1. The Sun (Pyra's Blessing)
Effect: You are granted divine vitality. Your wounds are healed instantly, and you gain resistance to necrotic damage. Crops you plant flourish, and you can call upon sunlight even in darkness once per day.
2. The Moon (Malphos' Mercy)
Effect: You are granted the ability to ease suffering. Once per day, you can grant a merciful death to a dying creature or remove pain from another. The dead may whisper their final regrets to you in dreams.
3. The Storm (Lamya's Wrath)
Effect: The skies answer your call. Once, you may summon a raging storm that lasts an hour, flooding land, striking foes with lightning, or calming troubled waters at will.
4. The Hunt (Kaine’s Judgment)
Effect: You are marked as a divine hunter. You gain an unerring ability to track your prey and see through lies. If you ever spare a truly wicked soul, Kaine will mark you as unworthy.
5. The Beast (Fang’s Dominion)
Effect: You are given the heart of a beast. Your body shifts, granting you monstrous features—claws, fangs, or additional limbs. Creatures of the wild may serve you, but your temper may spiral out of control.
6. The Inferno (Kasgah’s Scourge)
Effect: Fire consumes your past. You must sacrifice something valuable—an item, a memory, or even a loved one—to be reborn stronger. If you refuse, Kasgah claims something himself.
7. The Coin (Nervah’s Fortune)
Effect: You receive immense wealth in gold, but it will attract the eyes of thieves, kings, and spirits alike. If you use it wisely, Nervah may grant further favor.
8. The Void (Justicar’s Embrace)
Effect: Chaos descends upon you. Roll a d100—something truly unpredictable happens. You may vanish from reality for a time, or perhaps something impossible will manifest.
9. The Tower (Ruin’s Wake)
Effect: All you have built collapses. A fortress, a relationship, or a reputation crumbles before you. But from the rubble, a path to new power may emerge.
10. The Star (Divine Aspiration)
Effect: You are granted a vision of your greatest potential. If you walk toward this destiny, you will find greatness. If you deny it, minor misfortune follows.
11. The Chariot (Traveler’s Call)
Effect: A mystical force compels you forward. You will soon embark on an unexpected journey, whether you will it or not.
12. The Shadow (Whispers of the Lost)
Effect: A secret long buried is revealed to you. This knowledge may be power, but it may also be your undoing.
13. The Crown (Rise or Fall)
Effect: You are given an opportunity for leadership—whether as a ruler, warlord, or prophet. If you accept, you gain power, but you must make heavy sacrifices.
14. The Mask (Veil of Deception)
Effect: Your identity is altered. To the world, you are a different person—your appearance, your past, even your name are rewritten. Who were you before?
15. The Lovers (Entwined Fates)
Effect: You are spiritually bound to another person. They may be an ally, an enemy, or a stranger, but your fates are now linked for better or worse.
16. The Hermit (The Lonely Path)
Effect: You are exiled from society. Whether by curse, fate, or fear, no one will trust you. However, great wisdom lies in solitude.
17. The Balance (Scales of Fate)
Effect: A major injustice you have suffered or caused will be corrected. However, the cost will be equal to the wrong that was righted.
18. The Marionette (Strings of Fate)
Effect: A force greater than yourself takes hold of your destiny. You feel an invisible will guiding your choices—will you fight it or embrace it?
19. The Key (Door of Possibilities)
Effect: A locked opportunity opens before you—a sealed tomb, a lost kingdom, or an unsolved mystery. The choice to step forward is yours alone.
20. The Wanderer (Endless Roads)
Effect: You are taken to a unknown place or plane of existence.
21. The Harbinger (The End and the Beginning)
Effect: You witness a glimpse of the world's end—or its rebirth. You are given the power to play a role in what is to come. Choose wisely.
The Eclipse (Pyra’s Absence)
Effect: The warmth of the sun leaves you. Your wounds heal at half the normal rate, and you are vulnerable to necrotic damage. Any crops you plant wither, and darkness clings to you unnaturally, snuffing out light sources around you.
The Eclipse (Malphos’ Scorn)
Effect: You are cursed with endless suffering. You cannot ease pain—yours or others’. If you try to grant mercy, the suffering intensifies instead. The dead whisper only horrors to you, robbing you of restful sleep.
The Drought (Lamya’s Curse)
Effect: The seas reject you. Water turns stagnant in your presence, storms arise against you at sea, and even the rain avoids your touch. If you are lost at sea, no vessel will find you.
The Prey (Kaine’s Curse)
Effect: You are no longer the hunter—you are the hunted. Any who seek you gain unerring ability to track you. Your words ring hollow, making lies obvious to all.
The Chained (Fang’s Submission)
Effect: You are stripped of your beastly strength. Animals flee from you, sensing your weakness. If you are ever forced to fight, something within you resists—your strikes falter, your instincts dull.
The Cinders (Kasgah’s Price)
Effect: Fire consumes you, but grants you nothing in return. A great loss befalls you—an item, a memory, or a loved one—without your consent. You gain nothing but ashes.
The Debt (Nervah’s Ruin)
Effect: Your wealth is stolen or lost, leaving you penniless. Those who once sought your favor now turn their backs. You owe a great debt, whether to a mortal, a king, or something far worse.
The Abyss (Justicar’s Grasp)
Effect: Order collapses around you. Structures crack, machines fail, alliances break. For 1d10 days, nothing you build or plan will last—it all falls to ruin.
The Shackles (Ruin’s Binding)
Effect: Rather than destruction, you are trapped. A prison—literal or metaphorical—closes around you. A responsibility, a promise, or even a magical binding prevents you from moving forward.
The Black Star (Lost Potential)
Effect: You glimpse the greatness you could have had—then feel it slip away. Any skill, magic, or talent you rely on weakens for 1d20 days. Doubt creeps into your mind, making even simple tasks seem insurmountable, disadvantage on all skill rolls.
The Chains (Traveler’s Banishment)
Effect: Your path is severed. You find yourself unable to leave your current location—whether due to magical forces, imprisonment, or unseen fate.
The Blindfold (Buried Truths)
Effect: A secret that should have been revealed to you remains hidden, lost forever. You will never know what you were meant to learn, but the consequences of this ignorance will find you in time.
The Throne (Burden of Power)
Effect: You are placed in a position of leadership unwillingly. The crown is forced upon your head, but every decision you make will be judged harshly, and betrayal may lurk among your followers.
The Reflection (Shattered Identity)
Effect: You no longer recognize yourself. Your reflection shifts, your past feels distant. You may struggle to recall who you truly were, but everyone remembers you but yourself.
The Severed (Fate’s Rejection)
Effect: A bond is broken forever. A friend, lover, or sworn companion forgets you, betrays you, or vanishes from your life. Your hearts are no longer entwined.
The Reverered (The Gilded Path)
Effect: You are known throughout the kingdom, and become a household name across the kingdom for a good deed you have done.
The Unbalanced (Fate’s Cruelty)
Effect: Justice turns against you. A past wrongdoing is magnified, but a past injustice you suffered remains unresolved. You must bear the weight of both.
The Unguided (Lost Soul)
Effect: Any guiding force you have is barred from you for 1d20 days.
The Locked Gate (Path Denied)
Effect: An opportunity you sought is sealed forever. A kingdom is lost to you, a treasure is plundered before you arrive, or a door you once opened is barred forever.
The Rooted (Trapped in the Past)
Effect: You are stuck in a moment in your past. Until you achieve acceptance, you will not move forward (unable to level)
The Omen (Doom Foretold)
Effect: You see a vision of catastrophe, but you are powerless to stop it. The end you glimpse is set in stone, and all you can do is wait for it to unfold.
1-5: Void-Touched – A piece of the void latches onto you, rendering your reflection absent and your shadow delayed. Creatures of darkness recognize you as kin and may either aid or fear you.
6-10: Fragmented Self – Your soul shatters, creating a duplicate of yourself. The clone has the opposite of your personality and may work against you.
11-15: Cosmic Gift – You gain an unfathomable power (flight, immortality, telepathy, etc.), but it lasts only for 1d4 days before vanishing forever.
16-20: Temporal Displacement – You are thrown forward or backward in time by 1d100 years. When you return, the world has changed.
21-25: Unstable Form – Your body flickers between forms, randomly shifting race, gender, age, or even species every dawn.
26-30: Beckoning of the Void – A mysterious entity reaches out to you, offering power in exchange for servitude. The first favor seems small, but greater ones will come.
31-35: Devoured by Darkness – A part of you disappears forever. This could be a memory, an ability, an emotion, or even a body part.
36-40: Unnatural Luck – For 1d20 days, you experience either extreme good luck (nat 20s on important rolls) or extreme misfortune (nat 1s at the worst moments). The DM chooses.
41-45: Unshackled Chaos – Magic around you becomes wild and unpredictable. Any spell cast near you has a random, unintended effect.
46-50: Messenger of Nihility – You hear whispers from Justicar, revealing truths about the universe that mortal minds cannot handle. You must pass a wisdom check or be driven to madness.
51-55: The World Fractures – You gain the ability to see and briefly step into alternate realities for 1d6 days. However, glimpses of other versions of yourself may leave you questioning your choices.
56-60: The World Cracks – You unintentionally cause a minor calamity: an earthquake, a void rift, or a great storm that shifts the balance of power in the world.
61-65: Entwined with Another – Your fate is merged with a random person. If they suffer, so do you. If they die, you die.
66-70: Cosmic Paradox – You meet a version of yourself from another timeline. Only one of you can continue to exist.
71-75: Glimpse of the End – You witness the final moments of existence. This knowledge haunts you, but if used correctly, it may alter the course of destiny.
76-80: Unstable Presence – You phase in and out of reality. For 1d10 days, you become incorporeal at random times, unable to interact with the world.
81-85: Unmaking of Fate – One of your greatest accomplishments is undone. A battle won is lost, an ally saved is dead, or an empire built crumbles.
86-90: Summoned Horror – A terrible being emerges from the void, seeking either your destruction or to use you as its pawn.
91-95: Blessing of the Abyss – You gain an eldritch power, such as shadow-walking, mind control, or the ability to rewrite reality in small ways. However, each use brings you closer to Justicar’s true form.
96-100: Divine Attention – Justicar itself gazes upon you. You may ask a single question and receive an honest answer, but your mind may not comprehend the truth.