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INTRODUCTION 6 Twisted Icon: You are gifted with a

twisted lump of metal that can be used


Roll a d100 on the list below and select your item! to turn undead with advantage. Other
This list was created by the community over at people see the symbol as the holy symbol
www.reddit.com/r/d100. of the god they are most opposed to and
believe you to be one of its followers.
100 Dark Gifts They are resistant to convincing them
otherwise.

1 The character is given a bonus to their 7 Increase Damage Done but the extra
damage roll – at the expense of their damage is also done to one of your allies.
teammate’s health.
8 The ability to cast spells at a level higher
2 Your healing, including spells, class than normal equal to fractions of lifespan
features, and potions you administer, (using each race average) automatically
is maximized and always heal for poured into the power. For example,
the maximum amount. Any healing casting a third level spell at ninth level
you receive, including your own, is takes 6 extra levels x 1/15 (7%) of average
minimized. lifespan for the PC’s race. So 5ish years
per extra level for a human, and 50ish
years per extra level for an elf. Could also
3 You can create a potion of healing be turned into a weapon enchant.
from your own blood, which deals
1d10 damage to you. A created potion
becomes spoiled if removed from you for 9 Snake-tongue Oracle: Once per day,
more than one turn (long enough for you you can ask the GM one simple yes or
to administer it to someone else), or when no question about an upcoming event or
this ability recharges, after a Long Rest. challenge. The GM passes you a paper
with the truthful answer, but they may
also order you to lie about the answer and
4 You can make any weapon you hold deceive your fellow players to the best of
or ammunition you shoot to count as your abilities.
magical and silvered for the purpose
of bypassing resistance/immunity.
Unfortunately, in each encounter there 10 Jinx: You steal the luck of others, passing
is a 50% chance that one or more rust misfortune on to the nearest person when
monsters appear, as if summoned, to hunt disaster would have otherwise struck you.
you down. If defeated the rust monsters
disappear. If the monsters have appeared 11 You gain advantage on Sleight of Hand
in an encounter they can’t show up in checks and a +1 bonus to one-handed
another encounter until after you take a thrown weapon attack rolls. One hour
Long Rest. every day, usually around midnight,
one of your hands comes unattached
5 A sinister insomnia injects you with and crawls around as a Crawling Claw
nervous energy throughout the day, causing mischief. The hand has its own
constantly invigorating you to the point evil agenda and is a kleptomaniac.
where your body and mind can barely
relax. You find that while you gain the 12 You can cast an extra spell slot, at the
benefits of a long rest in half the time it expense of 1d20 HP.
would originally take you to do so, you
are unable to gain the benefits of a short
rest whenever you take one.
13 You may increase healing done by 1d10, 20 You can choose to roll any deception and
but it gives a point of exhaustion, that persuasion roll with advantage but every
may or may not go away with a good time you do so you lose more and more
night’s rest. of your guilt, remorse, empathy, and
emotions.
14 You can resurrect a dead person by
placing their corpse next to another 21 Gain a once a day power to summon a
of similar size. The corpse to be small lightning storm, but the bolts strike
Resurrected is determined randomly with indiscriminately.
a 50-50 chance. The corpse that is not
Resurrected can never be so once this
22 You can read and speak Infernal, but you
ritual is complete.
gain an off-putting forked tongue.

15 False Hope: Gain +2 to Constitution but


23 Your unarmed attacks are buffed by
permanently fail one death saving throw.
venomous claws, dealing extra slashing
and poison damage; you are more easily
16 Whenever you roll from a Wild Magic provoked into fighting, can’t equip
table, if you would like to roll for a gauntlets, and suffer -1 to attacks with
different effect you may, but you must weapons.
make a Wisdom saving throw against a
DC of 17. On a fail you take, 4d6 psychic
24 The gifted can speak any tongue but can
damage.
no longer read nonmagical text.

17 Dark Healer – the gifted has an


25 Unwelcome Guest: An invisible,
unexplained supernatural ability to
malevolent force lurks silently behind
transfer health between two creatures of
your eyes. You are immune to all mind-
the same size. Two times per week, they
affecting magic.
may touch two creatures and transfer 2d6
health from one to the other, though it
will never steal too much. However, 1d6 26 Your character cannot sleep, but all
rounds later, the gifted takes 1d3 psychic benefits of sleep can be achieved by
damage, and must make a Wisdom save drinking the blood of any sapient
or it is permanent damage. creature, with one fluid ounce of blood
replacing one hour of sleep.
18 Midas touch – slowly turn all inanimate
and nonmetal things you touch into 27 You receive a unique weapon that is
gold. Gold counts as 1/50 of it’s weight attuned to you. However, you are no
value when you lift it. Over 24 hours, longer capable of violence against any
your equipment will double in weight living being without feeling all their
and become the equivalent value in pain, even as they die (and even if they
gold, and become restrictive, giving you are given painkillers and don’t feel it
disadvantage on STR and DEX related themselves).
rolls. You leave gold footprints that
make it easier to track you while you are
28 You receive a small token hides your evil
barefoot. This gold effect expands like
nature as long as it is against your skin.
frost. You develop a hatred of gold.
However, if any good/neutral magic-user
(divine or arcane) sees the token, they
19 Gain a bonus to an attribute. You may instantly recognize what it does.
not walk through doorways.
29 Your body and magic are stronger, but 36 You can see 30 seconds in the future…
every other day, your body operates with a But you can’t see what’s actually
will that’s not your own, and you have no happening now.
memory of it.

37 You can become a adult werewolf during


30 You are rescued from death, but are the night, however, you lose all intellect
given a tumor that slowly transforms you while in that state. You also have a 1d6
into a zombie. chance of going on a complete rampage
for 1d4 hours.
31 You can detect lies and surface thoughts,
but you smell strongly of rotten fish, 38 You gain the ability to triple what you
penalizing both stealth and open social normally can in the dark, however, your
interactions. eyes glow red, and you are feared by
humans, halflings, dwarves, and elves.
32 You become impossibly good looking,
and you gain proficiency with the 39 Rat’s Bastion: It looks like a standard
persuasion and deception skills, or double mirrored great shield, but the middle
proficiency if you have proficiency. But is bent and people who stand to your
the cost of a pristine exterior is a rotten side can see the reflection of the enemy.
interior. You lose 2 constitution points. Because of the unique construction of
the ornate shield you can redirect blows
33 You revive a cursed whetstone. Any onto other people within 5 feet of you
weapon sharpened using this will gain as a reaction. Naturally you can only do
+1 to all attacks, and all damage done by this once per turn. The catch, other than
this weapon cannot be healed by magical nobody wanting to stand next to you
means and takes twice as long to heal anymore, is a compulsion to avoid being
during a rest. The weapon will maintain hit at the expense of others. So you not
this sharpness for the next day as long as only avoid harm but must actively seek
it draws blood. Every day after it doesn’t to offer up others into harm’s path. If it’s
feed, the wielder must make a dc10+(the you or the orphan facing a charging bull,
number of days since it has fed) wisdom the world will have one less orphan.
saving throw. On a failure, they attack
themselves with the weapon in order to 40 You gain a strength of 25 for 1 minute.
feed it. However as soon as that minute is over
you gain 2 points of exhaustion.
34 Your blood becomes acid, and sprays like
Acid Splash when you would normally 41 You can cast Dimension door to
bleed; expect corroded equipment and any desired location with in 5 miles.
difficulty patching wounds when it does. However, 1 pint of fresh blood is required
as a material.
35 Hooded St. Jude: You are marked with
the fallen saint of lost causes. You can 42 Unfettered: You are estranged from the
create an identical mark on a willing alignment system, unaffected by any
person, who receives a minor miracle benefits or penalties thereof. Creatures
(heal a dying child, regain sight, etc.) with an inherently good or evil nature
in exchange for eternal servitude to the mistrust you by instinct.
fallen saint. The miracle must be selfless.

43 You gain perfect darkvision, regardless of


your race, but at the cost of your ability
to hear.
44 You are given most of the physical 51 You gain a bonus to your movement.
and magical resistances of a powerful You may not cross running water.
mummy lord. But you must bear his
heart at all times, and suffer his presence
52 Taboo Allowance: A small but level
in your mind at all times. He is capable
appropriate amount of gold appears
of suppressing many of your capabilities
magically in your pockets after a long
at will, only not doing so because doing
rest. Your GM (secretly) chooses a
so may put his heart at risk. You are in a
taboo word which you are informed of
contract with him, and keep these powers
and may not tell others. If a player or
and curses until the contract is fulfilled.
character under their control speaks that
word, you immediately lose 5x* the value
45 Polyhedral Infliction: Up to three times of your magic pocket change in coinage
per day, you may touch a player character and equipment of your choice. Your GM
as a concentration spell. For the next then chooses a new taboo word. *The
minute they may choose to roll 1d4 amount lost should be inversely adjusted
and add it to an ability check. (See the to the GM’s inherent wickedness.)
Guidance cantrip) The target player must
roll the ability check with the dice they
53 A gift from Granny Pigknuckle: You
believe to be the most unlucky.
can snap one of the bones in your hand.
Doing so requires a Constitution Check
46 You are immune to the effects of disease, and leaves you at disadvantage on
the sickened condition, the poisoned Dexterity checks. If you do, you can take
condition, and the effect of all poisons. over the bones of one medium or 2 small
However you are still a carrier and the enemies you can see. This essentially
effects radiate out from your for 10 feet, dominates them (a contested check vs.
possibly more, spreading that infection Arcana or Intimidation to act contrary to
around. your whim) and if they are killed, their
skeletons tear out of their flesh, animate
and loyal to you. This remains until your
47 Gain a bonus to your initiative. You
bone is healed or they are destroyed.
may not give help or assistance without
receiving payment.
54 With Umberlee as your patron, you point
at a target, causing their lungs to fill with
48 A half-coin that lets you borrow luck
seawater. Any time you try to eat or
from your future. For all intents and
drink, it tastes overwhelmingly salty.
purposes, you can turn rolled 1s to 20s…
but at any point in the future, the DM
can turn your 20s to 1s. Flavor: if the 55 Nocturne’s Theft: Once between long
character looks at the coin after they rests, you can immediately gain the
borrow luck, the half-coin becomes the benefit of a short rest. At your next
other half. long rest, (a random) one of your party
members is stricken with insomnia and
gains no benefit from the rest.
49 You can cast Misty Step as a cantrip,
but there is a 20% chance you will be
Paralyzed for 1hr after you cast it. 56 A gift from Sardit, the Ever Unseen: you
may gain advantage on stealth checks for
a day in exchange for disadvantage on
50 You gain Reduction to Non-Magical
social skills for 3 days. In addition, you
Slashing, Piercing, or Bludgeoning
may cast invisibility on yourself 3 times
damage. The damage reduced is instead
per day; every time you do, however,
sent to your next of kin. If you have no
someone you know forgets your
next of kin, this power stops working.
existence.
57 You can cheat Death, ignoring a blow 61 The ability to cast Power word kill which
that would bring you to negative hit resets 7 dawns after cast. When used this
points. The next time you sleep in a bed, kills a random persona, the one casting
four people sleeping in the same village PWK has met in their life.
die in their sleep. Their relatives know
you were involved somehow.
62 A gift from Xerielle, Lady of Venomous
Truths: You gain advantage on two
58 A gift for Our Lady of Retribution: Trade deception checks per day, but must tell
Justice for Mercy. For Paladins only. Do the absolute truth at a time when it will be
an extra 2d8 Holy Smite damage. As a most hurtful to another.
result, after the next long rest, your Lay
on Hands pool is halved and the next 3
63 The Lyre of Longing Beyond: simple
healing spells are at disadvantage. Anyone
fascination, the Lyre of Longing is an
using this ability 3 times gains the flaw I
instrument, which creates an intense
find it difficult to differentiate between
emptiness in its victim when it’s used to
large sins and small infractions. All are
compel others. Saving throws to resist
guilty.
enchantments automatically fail on the
basis the target simply has neither the
59 What will be functionally known as a will nor desire to fight the one who plays
Vampire Ring, or a corrupted Ring of it – they have been robbed of their will
Sustenance: A normal looking rusty- by the void. The catch is that the void is a
colored iron band. Grows darker red terribly hungry patron. Playing the Lyre
as the wearer grows steadily Hungry, of Longing causes all physical stats to ebb.
and/or steadily more Fatigued. If the Each use costs a single point of Strength,
wearer becomes Starved, it magically Dexterity and Constitution that only
draws blood from creatures around the return at a rate of one per week for one
wearer, draining 10 HP divided amongst category. Most people who draw on it’s
however many creatures are around them terrible power have drained themselves to
to sustain the wearer (even if a party ash or simply succumb to common illness
member does not use blood, or if a party after years of careful abuse, weak as kittens
member is Holy, blood is still drained and and surrounded by mindless followers.
HP is still doled). If the wearer becomes
Fatigued, for every hour needed to lose
64 Drowner’s Boon: You gain water
this status is drained from others, causing
breathing at will and have a swim speed
creatures around the wearer to grow
equal to your movement speed. You
closer to being Fatigued themselves.
temporarily lose these abilities and gain
one level of exhaustion the next day if
60 Enhanced skill (say +2 on body-based you did not drown yourself in a body of
checks like attacks or Dex checks) on the water large enough to submerse yourself
days of a new and full moon, but as soon completely in during the day before.
as night falls the PC’s body will exhaust Drowning yourself does not cause you
and force an unbreakable sleep. Until any damage other than psychological.
dawn, anything the PC dreams may enter Completing your daily drowning removes
the material plane and gain a physical the exhaustion and restores your dark gift.
form. I would probably roll on a table
d30 or d100 table where 5-10 percent of
65 When getting hit, you may choose to
the results are sweet items, and the other
negate half damage. A friendly humanoid
90-95 percent are monsters or people
in the vicinity chosen by the DM takes
to have encounters or social interaction
double the damage negated.
with. At dawn the sleeping PC awakes,
but whatever was summoned, stays.
66 Call your Kin: Once per day, you may 74 The Goblet of Borrowed Life: Drink
summon level appropriate vermin swarms. from the rich red waters of the beautiful
The number, type of vermin, spawn demonically adorned goblet and you will
location, and behavior of these swarms restore 1d10 health for each full goblet’s
are not under your control. They attack worth you consume. The goblet refills to
everyone but you indiscriminately, the brim once an hour and never spills.
consume the corpses of the dead, and ruin The catch is each time you use this item,
perishable goods around them. a proportional amount of health is lost
from you or an ally you share it with on
waking from your next rest. Don’t drink
67 Bloodbane: You gain damage resistance
yourself to death! Maybe share it with
3/- all. However someone who does
someone you hate though.
or will have a grudge against you
also becomes your bane- you have
vulnerability to their attacks. You do not 75 You gain a Charm of Cursed Wild Shape
know who your bane is, and it shifts if that has 5 charges. Upon using the charm,
you defeat them. The granter of this gift roll 1d4. If the result is even, the spell
loves to bestow it on the paranoid. casts normally, lasting for a number of
hours equal to the caster’s total level, or
until the creature’s hit points are reduced
68 Tough Love: Your healing does
to zero. If the result is odd, the caster is
maximum amounts. At the end of the
turned into a sheep until their hit points
encounter, anyone healed takes a level of
are reduced to zero. Once the charm has
exhaustion.
run out of charges, it disintegrates in a
black and purple smoke.
69 You can see in dim light as though it were
bright light. Nighttime is now blinding.
76 For 24 hours, you gain +2 Charisma, but
any clothes you wear become invisible.
70 You roll death saving throws with
advantage. You must sleep directly beside
77 Entropist: The world crumbles at your
the corpse of a sentient humanoid the
touch. Stone falls to gravel, wood to
same size class as you to gain the benefits
sawdust, and friends to bleached bones.
of a long rest. That corpse must be in
Gloves and weapons likewise disintegrate
‘raise-able’ from dead condition and
in your hands. Other areas of your body
cannot be an undead.
(feet, torso, etc.) do not produce the same
effect.
71 You can cast Darkness, however, after
the spell ends, you go temporarily blind
78 You gain the ability to choose to crit
yourself for 10 minutes.
automatically on your next attack roll,
but the next attack roll that would miss
72 Every Encounter you have that is with you hits instead.
a creature weaker than you, you can
cast charm without using up a spell slot.
79 One of your eyes is replaced by a
However, on a failed attempt, you take 20
yellowed, reptillian one. This grants
psychic damage + (your current level) d4.
permanent 60′ darkvision or adds 60′
to any existing darkvision, as well as
73 You Learn Fireball as a cantrip, However, granting a once-a-day use of Detect
Casting it more than 2 times in a 1 day Magic. However the eye moves of its
will permanently give you a random own free will and will burst if the gift-
curse. Casting it each additional time, will giver is betrayed.
add more curses.
80 Your right arm is that of a demon, and 87 Devil Doctor: You draw power from
anything that It touches can’t use magic, fallen divines that have been chained in
including healing spells that would heal the darkness yet still obsessively yearn to
you, but it can be used to disable magical see their work wrought upon the living.
devices or paralyze magical constructed You can cast the following healing spells
(not make them disappear). without expending components. A) Cure
Wounds: (lvl 1-5: 1/day, lvl6-10: 2/day,
lvl11-15: 3/day, lvl16+: 4/day), and B)
81 You receive a coin that when presented to
Lesser Restoration: Once per day, and C)
any court, will immediately absolve one
Greater Restoration: Once every three
person of all crimes. However in doing
days. You cast at the spell’s base level
this, another random person is accused of
and bonuses that improve your healing
crimes of equal magnitude.
capabilities (such as feats, domains, or
class benefits) do not apply as these
82 You asked for a silver tongue but weren’t powers come from a dark place. These
very persuasive, the demon took your spells cannot be cast stealthily; conversely,
mouth instead. Gain advantage on casting them attracts attention. Your
persuasion checks as long as your mouth, teammates prefer your healing touch
or where your mouth used to be, is even if a more skilled cleric is present.
covered. The ill and those caring for them see
visions of your coming as a healer with
unusual powers. They are drawn to you,
83 Skeleton Key: The flesh on both of your
demand your attention, and may become
pointer fingers rots and falls off. The
violent if you do not help them in some
leftover bone hardens, reshapes, and
way. You must hide in public to avoid
becomes a tension wrench and pick.
being accosted.
You become proficient in lockpicking if
you weren’t already and roll checks with
advantage if you already were. You have a 88 Bargain Blessing: Shopkeepers and the
difficult time resisting the urge to unlock like inexplicably offer you (but only you)
that which is locked even if you have no discounts (10%-50%) when you bargain
desire to thieve. with them. You feel a strong compulsion
to buy more than you need, including
items which you and your party cannot
84 Uncanny speed. Your speed is doubled and
use. It’s nearly impossible for you to shop
your AC is increased by 3. But you have to
without buying something extra. Even
move at least half your speed ever turn and
if you shop with a helper to reign in
there is a 25% chance you will run into
impulse purchases, you still make offers
any wall you get within 5 feet of if you are
to buy extra while bargaining with the
not moving parallel to it.
shopkeeper.

85 For 24 hours, you gain +1 to all of your


89 A card that, when used (by reading the
stats. For the following 24 hours, you gain
magic words on it) will give the player
a level of exhaustion. This exhaustion
great luck for a hour. Later, however,
cannot be removed until the second 24
the player will have really bad luck for an
hours has completed.
hour.

86 May once per encounter do 1d10 damage


90 You can sacrifice a small or tiny animal
of any element to an enemy, but the more
and see what it saw in the last hour it was
you use it, the more you change into the
alive.
alchemic creature of life: a chimera.
91 A ring that increases constitution by 2. 98 Baby’s Breath- All criticals do max damage,
Requires attunement. Cannot be taken off and weapon or offensive magics do an
or unattuned from without removing the extra 1d10 necrotic damage. Anything
finger. killed by you is transformed into its
most innocent form (a young child, a
cute cub, a hatchling) an instant before
92 You may expend a hit die to heal yourself
the blow falls. This creates both external
any time you kill a living thing. You lose
problems (explaining the dead children
the ability to spend hit die during short
used to be bandits can be a hard sell) and
rests.
internal problems (a wisdom save or some
appropriate penalty).
93 The one bestowed with this dark gift can
adapt to any atmosphere/environment
99 You can now communicate telepathically.
(unbreathable, water, restricted air,
But every time you do so causes your
heat, cold, etc.). When the bestowed
sanity to degrade.
accumulates one hour of time accustomed
to the associated atmosphere/environment,
they permanently retain a feature 100 You may regenerate 1/hp a round when
associated with that environment (e.g. you are in contact with fresh blood of a
spent underwater, they gain fins; spent in sentient creature.
freezing cold, they get covered in fur, etc.).

94 The gifted is healed by the involuntary


depletion of their teammates magic item
charges.

95 You gain a keen sense of smell for living


flesh, and this allows you to determine
how many livings creatures are upwind
from you, or in a 100 ft radius if there is
no wind. You also gain a hunger for living
flesh. Eating live flesh carries no negative
effects, but if you eat or drink anything
that isn’t still the flesh of a still living
creature, it will rot/ spoil in your mouth.

96 Silver Tongue – You are unusually


charismatic. All charisma skills get a +2 and
once per day you can cast Charm Person
at level 1, but you feel as though you are
decaying from the inside over time.

97 Wrath Personified- you gain the


barbarian’s rage affect permanently (at
level 1). You must make a Wisdom
saving throw to solve any problem in a
nonviolent way. In addition, whenever
speaking with someone for the first time,
you must roll d20. On a 1 or 2, you
develop an instant hatred for that person.
CREDITS

This list was created by the community over at www.reddit.com/r/d100. Put together by Casey Willis. See
more at www.dndspeak.com.

Special thanks to everyone who participated in this list!

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the
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countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
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Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA,
Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park,
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