1 | Fail to Fumble. The DM can choose to turn one of your failures into a critical failure this game. |
2 | Sudden clarity. Ask the GM one question about the mystery; receive a cryptic but true answer. |
3 | Gravity hates you. Disadvantage on Str/Dex checks & saves for 1 hour. Double fall damage. |
4 | You're possessed of a memory not your own. Gain proficiency in one random skill for the rest of the game. |
5 | Charmed. You are convinced one NPC in a GM-chosen scene is your best friend. |
6 | Eyes of the Beyond. See invisibility and illusions for 10 minutes when activated. |
7 | Blood becomes mercury. Take -Dangerous- poison damage. Your blood is acidic until game end. |
8 | Surge of confidence. Automatically succeed one saving throw of your choice. |
9 | You hear a whispering voice narrating your moves. Insight checks have disadvantage. |
10 | Shield of the Moment. For one round, you are immune to all damage. |
11 | Next time you're hit, clothes burn away harmlessly. No damage, but -2 AC for the rest of the game. |
12 | Mark of the Flame. Next attack deals +2d6 fire damage. |
13 | The floor is jelly. You bounce instead of walk. Disadvantage on Acrobatics, advantage on entrances. |
14 | Someone remembers you. An NPC (alive or dead) becomes aware of your presence. GM chooses. |
15 | Cleansed. All negative effects on you end. |
16 | Magic short-circuits. Every leveled spell you cast triggers a wild magic roll. |
17 | Your skin turns translucent. Disadvantage on Stealth; gain 60 ft darkvision. |
18 | Grow a second mouth on your neck. Advantage on Arcana, disadvantage on Persuasion. |
19 | Sudden time slip. You may take two turns back to back once this game. |
20 | Thread of Glory. For the rest of the game all 19s and up count as natural 20s. |