fateful moments
fateful moment more options
| Roll | Result |
|---|---|
| 1-3 | Your parents were murdered in front of you. Roll on the Ally and Rival Identities table to determine the type of creature that killed them. You have proficiency in the Stealth and Survival skills. |
| 4-6 | You met a dark elf dying in the wilderness. Around their neck was a silver talisman containing a cameo of their child and the name "Il'viranya." It is an amulet of proof against detection and location. |
| 7-8 | A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the Ally and Rival Identities table to determine the identity of the stranger. Then roll on Magic Item Table B in the Dungeon Master's Guide to determine the item. If you roll a consumable item from the table, roll again. |
| 8-9 | You were caught in a terrible storm but miraculously survived. Now your dreams contain visions sent by a mysterious god or demigod. You have proficiency in the Arcana or Religion skill (your choice). |
| 10-12 | A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in chapter 7 of the Dungeon Master's Guide. You also have the Martial Adept feat from the Player's Handbook. |
| 12-14 | You were the sole survivor when a horde of rampaging monsters raided your village or your neighborhood. You have proficiency in the Stealth skill or proficiency with martial weapons (your choice). |
| 15-17 | A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the Magic Initiate feat from the Player's Handbook. |
| 18-22 | While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the Acrobatics or Performance skill (your choice) and proficiency with the disguise kit. |
| 23-25 | You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast speak with animals at will. |
| 26-27 | You were press-ganged into military service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness, determined by rolling on the Indefinite Madness table in chapter 8 of the Dungeon Master's Guide. |
| 28-30 | You were kidnapped by bandits while traveling between towns. While captured, you met an old thief who helped you escape. You have proficiency with thieves' tools and proficiency in the Stealth skill. |
| 31-33 | You were visited by a demon lord in a dream. You awakened knowing the find familiar spell and are now able to cast it as a ritual, but your familiar always takes the form of a quasit. You also have a random form of indefinite madness, determined by rolling on the Indefinite Madness table in chapter 8 of the Dungeon Master's Guide. |
| 34-35 | While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being killed. You are cursed with wereboar, wererat, or werewolf lycanthropy (DM's choice). |
| 36-37 | While lost in a remote forest or jungle, you were saved by a werebear or weretiger (DM's choice). The lycanthrope believed you were destined for greatness and granted you the gift of lycanthropy with your consent. |
| 38-40 | You saved a pseudodragon from being eaten by a giant spider in a dark forest. The pseudodragon now loyally follows you wherever you go, even if you'd rather it stay hidden. It is controlled by the DM but obeys your commands if treated well. |
| 41-42 | You nearly died from a virulent disease (the DM's choice of cackle fever, sewer plague, or sight rot; see chapter 8 of the Dungeon Master's Guide). Your life was saved by an agent of the Cobalt Soul, who could not cure the disease, but who gave you a periapt of health that suppresses it. |
| 43-45 | You were accused of a crime and were exiled or imprisoned, regardless of whether or not you were guilty. Having spent time among criminals, you have proficiency in the Intimidation skill and you know thieves' cant. |
| 46-47 | You saved a riderless horse wearing full tack and harness from wolves. You own a riding horse and a saddle, and you have proficiency in the Animal Handling skill. |
| 48-49 | While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM's choice. |
| 50-52 | You received a letter revealing that you were the secret child of a wealthy noble family living in Rexxentrum within the Dwendalian Empire. They enclosed 100 gp to ensure your safe passage to the imperial capital, and a signet ring bearing your true family's seal. |
| 53-54 | You were captured by slavers in a raid. You managed to escape slavery, but had to disguise yourself and pretend to be one of your captors to survive without being captured again. Eventually, you made your escape. You gain the Actor feat from the Player’s Handbook and proficiency with disguise kits. |
| 55-56 | Your family unknowingly gave shelter to a member of a cult and unwittingly earned their favor. The cult believes you are one of them, and gave you 1,000 gp to deliver to a secret shrine, along with a map to that shrine. |
| 57-58 | A master horse trainer came to your home one day, seeking refuge from a warlord who had purchased his horses and then sought to kill him to keep his secrets from spreading. He rewarded you by mentoring you as a horse trainer. You have proficiency in the Animal Handling skill, and a warhorse with full tack and harness. |
| 59-60 | A majestic phoenix with wings of flame flew over your home one day, but when you asked other people about it, you learned that you were the only one who saw it. You’ve started having dreams about the fiery bird, and discovered you can manifest its flames. As a bonus action, you can ignite your fists or a weapon you’re holding in flames for 1 minute, causing those attacks to deal fire damage instead of its usual damage. Starting at 5th level, the attacks deal an additional fire damage. Once you use this trait, you can’t use it again until you complete a short or long rest. |
| 61-62 | A most unusual individual visited your hometown when you were younger sporting strange tools, gears and clockwork. They introduced themselves as a tinker, and you became infatuated with their art - which they were only too glad to share with you. You gain the Artificer Initiate feat. |
| 63-64 | When you were growing up as a wizard's apprentice, you never expected to be conscripted into the army. But not even your master's influence could save you from the draftsmen when war erupted. Thankfully, your commanders allowed you to join a spellcasting unit, and you survived to return to tutelage. You gain the War Caster feat. |
| 65-66 | You were broke, hungry, living in poverty. Something inside you said risk it all on a card game... and you actually won, royal flush, thousand-to-one. You've never tried to repeat that feat, but you're grateful to the cards for setting you on a better path. You gain proficiency with playing cards and the Deception skill. |
| 66-68 | You foolishly wandered into a fairy circle and found yourself in the Fey Realm. There you stayed for however long and, against all odds, manage to escape unscathed and unbeholden. You gain the Fey Touched feat and knowledge of the Sylvan language. |
| 69-70 | You were caught in a natural disaster - perhaps a tornado or wildfire - and had to survive by yourself until help came hours later. While crawling through the wreckage you realized there's only one really important thing in life: how much you can get hurt and still keep moving. You gain the Tough feat. |
| 71-72 | You fell victim to a curse that threatened to consume your mind, but was saved by a priest in the nick of time. You have the Keen Mind feat, as the magic fortified your faculties. |
| 72-73 | While clearing out your relative's room, you uncovered fragments of occult research among their belongings. You have the Eldritch Adept trait. |
| 74-75 | During a week-long storm, you took shelter in the home of a merrymaking brewer, spending most of the week drinking together. You have proficiency in Brewer's supplies. Furthermore, you have the Tavern Brawler feat. |
| 76-77 | A hooded figure tasked you with hiding a large gemstone while they took care of something. Upon returning almost a fortnight later, you thought you saw their eyes gleaming brilliantly when they thanked you for keeping your word. You have the Gift of the Gem Dragon feat. |
| 78-80 | When your hometown was threatened, you were drafted into the local militia and given training. The danger eventually passed, but the lessons stuck with you. You have proficiency in two martial weapons of your choice. |
| 81-83 | When disease swept through your community, you cared for the victims to the best of your ability. You have proficiency in the medicine skill. |
| 84-85 | You were held captive by a possessive hag, but managed to escape when you fed her a sleeping draught. You have the Poisoner feat. |
| 86-87 | After stumbling across its den, the monster chased you through the night, but you managed to outrun it. You have the Mobile feat. |
| 88-89 | You aided a scholar in surveying the local lands, and was given a copy of their map as reward. Furthermore, you have proficiency in using Cartographer's Tools. |
| 90-91 | You came across a fallen star and received visions of an otherworldly being of light whispering to you. When you came to your senses, the star was gone, but where it was, a martial weapon of your choice was waiting for you; it has special features as detailed in chapter 7 of the Dungeon Master’s Guide. You also have proficiency in a language corresponding to the origin of the weapon. |
| 92-93 | While squeezing through what you believed to be a crevice, you stumbled into the Shadowfell. You eventually managed to return to your own plane, but at a cost. You have the Shadow Touched feat. You also have a random form of indefinite madness, determined by rolling on the Indefinite Madness table in chapter 8 of the Dungeon Master’s Guide. |
| 94-95 | While staying at a tavern, you misplaced your coin purse, and worked in the kitchens until you paid off your debt. You have the Chef feat, and have proficiency in Cook's Utensils. |
| 96-97 | While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the Acrobatics or Performance skill (your choice) and proficiency with the disguise kit. |
| 98-100 | You were broke, hungry, living in poverty. Something inside you said risk it all on a card game... and you actually won, royal flush, thousand-to-one. You've never tried to repeat that feat, but you're grateful to the cards for setting you on a better path. You gain proficiency with playing cards and the Deception skill. |