
|
172 |
A barrage of bullets appear out of thin air and hit you, you must succeed on a Dexterity saving throw DC 14 or take 10d4 piercing damage, half as much on a successful save. |
|
173 |
All tables within 200 feet of you act as if under the effect of the Levitate spell. |
|
174 |
Nothing happens. |
|
175 |
6 bottles of Wyvern Poison appear in your bag. If they cannot fit, they explode outwards and the bag is destroyed. |
|
176 |
You suddenly gain a vision of the near future. You know what will happen in 2 rounds from now. |
|
177 |
Roll 1d3. A hole 15 feet wide, 15 feet long and 60 feet deep appears at a location; on a 1, it appears at a location of your choice. On a 2, it appears under you. On a 3, it appears underneath a random allied creature within 1 mile of you. |
|
178 |
The area within 100 feet of you acts as if under the effect of the Light spell. |
|
179 |
A random Celestial appears before you. |
|
180 |
An ally furthest from you appears prone in front of you. |
|
181 |
You may make a deal with Asmodeus. If you accept the deal, Asmodeus will take 2 levels from you but grant you permanent immunity to 2 Damage Types of your choice. If you reject the deal, you gain a random vulnerability. This deal is an exclusive one time thing and if rolled again, nothing happens. |
|
182 |
A large Explosion of Division Magic occurs centered on you. All creatures within 120 feet must make a Dexterity saving throw DC 14. On a failed save, they are reduced to half their current hit points. On a successful save, they fall prone. |
|
183 |
Nothing happens. |
|
184 |
You gain a tremorsense of 40 feet permanently. If you roll this again nothing happens. |
|
185 |
You become colour blind for 1d10 minutes. |
|
186 |
You automatically fail the next skill check you make. |
|
187 |
Your body coordination becomes internally messed up. For 1d2 rounds, you attack any other creature than the one you intended to hit within 10 feet. |
|
188 |
Your mouth is filled with sand and you cannot speak for 1d4 rounds. |
|
189 |
You gain expertise in a skill of your choice permanently. |
|
190 |
All allied creatures with the Monk class fall asleep until hit. |
|
191 |
The current weapon you are holding transforms into air and disperses, ultimately destroying it. |
|
192 |
Your intelligence is reduced to 6 for 1d4 minutes. |
|
193 |
A sound wave is emitted from you and all creatures within 80 feet must succeed on a Constitution saving throw DC 12 or become deafened for 1d4 rounds. |
|
194 |
A random plant in the world gains the effect of the Awaken spell but instead of 10 intelligence it gains 12. |
|
195 |
A papercut appears on your finger/toe and causes you excruciating pain. You take 1 slashing damage. |
|
196 |
Roasted beef jerky the size of a gargantuan creature appears in front of you. |
|
197 |
You gain a bag that contains a bag that contains a bag. |
|
198 |
You can only speak Ice Toad for the next day. |
|
199 |
You must succeed on a Constitution saving throw DC 18 or succumb to your lustful desires to orgasm. |
|
200 |
A random creature in the world dies and it’s corpse appears in the nearest unoccupied space in front of you. |
Ace of the Sleeve
When you roll on the Gambler's Table of Luck, roll another d200 and both effects occur.
Didn't See It Coming?
When you roll on the Gambler's Table of Luck, roll another d200 and all three effects occur.
Emissary of Luck
Every time you make a purchase, you roll a d2. If you roll a 1, nothing happens. If you roll a 2, you get all your money back. You also automatically succeed all Survivial, Perception, Deception, Performance, Insight and Athletics checks. When you loot a body, you roll a d2. If you roll a 1, nothing happens. If you roll a 2, you get 1d10 gold pieces.
In addition, When you roll on the Gambler's Table of Luck, roll another d200 and all four effects occur.
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