1 | Gain advantage on your next attack roll. |
2 | Regain 1 expended spell slot of 1st level. |
3 | Your movement increases by 10 feet for the first game hour. |
4 | Gain resistance to one damage type of your choice for the rest of the game. |
5 | Gain advantage on your next Charisma (Persuasion or Intimidation) check. |
6 | Gain advantage on your next Wisdom (Perception) check. |
7 | You may Dash or Disengage as a bonus action once. |
8 | Immediately gain 1d6+5 temporary hit points. |
9 | You may reroll one failed saving throw. You must keep the 2nd roll. |
10 | You may cast Mage Hand or Prestidigitation at will for the first game hour. |
11 | Gain advantage on your Initiative rolls for the first game hour. |
12 | Choose a single enemy—gain advantage on your first weapon or spell attack against them each turn. |
13 | You may automatically stabilize a dying ally within 5 feet as a reaction once during this game. |
14 | The first time you drop to 0 HP this game, instead drop to 1 HP and remain conscious. |
15 | Gain advantage on the next Investigation or Insight check. |
16 | The next spell you cast imposes disadvantage on the target’s saving throw. Must be used during the first game hour. |
17 | You ignore difficult terrain for the first game hour. |
18 | You may speak and understand one additional language for the rest of the game. |
19 | Your next weapon or spell attack deals maximum damage. |
20 | Force one opponent to reroll any d20 test, they must keep the 2nd result. |