Fatefire Shot Table

πŸ”₯ Fatefire Shot Table

d20Effect
1The Wyrm’s Curse β€” The GM can force you to critically fail any d20 roll once.
2–3Ashened 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.
4–5Reversal Field β€” As a reaction, the next damage you would take heals you instead.
6–7Eyes of the Forgotten β€” See the world as it was. Gain a helpful vision of the past via item or person touched.
8–9Shadow Crown β€” Until the session ends, undead and shadow creatures see you as their sovereign. Reactions vary.
10–11Unmoored Time β€” Take two turns in a row once. Afterwards, you act last in initiative for the rest of the session.
12–13Witchglass Bloom β€” Flowers bloom in your footsteps. You are trackable but gain truesight 10 ft and speak to plants.
14–15Vessel 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.
16–17The Name in the Flame β€” Speak any living creature’s full name. They either suffer a nightmare or meet you in a dream.
18–19Dead Man’s Memory β€” Gain proficiency in any skill until you roll a natural 1 with it.
20The Invitation β€” A mysterious location appears in a note. Declare it mid-session, and the GM must make it real.