% (d100) |
Result
|
1 |
You are surrounded by 1d10 sheep whose wool is all colors of the rainbow.
|
2 |
A 1-meter cube of iron appears where the lucky block sat. It is worth 125 gp.
|
3 |
You are struck by the old frog and dealt 2d10 psychic damage.
|
4 |
A random assortment of flowers appear where the lucky block sat.
|
5 |
summons a second lucky were the first one was
|
6 |
You take 6d6 lightning damage as lightning strikes you
|
7 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity() check, you open the chest to find it containing a random set of uncommon magical armor.
|
8 |
A wishing well appears where the lucky block sat. Upon activation, it summons 1d8 pieces of lit TNT that falls within 25 feet of the well and explodes with 20 force damage. Roll for a DC 25 Dexterity check. You take full damage on a failure or half as much on a success.
|
9 |
A Young Silver Dragon appears
|
10 |
You are given an vindicator's ax that gives a +2 bonus to your attack rolls and deals 2d6 slashing damage.
|
11 |
A Young White Dragon appears
|
12 |
You are afflicted with the Blind condition while being surrounded by 1d20 zombies.
|
13 |
The lucky block instantaneously explodes, dealing 3d20 force damage to all creatures within 25 feet of it.
|
14 |
A 1-meter lapis lazuli cube appears where the lucky block sat. it is worth 500 gp.
|
15 |
A Lucky Blade with no wishes appears
|
16 |
A throwable potion appears where the lucky block sat. When used, all creatures within ten feet of the potion are affected with 1d4 negative conditions (Poisoned, Blinded, etc. What these conditions are is up to the DM).
|
17 |
You lose all of your gold and silver
|
18 |
A plate of 2d12 steaks appears where the lucky block sat.
|
19 |
You deal +2 damage for 1 hour
|
20 |
Roll the d100 again.
|
21 |
A magic surge tosses you 1d20+20 feet into the air. If you have something that negates your fall, this is only a nuisance. If not, every 5 feet you fall above 20 you take 1d4+4 bludgeoning damage when you land.
|
22 |
A strange pair of chests appear where the lucky block sat. They seem to be interconnected with one another. For example, if you put ten gold coins into one chest and close it, then open the other chest, those same gold coins will be present inside when they previously were not. Both of these items are worth 150 gp together.
|
23 |
You deal -2 damage for 3 hours
|
24 |
Your armor breaks
|
25 |
A 1-meter cube of gold appears where the lucky block sat. it is worth 750 gp.
|
26 |
4d4 small gold ingots appear where the lucky block sat. Each are worth 75 gp.
|
27 |
Your get a +1 to your AC for 1 hour
|
28 |
You are given 1d6 dark green pearls. When thrown, a single pearl will teleport whoever threw it to the spot it landed at, destroying the pearl and inflicting the teleported person with 1d4 bludgeoning damage. If you do not wish to use them, they can be sold for 100 gp each.
|
29 |
1d8 Wights appear surrounding you
|
30 |
A wishing well appears where the lucky block sat. upon activation, a fountain of 2d100 potatoes will shower down 25 feet around the well.
|
31 |
Your movement speed is doubled for 1 hour
|
32 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity() check, you open the chest to find a single, very golden apple. Taking a bite from this apple restores 3d20 hit points. After use, the gold color fades and becomes green, a mundane granny smith apple.
|
33 |
you are given 1d8 chunks of obsidian.
|
34 |
A hole 1d100x1000 feet deep and 1d10+10 feet wide appears under the position where the lucky block was.
|
35 |
You are given the Romantic Rose. While you have it, you have a +2 bonus to your Charisma.
|
36 |
A Flame Tongue shortsword appears.
|
37 |
Your weapons take a -3 penalty to attack rolls.
|
38 |
A shred of horribly putrid rotten flesh appears where the lucky block sat. If you and any creature within 25 feet of the flesh fails a DC 20 constitution saving throw, you/they spend an action vomiting.
|
39 |
You are affected by the Polymorph spell, turning into a mimic.
|
40 |
Roll the d100 again.
|
41 |
You are surrounded by 1d12 wild horses. 1/3 are living horses, 1/3 are zombie horses, and the remaining 1/3 are skeletal horses. Fortunately for you, the undead horses are passive.
|
42 |
You are affected by 2 random forms of long-term madness.
|
43 |
You are trapped in a 6x6 obsidian holding tank with a 3x3x8 void completely filled with water. While in the tank, you have limited time before you drown (depends on race. This part might be irrelevant if you can breathe water). There's 1/4 inch glass panes, and they require a DC 25 strength check to break them on the inside, or a DC 15 Strength check on the outside. If you were stuck in the water for over 45 seconds, you come out with one point of exhaustion. If stuck inside over 90 seconds, two points of exhaustion.
|
44 |
You are made of nonmagical dirt for 1 minute. While dirt, you have vulnerability to all damage and automatically succeed on death saving throws.
|
45 |
A 1-meter cube of indestructible, immovable material appears where the lucky block sat. Sitting on top of the material is a sign that reads "Well there's your problem".
|
46 |
All silver items within 30 feet from the lucky block is converted into copper.
|
47 |
A random intelligent being the same alignment as you appears where the lucky block sat. They are very panicked and confused about how they got here. They were just going about their daily business when all of a sudden they are here. The PCs get together and figure out what they are going to do with this character (or this may be how a new PC enters this session of D&D).
|
48 |
1d4 skeletal Imps Without the shapechanger trait appear. They are hostile.
|
49 |
A 1-meter emerald cube appears where the lucky block sat. It is worth 1000 gp.
|
50 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity() check, you open the chest to find it containing 2d20 apples.
|
51 |
A diamond +1 Heavy Pickaxe (https://www.dandwiki.com/wiki/Heavy_Pickaxe_(5e_Equipment) appears. Only you can attune to it.
|
52 |
A ghastly sound comes out of the lucky block. Nothing more.
|
53 |
All food and drink within 30 feet of the lucky block becomes contaminated. Consuming these items will cause the Poisoned condition.
|
54 |
All silver items within 30 feet of the lucky block is converted into copper.
|
55 |
A wand of TNT appears. It has a custom maximum of 14 charges but otherwise is a wand of fireballs.
|
56 |
A wand of shields appears. It is a wand of magic missiles, but only casts shield.
|
57 |
All drink 30 feet from the lucky block is converted into moonshine.
|
58 |
A wand of slimes appears. It is a wand of web, but the web is a green slime.
|
59 |
A magical longsword appears. Half of the damage dealt by it is changed to psychic.
|
60 |
Roll the d100 again.
|
61 |
1 Medium, Neutral Barluga appears. It is indifferent to all creatures and disappears after 1 hour.
|
62 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity() check, you open the chest to find a +3 rare Club.
|
63 |
A Thunder Battleaxe (https://www.dandwiki.com/wiki/Thunder_Sword_(5e_Equipment) appears in your hand.
|
64 |
You are trapped in a 3x3 metal cage that is open at the top. If you do not succeed a DC 30 Dexterity saving throw, you are smashed by a pair of falling anvils, dealing 2d20 bludgeoning damage each.
|
65 |
Your race changes to a random one for 1 hour. This does not affect your stats.
|
66 |
A bouncy castle 30x30 feet made of gelatinous ooze appears where the lucky block sat.
|
67 |
All gold items within 30 feet of the lucky block is converted into silver.
|
68 |
All creatures within 10 feet of the Lucky Block are temporarily teleported to a black void with solid ground. This lasts 1 minute/10 turns.
|
69 |
A zombie named Bob appears where the lucky block sat. He is equipped with a random set of very rare armor and is wielding a random legendary melee weapon. No matter what you do, Bob will always be hostile.
|
70 |
|
71 |
2d4 more lucky blocks appear 2d8 feet around where the original sat.
|
72 |
An action figure of yourself appears where the lucky block sat. it is worth 50 gp.
|
73 |
|
74 |
Two lucky blocks appear at either side of where the original sat. Sitting in between these blocks is a sign that reads "One is lucky, one is not". Opening the 'lucky' lucky block will give a beneficial event from this list. Opening the 'unlucky' lucky block will result in a potentially harmful event from this list. Which is which is up to the DM. Opening one lucky block or the other will cause both the sign and the unopened block to disappear without trace.
|
75 |
|
76 |
You are afflicted with the Blind condition while being surrounded by 1d20 spiders.
|
77 |
An Oversized Halberd (https://www.dandwiki.com/wiki/Oversized_(5e_Variant_Rule) appears.
|
78 |
You are given 2d12 lucky potions. See the Lucky Potion Table for more details.
|
79 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity() check, you open the chest to find 2000 gp worth of diamonds, emeralds, lapis lazuli, and gold coins.
|
80 |
Roll the d100 again.
|
81 |
All food and drink within 30 feet of the lucky block becomes purified.
|
82 |
The lucky block emits a blinding flash of light. All creatures looking at or in the general direction of the flash are afflicted with the Blinded condition for 1d4 hours.
|
83 |
All effects are removed from you, even if they were beneficial.
|
84 |
|
85 |
|
86 |
You are affected by a faerie fire spell for 1 minute. You automatically fail the saving throw.
|
87 |
|
88 |
2500 gp worth of diamonds, emeralds, lapis lazuli, and gold coins appears where the lucky block sat.
|
89 |
|
90 |
An imp appears where the lucky block sat. Make a Charisma saving throw against your spell save DC. If you succeed it, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 day.
|
91 |
|
92 |
A 1-meter diamond cube appears where the lucky block sat. It is worth 1500 gp.
|
93 |
|
94 |
All silver items within 30 feet of the lucky block are converted into gold.
|
95 |
A wishing well appears. Upon activation, it shoots a fountain of 3000 gp worth of diamonds, emeralds, lapis lazuli, and gold coins 25 feet around the well.
|
96 |
|
97 |
You are rendered petrified and invisible for 100 years.
|
98 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity() check, you open the chest to find a gold dragon egg.
|
99 |
Everything in your inventory is scattered 2d8 feet around you and all the empty space in your inventory is filled with sticks.
|
100 |
Roll the d100 again. If you land on this number again, you are granted one wish.
|