Random Minor Character Perks or Boons (5e) (d100)

Minor Perks or Boons for Characters, designed for Dungeons & Dragons 5th Edition but could be made to work for other systems/settings.
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Any Spells (or spell-like abilities) use the highest of Int/Wis/Cha as their spellcasting ability.
They also cast at their lowest level.
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This chart drew inspiration from the chart Random Artifact Powers 5e by Thaneses.

d100 Result

1

You become proficient with all weapons, armor, and shields.

2

You have Proficiency with all Gaming tools.

3

Gain proficiency in a Skill you are not already proficient.

4

Gain proficiency in a Save you are not already proficient.

5

When you hear a new language spoken for the first time, there is a 50% chance you become proficient in that language (effectly always having known it)

6

You need 1 hour less sleep (or Trance/Rest) during a Long Rest, and can Rest in Armour with no penalties.

7

You have a 20% chance to see through any Illusion.

8

You gain Darkvision. If you already have Darkvision, extend it's range 30ft.

9

You are Invisible to Undead creatures, and cannot be turned into one.

10

You are Invisible to Fey creatures, and they can never learn your name.

11

Your Max Hit Points cannot be reduced.

12

You can stand up from Prone using only 5ft of Movement.

13

Insects scatter if within 15 feet of you.

14

Any ship you are on-board has favorable winds in the sails and can move at maximum speed.

15

No one can steal from you. They will always either find nothing or anything they take reappears where they took it.

16

Merchants will never overcharge you for goods and services and may sometimes offer you deals.

17

You always know your cardinal directions, and your depth or elevation.

18

After each Long Rest, choose what color your hair and/or eyes have changed to while resting.

19

Your skin tone/color has a tendancy to change with your mood. This can range from subtle to extreme.

20

When you roll Hit Dice for healing you may reroll any 1s rolled. You must keep the new result.

21

All healing magic cast on you may reroll any 1s rolled.

22

When you recieve Temporary Hit Points you gain an extra 1d4.

23

You are immune to the crushing depths of oceans and can breath underwater.

24

You know the value of all Gems, Jewelry, Art Objects, and Trade Goods within sight.

25

You can ignore 1 level of Exhaustion (you will not die until 7th level).

26

You have Advantage on all Death Saves.

27

You are immune to all forms of non magical disease.

28

You are immune to all magical diseases but not non magical diseases.

29

You are immune to the Stunned condition.

30

You are immune to the Paralyzed condition.

31

You are immune to the Petrified condition.

32

You are immune to the Frightened condition.

33

You are immune to all shape changing spells and magical effects.

34

You have Resistance to Cold damage.

35

You have Resistance to Poison damage.

36

You have Resistance to Fire damage.

37

You have Resistance to Lightning damage.

38

You have Resistance to Acid damage.

39

You have Resistance to Force damage.

40

You have Resistance to Necrotic damage.

41

You have Resistance to Radiant damage.

42

You have Resistance to Thunder damage.

43

You have Resistance to Psychic damage.

44

As a bonus action, choose a creature within 30 feet of you that you can see. For 1 minute, if either of you try to touch the other (including melee attacks) then they will instead be pushed back 5 feet. (1/Day)

45

As an action, Choose an Elemental within 60 feet of you that you can see. The Elemental is immediately destroyed. (1/Week)

46

As a bonus action, all non-magical wooden objects that are not either fixed to the ground or another non-wooden object are pushed back 30 feet away from you. If the object is fixed and fragile then it is destroyed. (1/day)

47

As a bonus action, choose a creature within 30 feet of you that you can see. That creature may take an Action. (1/Day)

48

As an action, for the next 2 hours you have +5 to Initive rolls and you cannot become surprised. (1/Day)

49

As a reaction, turn any Critical Hit against you into a normal Hit. (3/Day)

50

As a reaction, you may give an attack against you Disadvantage. (2/Day)

51

As a bonus action, any attacks you make until the beginning of your next turn Critical Hit on an 18, 19, or 20. (1/Day)

52

As a bonus action, you gain fly speed of 30ft for 1 minute. (1/Day)

53

As an action, transform up to 1 pint of liquid into Holy Water. (2/Day)

54

As an action, change 1 cubic foot of non-magical liquid on touch to another non-magical liquid of the same volume. (2/Day)

55

Cast Spare the Dying at Will

56

Cast Minor Illusion at Will

57

Cast Guidance at Will

58

Cast Chill Touch at Will

59

Cast Light at Will

60

Cast Druid Craft at Will

61

Cast Dancing Lights at Will

62

Cast Resistance at Will

63

Cast Shocking Grasp at Will

64

Cast Absorb Elements 1/Day

65

Cast Animal Friendship 2/Day

66

Cast Animal Messenger 1/Day

67

Cast Arcane Lock 1/Day

68

Cast Bane 1/Day

69

Cast Barkskin 1/Day

70

Cast Bless 1/Day

71

Cast Blindness/Deafness 1/Day

72

Cast Burning Hands 2/Day

73

Cast Commune with Nature 1/Day (can only cast as a ritual)

74

Cast Calm Emotions 1/Day

75

Cast Cause Fear 1/Day

76

Cast Create Food and Water 1/Day

77

Cast Detect Good and Evil 1/Day

78

Cast Detect Magic 1/Day

79

Cast Dispel Magic 1/Day

80

Cast Dissonant Whispers 2/Day

81

Cast Enlarge/Reduce 1/Day

82

Cast Faerie Fire 1/Day

83

Cast Featherfall 1/Day

84

Cast Find Traps 1/Day

85

Cast Jump 2/Day

86

Cast Knock 1/Day

87

Cast Levitate 1/Day

88

Cast Meld into Stone 1/Day

89

Cast Misty Step 1/Day

90

Cast Pass Without Trace 1/Day

91

Cast Plant Growth 1/Day

92

Cast Protection from Good and Evil 1/Day

93

Cast Purify Food and Drink 1/Day

94

Cast See Invisibility 1/Day

95

Cast Silence 1/Day

96

Cast Slow 1/Day

97

Cast Speak with Dead 2/Day

98

Cast Stone Skin 1/Day

99

Cast Tongues 1/Day

100

Cast Unseen Servant 1/Day