Personal Anomaly Table D30
d1 - stars overhead in the night sky selectively dim while he is in view of their starlight
d2 - weather phenomena manifests centered in his location (roll d100 off weather table, must be negative weather)
d3 unorthodox weather phenomena manifest - (roll d100 off magical weather table) centered on Fergus
d4 reality grows slightly more unstable - (roll once off wild magic d100 table)
d5 reality waivers as the world rejects Fergus - ( roll a d4, on a d1 gravity inverts for a small period of time, on a d2 gravity lowers, on a d3 gravity is amplified by a moderate amount, on a d4 gravity is removed for a very short period. The effects are centered on Fergus, The effects last two combat rounds for all, except gravity inverting which only lasts one combat round)
d6 reality grows unstable as Fergus instantaneously warps to one location he has been within the past 3 turns - (roll a d3, d1 position of 3 turns back, d3 position of last turn) (if he didnt move he disappears and reappears in place)
d7 your body becomes non physical til the start of your next turn ( all weapons drop but clothes stay on)
d8 you plane warp to an alternate reality for 1d3 turns (can take ready action while in void)
d9 void fissures appear in proximity all creatures within 5 feet minus fergus take 2d8 true damage, fergus gains an additional d4 on damage rolls made within the void fissures proximity (channels the chaotic energy to empower his attacks)
d10 “you feel a few years younger” body is returned to new peak physical condition, recover 2d10 hp
d11 time distort, an anomaly spawns on fergus distorting time for one turn, (gain an additional action due to time distortion)
d12 your body becomes as light as a feather, (weight is set to 5 pounds, immunity to fall damage, effects last for 1d4 rounds)
d13 magic surge, you cast a spell of your choice one spell slot higher then your max currently available free of charge, this counts as a free action
d14 magical recovery, you regain 2 of your lowest level spell slots
d15 shift, you teleport 5 feet to the right
d16 instant acceleration, you move up to 90 feet in a direction of your choosing
d17 fateless, (you automatically fail the next luck check)
d18 divine intervention, (you automatically succeed the next luck check)
d19 chaotic empowerment (the worlds attempt at nullifying your prescience has in turn empowered your attack, treat your next attacks damage roll as a critical hit) (only applies if attack is declared before this result is rolled)
d20 order of chaos, you’ve become attuned to the forces attempting to hinder you, you’ve learned how to channel it’s energy into ways that are beneficial for yourself ( you get to choose which result you gain, next time you roll off the table roll twice and choose which result to use)
d21 smite, (dc 13 dex save or take 2d12 lightning damage from a lightning bolt)
d22 chaotic domain, fissures open all around you, all terrain within 20 feet becomes dangerous terrain for others, (fergus gains advantage on attack rolls while in the domain, it lasts 1d3 turns)
The barrier
d23 suppression, a large amount of energy is released centered on fergus all creatures must make a DC 16 con check or lose their action
d24 space distortion (the range of your next attack is doubled)
d25 weakened, fergus is forcibly weakened and stunned. (Vulnerability to next attack received)
d26 impairment (disadvantage on next ability check made)
d27 cursed (next attack roll is made with disadvantage
d28 reduction (damage of next attack made or received is halved or negates damage)
d29 king of chaos, (next roll you make on the table you may choose to remove 3 results from the table)
d30 fate (Derek gets to choose what happens)