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Wheel of Fate

Wheel of Fate

Prerequisite: 5th-level paragon

You set the wheel of fate into motion, facing whatever luck comes your way. You can only use this wonder during combat or other situation of immediate danger. As an action, roll 1d12:

  1. The Skull: You take 4d8 necrotic damage, which cannot be reduced in any way. The next non-critical hit you score within 1 hour becomes a critical hit.

  2. The Tome: Choose any 1st-level spell and any 2nd-level spell. You immediately cast them both as innate spells (disregard their normal casting times). Components are not required.

  3. The Witch: You immediately cast Doomful Duress as an innate 3rd-level spell. Components are not required. You then become frightened, as though always within line of sight of the source of your fear, but you can move normally. The frightened condition lasts for 24 hours or until the third time you deal damage to an enemy.

  4. The Tower: For 1 minute, you cannot leave or be moved from your current space by any means, you cannot make melee attacks, and you have three-quarters cover against all attacks and effects.

  5. The Sword: You immediately cast Spiritual Weapon as an innate 4th-level spell. Components are not required. You can begin using the spiritual weapon’s bonus action this turn.

  6. The Inferno: You and all creatures within 60 feet of you take 3d8 fire damage. Evil-aligned creatures take double damage, which cannot be reduced in any way*.

  7. The Divine Flame: A lit Torch of Celestial Flame, Lesser appears in your hand, and you can immediately attune to it. It remains for up to 1 hour. You can immediately take an additional action.

  8. The Star: You teleport to any unoccupied space you can see. You are immune to falling damage this turn. Upon arriving at your destination, each enemy within 10 feet of you takes 4d6 radiant damage, and you can immediately take an additional action.

  9. The Candle: After 1d4 rounds, you gain the benefits of a short rest. You can spend no more than half your hit dice when you do. You gain the benefits of Dodge until the start of your next turn.

  10. The Monster: You transform into a Troll for 1 hour or until you are reduced to 0 hit points. This effect otherwise functions as though the spell Polymorph. You can immediately take an additional action.

  11. The Abyss: You are transported to the depths of a nightmarish realm for 1d4 rounds. While there, you take 1d12 psychic damage at the end of each of your turns. Upon returning to the space you left, you tap into the wisdom known by an ancestor of yours. Choose a 1st-level or 2nd-level class feature from any class in which you have no levels (excluding Pact Magic or Spellcasting). You gain the feature for 24 hours. It functions as though you had the minimum class level for the feature.

  12. The Celestial Eye: The spell Foresight is cast upon you by a god or spirit sage, with a duration of 10 minutes.

You must complete a long rest to regain the use of wheel of fate.


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