Fortuna's Wheel (d20)

D&D 5e Fortuna's Wheel

A deity's wheel of many outcomes (both beneficial and self-destructive) is obtained through committing oneself to the art of gambling with your life on the line. Provided by the Goddess Fortuna, her wheel is fair and equal to all, containing many different buffs, skills, or spells. As soon as the wheel ceases the option it lands on is immediately bestowed upon the user whether they like it or not.

The character with Fortuna's wheel may not spin the wheel whenever they wish, only when the Goddess Fortuna permits thee. The wheel must be spun upon waking and cannoting be spun more than 4 times a day.

d20 Result Effect

1

Gamblers Foresight

The character must single-handedly defeat the next creature it engages into combat with, or Roll 1d8 and take that number as radiant damage. If successful, the character gains the ability to skip the time it takes for a long rest, and still gain the benefits from the long rest.

2

Absolute Luck

The first 3 uses of lucky coin are guaranteed to land on heads furthermore, two of the lucky coins have their effects doubled.

3

Fortuna's Vitality

Goddess Fortuna herself wishes for your health and prosperity, all healing abilities and spells are twice as effective. This effect lasts until a long rest.

4

Divine Swordsmanship -  Origin (元)

Gain the ability to execute 2 piercing actions at incredible speed that have the capability to destroy the existence of a being completely. Once used the character executes 2 melee weapon attacks against any creature. Your weapon deals additional damage equal to the roll of 1d8, and the attack is made against all enemy creatures in a 30 foot line from your position.

5

Indomitable Will

Gain +2 AC. This effect last until a short rest.

6

Luck Bestowal

The character is granted the ability to provide two allies with advantage for any of their next rolls. Each allied creature gets one uses of this ability.

7

Fortune's Resonance

This skill is triggered automatically when the character is facing an unavoidable attack that would reduce their hit points to 0. Instead of the character being hit,  avoid the attack completely and perform an attack or spell against the creature which triggered the use of this skill, this attack automatically hits.

8

Fortuna's Veil

The character is completely immune to negative status effects. This ability lasts until a long rest.

9

Heavenly Restriction

A mysterious spell cast on you by evil gods, all creatures within a 60ft dome become completely invisible to the character, this effect last for 30min. The character is able to move out of the spells effect range to cancel out this effect.

10

Divine Swordsmanship- Lacerate (節)

Get into a stance and attempt a slash that completely cuts off the form of a being from its concept. Flip a Lucky Coin if it lands on heads do double damage, if it lands on tails do half damage.  The character can execute this skill as a free action an amount of times equal to their proficiency bonus however, not more than once per turn. Additionally, when the attack lands on an enemy creature they are unable to regain the lost hitpoints.

11

Tendrils Of Chaos

Streaks of magic surge from your person and connect you to allied and enemy creatures within 20 feet. At  the end of your next turn, all allies connected to you suffer 1d4 of force damage, and all enemies connected are healed by 1d4. If this effect is rolled outside of combat, allies take this damage immediately.

12

Bad omen

You get visions of a terrible future full of misery and misfortune, this causes your character act incredibly paranoid and anxious. Gain +2 to your Perception and Intimidation checks however, lose 1 point of your intelligence modifier. This effect lasts until a short rest.

13

Wild Mishap

Casts the Polymorph spell onto the character, where the dm has full choice over what the player turns into. The duration of the spell lasts for 1 hour.

14

Divine Swordsmanship - Jackpot (福)

Upon use begin unleashing an unavoidable onslaught of blade slashes in a 30 foot cone. Roll 1d6 to make a number of Melee Weapon attacks against creatures within the cone equal to roll of the 1d6, no creature may be hit more than twice.

15

Double Down

Spin Fortuna's Wheel once more.

16

Eye For An Eye

Swap one ability score with another, this action must be taken, this change resets on a long rest.

17

Divine Swordsmanship - Unsealed Heirloom (天叢雲剣)

Your current melee weapon sheds its old self and reveals itself as a priceless heirloom, which is said to a great treasure from ancient times. Replacing your current melee gain the following: +2 to DC, +2 damage modifier. Furthermore, as a bonus action you may cause the sword to be enchanted with sacred flames, while ablaze it does an extra 1d6 fire damage. This unsealed state lasts for 1 minute.

18

Two Pair

You gain the ability to restore two spell slots for your character and another allied creature, this is useable for spell slots up to level 3.

19

Penultimate Gamble

When the characters health is below half their maximum hit points gain the ability to enter a transcendence rage-like state in which they have resistance to bludgeoning, piercing, and slashing damage. You gain, advantage on constitution saving throws and +2 damage to all spells cast in this state. This effect last 1 minute and after this time is up your character is forced into a short rest.

20

Critical Missfortune

The first attack made against the character is guaranteed to be a critical hit. However this attack is unable to bring the character below 1 hit point.