1d30 | Result |
---|---|
1 |
Add 1d6 fire damage to your attacks |
2 |
Add 1d6 radiant damage to your attacks |
3 |
Add 1d6 bleeding damage to your attacks |
4 |
Add 1d6 acid damage to your attacks |
5 |
Add 1d6 lightning damage to your attacks |
6 |
Add 1d6 cold damage to your attacks |
7 |
Add 1d6 necrotic damage to your attacks |
8 |
Add 1d6 force damage to your attacks and knock enemy back 5ft |
9 |
Add 1d6 poison damage to your attacks |
10 |
Add 1d6 psychic damage to your attacks if you speak while attacking |
11 |
Add 1d6 lightning damage to your attacks and hit 2 targets for half damage if they are within 5ft of one another |
12 |
Add 1d6 thunder damage to your attacks and knock an enemy prone with a failed DC 13 DEX save |
13 |
The Shaw can control air flow. Get creative |
14 |
The Shaw can bend metal objects with their bare hands as long as they succeed on a DC 16 STR roll for anything better than iron. |
15 |
The Shaw can reroute electricity in an 20ft area and focus it to enemies. Get creative |
16 |
The Shaw can create walls of earth that go up 10ft and 5ft across. |
17 |
The Shaw can make it rain any damage of DMs choice in a given 10ft area for 2 rounds at a time. 1d6 damage per turn spent inside area to all but the Shaw unless its radiant |
18 |
The Shaw can turn currency into flesh |
19 |
The Shaw can control sound waves |
20 |
The Shaw can track up to two people by following any path they've taken before |
21 |
The Shaw can double an attack action |
22 |
The Shaw can decrease gravity in a 20ft area and half everyone's movement but double their jumping height |
23 |
The Shaw can send out 1d6 blades from their hand dealing 1d4 piercing damage to anyone within 40ft |
24 |
The Shaw can see any detail up to 100ft away in perfect clear view no matter what smoke or non magic weather obscures it |
25 |
The Shaw doubles their movement speed until death but gains 1 level of exhaustion for every 3 rounds they run with it |
26 |
The Shaw can steal 1d6 health from any enemy if below half health at any given time their right is used |
27 |
The Shaw has clairsentience |
28 |
The Shaw does not need to sleep or breathe |
29 |
The Shaw can't be knocked down or wounded by nonmagical attacks as long as they are not within 5ft of an ally. If they are and their friend is hurt, a coin flip must be made. If the DM gets heads, both the target and the Shaw take half damage, if not, the Shaw moves 5ft back and target takes full damage. |
30 |
Think of your own minor ability to use or roll again |
Minor Shaw Rights Table (1d30)
Citation
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