Wheel Of Luck (5e Feat)

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Wheel Of Chance

Prerequisites: Nothing is required to take this. *You meet a cloaked figure in a location you can't recall. He asks you if you feel lucky and offers you a deal. Now do you take it?
Wheel of chance allowed you to gain a major boost in stats at the cost of the potential unfortunate effects that may take its place. [Agree with your DM about taking this feat, examplewise roll infront of others to assure fairnes in what you get]

Roll a [1d15] and look at the table for your price. May the luck be at your side.

1: You can increase chosen ability scores with a sum upto 5. No score may surpass 20 this way.

2: You gain +30 HP.

3: Roll a d6 and remove 2 points from your ability score.

4: You gain a spellslot, roll a d9 to see what lvl spellslot you gain. If you're not a spellcaster choose a modifier to use as your spellcastermodifier for this spellslot. (This can change if you later multiclass into a spellcaster).

5: Roll a d13 and gain vulnerability in the chosen type[1:Acid, 2:Cold, 3:Fire, 4:Force, 5:Lightning, 6:Necrotic, 7:Posion, 8:Psychic, 9:Radiant, 10:Thunder, 11:Bludgeoning, 12:Slashing, 13:Piercing].

6: Your attacks now counts as magical for the purpose of overcoming resistances.

7: Your Movement Speeds are increased by 30ft.

8: Roll a d13 and gain Resistance in the chosen type[1:Acid, 2:Cold, 3:Fire, 4:Force, 5:Lightning, 6:Necrotic, 7:Posion, 8:Psychic, 9:Radiant, 10:Thunder, 11:Bludgeoning, 12:Slashing, 13:Piercing].

9: You gain indefinite madness. (check own table)

10: You gain expertise in a chosen ability (aka Stealth, Athletic, Arcana etc.)

11: You gain magic resistance. you have advantage on saving throws against spells and other magical effects.

12: Sunlight Weakness. While in sunlight, You have disadvantage on attack rolls, ability checks, and saving throws.

13: If you reach 0 hitpoints you die. No save required.

14: You turn into a wandering bad omen. Up to DM the events that relies around you have a strong tendency to turn chaotic and twisted. No one can expect a good day when you are around. (Events can be bring the attention of other worldly entities like shadows, ghosts and other dark creatures. The campfire suddenly goes out one night, even though no wind was felt. You or the guardsman get's a feeling that there is something off about the place)

15: You gain Legendary Actions You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of their turn.

1:Cost 1 You can preform a normal attack action/ This includes spells. (You are still using spellslots)

2:Cost 2 Teleport. You magically teleports, along with any equipment you are wearing or carrying, up to 120 ft. to an unoccupied space youcan see.

3:Costs 3 You can cast Counterspell as it where a 9th lvl spell.


3.00
(6 votes)

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