1 | The Wyrmβs Curse β The GM can force you to critically fail any d20 roll once. |
2β3 | Ashened Pulse β You glow like an ember. Your HP maximum is halved for the rest of the session, but enemies within 5 ft take 1d10 fire damage at the start of their turns. |
4β5 | Reversal Field β As a reaction, the next damage you would take heals you instead. |
6β7 | Eyes of the Forgotten β See the world as it was. Gain a helpful vision of the past via item or person touched. |
8β9 | Shadow Crown β Until the session ends, undead and shadow creatures see you as their sovereign. Reactions vary. |
10β11 | Unmoored Time β Take two turns in a row once. Afterwards, you act last in initiative for the rest of the session. |
12β13 | Witchglass Bloom β Flowers bloom in your footsteps. You are trackable but gain truesight 10 ft and speak to plants. |
14β15 | Vessel of Ruin β For 3 rounds, your attacks/spells deal double damage dice. At the end of the 3 round you take -Dangerous- force damage. |
16β17 | The Name in the Flame β Speak any living creatureβs full name. They either suffer a nightmare or meet you in a dream. |
18β19 | Dead Manβs Memory β Gain proficiency in any skill until you roll a natural 1 with it. |
20 | The Invitation β A mysterious location appears in a note. Declare it mid-session, and the GM must make it real. |