% (d100) |
Result
|
1 |
You are surrounded by 1d10 sheep whose wool is all colors of the rainbow.
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2 |
A 1-meter cube of iron appears where the lucky block sat. It is worth 125 gp.
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3 |
A creature called the Old Frog appears. If any creature provokes it, it deals 2d10 psychic damage and disappears. They automatically fail their saving throw. However, if the frog remains calm for 1 minute, it disappears and leaves behind a valuable trinket: a gemstone fly. Its body is made of onyx, its eyes are made of rubies, its wings are made of diamond, and they are tied together with legs made of electrum, all of which are of the highest quality. It is worth 600 gp.
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4 |
A random assortment of flowers appear where the lucky block sat.
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5 |
Another lucky block appears where the first one was. Breaking it again does the same thing. If one is persistent enough with breaking this block over and over again (1d20+30 times), they will be rewarded with a random legendary magic ring.
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6 |
Lightning strikes the spot where the lucky block sat. The closest creature within 15 feet of the strike takes 1d12 lightning damage.
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7 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity check, you open the chest to find it containing a random set of uncommon magical armor.
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8 |
A wishing well appears where the lucky block sat. Upon activation, it summons 1d8 pieces of lit TNT that falls within 25 feet of the well and explodes with 20 force damage. Roll for a DC 25 Dexterity check. You take full damage on a failure or half as much on a success.
|
9 |
A Young Silver Dragon appears where the lucky block sat.
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10 |
You are given an axe that gives a +2 bonus to your attack rolls and deals 2d6 slashing damage. It counts as a rare item.
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11 |
A Young White Dragon appears where the lucky block sat.
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12 |
You are afflicted with the Blind condition while being surrounded by 1d20 zombies.
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13 |
The lucky block instantaneously explodes, dealing 3d20 force damage to all creatures within 25 feet of it.
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14 |
A 1-meter lapis lazuli cube appears where the lucky block sat. it is worth 500 gp.
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15 |
A Lucky Blade appears. Upon striking a target creature, it has a 1 out of 8 chance (1d8) to do something in the Lucky Sword Table. It counts as a very rare item and is worth 2000 gp.
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16 |
A throwable potion appears where the lucky block sat. When used, all creatures within ten feet of the potion are affected with 1d4 negative conditions (Poisoned, Blinded, etc. What these conditions are is up to the DM).
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17 |
Your gold and silver coins get scattered around you within 10 feet of you. Your copper coins will stay in place.
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18 |
A plate of 2d12 steaks appears where the lucky block sat.
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19 |
Your attack power increases by 2 for 1d6 hours.
|
20 |
Roll the d100 again.
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21 |
A magic surge tosses you 1d20+20 feet into the air. If you have something that negates your fall, this is only a nuisance. If not, every 5 feet you fall above 20 you take 1d4+4 bludgeoning damage when you land.
|
22 |
A strange pair of chests appear where the lucky block sat. They seem to be interconnected with one another. For example, if you put ten gold coins into one chest and close it, then open the other chest, those same gold coins will be present inside when they previously were not. Removing them from the second chest also removes them from the first. Both of these items are worth 150 gp together.
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23 |
Your attack power decreases by 2 for 1d6 hours.
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24 |
Your armor is forcibly removed and thrown within 25 feet around yourself.
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25 |
A 1-meter cube of gold appears where the lucky block sat. it is worth 750 gp.
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26 |
4d4 small gold ingots appear where the lucky block sat. Each are worth 75 gp.
|
27 |
Your AC increases by 1 for 1d4 hours.
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28 |
You are given 1d6 dark green pearls. When thrown, a single pearl will teleport whoever threw it to the spot it landed at, destroying the pearl and inflicting the teleported person with 1d4 bludgeoning damage. If you do not wish to use them, they can be sold for 100 gp each.
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29 |
You are surrounded by 1d8 Wights.
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30 |
A wishing well appears where the lucky block sat. Upon activation, a fountain of 2d100 potatoes will shower down 25 feet around the well.
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31 |
Your movement speed is doubled for 1d4 hours.
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32 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity check, you open the chest to find a single, very golden apple. Taking a bite from this apple restores 3d20 hit points. After use, the gold color fades and becomes green, a mundane granny smith apple.
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33 |
1d8 chunks of obsidian appears where the lucky block sat.
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34 |
A hole 1d100x1000 feet deep and 1d10+10 feet wide appears under the position where the lucky block was.
|
35 |
You are given the Romantic Rose. While you have it, you have a +2 bonus to your Charisma. It never wilts and is worth 300 gp.
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36 |
You are given a magical short sword that gives +2 to your attack rolls and deals 2d4 attack damage. It counts as a rare item and is worth 1000 gp.
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37 |
A creature called the Immortal Sheep appears. It cannot be harmed by any means. Any creature that attempts to harm it with any amount of melee damage is forced to take 1d20+5 true damage and is thrown 2d20+15 feet away from it. Arrows, bullets, and other physical projectiles merely bounce off. Attacking with magic spells forces the attacker to expend all of their spell slots, taking 5 true damage for each one.
|
38 |
A shred of horribly putrid rotten flesh appears where the lucky block sat. If you and any creature within 25 feet of the flesh fails a DC 20 constitution saving throw, you/they spend an action vomiting.
|
39 |
You are affected by the Polymorph spell, turning into a random creature for 1d4 days.
|
40 |
Roll the d100 again.
|
41 |
You are surrounded by 1d12 wild horses. 1/3 are living horses, 1/3 are zombie horses, and the remaining 1/3 are skeletal horses. Fortunately for you, the undead horses are passive.
|
42 |
2d20+15 random spell books erupts from the lucky block. All but one are just novelty spells and have no practical applications for combat.
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43 |
You are trapped in a 6x6 obsidian holding tank with a 3x3x8 void completely filled with water. While in the tank, you have limited time before you drown (depends on race. This part might be irrelevant if you can breathe water). There's 1/4 inch glass panes, and they require a DC 25 strength check to break them on the inside, or a DC 15 Strength check on the outside. If you were stuck in the water for over 45 seconds, you come out with one point of exhaustion. If stuck inside over 90 seconds, two points of exhaustion.
|
44 |
You gain vulnerability to all damage types for 1d4 hours. Resistances and immunities are also affected by this.
|
45 |
A 1-meter cube of indestructible, immovable material appears where the lucky block sat. Sitting on top of the material is a sign that reads "Well there's your problem".
|
46 |
All silver items within 30 feet from the lucky block is converted into gold.
|
47 |
A random intelligent being the same alignment as you appears where the lucky block sat. They are very panicked and confused about how they got here. They were just going about their daily business when all of a sudden they are here. The PCs get together and figure out what they are going to do with this character (or this may be how a new PC enters this session of D&D).
|
48 |
You gain resistance to all damage types for 1d4 hours. Immunities are not affected by this.
|
49 |
A 1-meter emerald cube appears where the lucky block sat. It is worth 1000 gp.
|
50 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity check, you open the chest to find it containing 2d20 apples.
|
51 |
A +1 Heavy Diamond Pickaxe appears. Only you can attune to it.
|
52 |
A ghastly sound comes out of the lucky block. Nothing more.
|
53 |
All food and drink within 30 feet of the lucky block becomes contaminated. Consuming these items will cause the Poisoned condition.
|
54 |
All silver items within 30 feet of the lucky block is converted into copper.
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55 |
A wand called the Boomstick appears. It has 14 charges that can be replenished with gunpowder. Using it will use a charge and dispense a pack of lit TNT that explodes after 5 seconds, dealing 6d4 force damage to all creatures within 20 feet of it. It counts as a very rare item and is worth 1000 gp.
|
56 |
The lucky bow appears where the lucky block sat. It has a 1 out of 8 chance (1d8) to do something in the Lucky Bow Table (see below). It counts as a very rare item and is worth 2500 gp.
|
57 |
All drink 30 feet from the lucky block is converted into moonshine.
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58 |
A slime wand appears. It has 20 charges that are replenished with sugar. Using it expends a charge and throws out a splattered glob of very sticky ooze. Creatures hit by this behave as if they are restrained.
|
59 |
A magical longsword appears. It deals 2d8 damage with it split approximately 50-50 between slashing and psychic, rounded up in the slashing damage's favor. It counts as a very rare magical weapon worth 2800 gp.
|
60 |
Roll the d100 again.
|
61 |
1 medium, neutral Barluga appears. It is indifferent to all creatures and disappears after 1 hour.
|
62 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity check, you open the chest to find a studded ashwood club that deals 3d6 bludgeoning damage. It counts as an uncommon item and is worth 200 gp.
|
63 |
A Thunder Battleaxe appears where the lucky block sat.
|
64 |
You are trapped in a 3x3 metal cage that is open at the top. If you do not succeed a DC 25 Dexterity saving throw, you are smashed by a pair of falling anvils, dealing 2d20 bludgeoning damage each.
|
65 |
Your race changes to a random one for 1d4 days. This does not affect your stats, but the disorientation caused makes you perform attacks with disadvantage.
|
66 |
A bouncy castle 30x30 feet made of gelatinous ooze appears where the lucky block sat.
|
67 |
All gold items within 30 feet of the lucky block is converted into silver.
|
68 |
All creatures and loose objects within 10 feet of the Lucky Block are temporarily teleported to a pocket dimension containing a black void with solid ground. This lasts 1 minute before everything is forcefully expelled within 25 feet of where the lucky block sat.
|
69 |
A zombie named Bob appears where the lucky block sat. He is equipped with a random set of very rare armor and is wielding a random legendary melee weapon. No matter what you do, Bob will always be hostile.
|
70 |
A nearby animal becomes awakened instantly and wants to join the party. The party then decides whether or not they accept its invitation.
|
71 |
2d4 more lucky blocks appear 2d8 feet around where the original sat.
|
72 |
An action figure of yourself appears where the lucky block sat. It is worth 10 gp.
|
73 |
A small thunderstorm appears in the area and lasts 6d10 minutes.
|
74 |
Two lucky blocks appear at either side of where the original sat. Sitting in between these blocks is a sign that reads "One is lucky, one is not". Which is which is up to the DM, and they cannot change it once that decision is made. Opening the 'lucky' lucky block will give a beneficial event from this list. Opening the 'unlucky' lucky block will result in a potentially harmful event from this list. Opening one lucky block or the other will cause both the sign and the unopened block to disappear without trace.
|
75 |
2d20 cats magically appear, uh, somewhere, around you. They can be anywhere that is not inside solid material, even in your inventory.
|
76 |
You are afflicted with the Blind condition while being surrounded by 1d20 spiders.
|
77 |
An Oversized Halberd appears where the lucky block sat.
|
78 |
You are given 2d12 lucky potions. See the Lucky Potion Table for more details.
|
79 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity check, you open the chest to find 2000 gp worth of diamonds, emeralds, lapis lazuli, and gold coins.
|
80 |
Roll the d100 again.
|
81 |
All food and drink within 30 feet of the lucky block becomes purified.
|
82 |
The lucky block emits a blinding flash of light. All creatures looking at or in the general direction of the flash are afflicted with the Blinded condition for 1d4 hours.
|
83 |
All effects are removed from you, even if they were beneficial.
|
84 |
The ground suddenly turns into liquid within 25 feet of where the lucky block sat. This effect lasts 1d6 hours.
|
85 |
The Holy Hand Grenade of Antioch appears where the lucky block sat. Roll the d20. On a 6 or better, it is an item ready to be collected. on a 5 or lower, its holy pin is pulled and the fuse is lit.
|
86 |
You are affected by a faerie fire spell for 1 minute. You automatically fail the saving throw.
|
87 |
A portal opens where the lucky block sat and will stay open for 1d4 days. Where this portal leads, be it another location in the world, another plane, or even another universe, is up to the DM.
|
88 |
2500 gp worth of diamonds, emeralds, lapis lazuli, and gold coins appears where the lucky block sat.
|
89 |
1d6 strange devices appear where the lucky block sat. They take the form of a small, roughly oval object with multiple numbered buttons and a display that reacts to certain buttons being pressed. Each of them has the word "NOKIA" printed just above the screen and has its own color. Upon fiddling with these devices, the party realizes they are some kind of communication item capable of calling one another using a set of 10 numbers unique to each one (what these numbers are is up to the DM). They also have energy storage that can last up to 6 days and can recharge under the sun. What's more, they are nigh-indestructible. If used as a throwing weapon, they deal 1d20 bludgeoning damage to any creature they hit and can punch through material as sturdy as brick walls.
|
90 |
An imp appears where the lucky block sat. Make a Charisma saving throw against your spell save DC. If you succeed it, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 day.
|
91 |
One of your ability scores is set to 20 for 1d8 hours. it matters not if it was above or below this number.
|
92 |
A 1-meter diamond cube appears where the lucky block sat. It is worth 1500 gp.
|
93 |
a single drinkable potion appears where the lucky block sat. Analyzing it reveals it grants the drinker 1d4+2 positive effects.
|
94 |
1d4*1000 gallons of purified water suddenly explodes forth from the lucky block.
|
95 |
A wishing well appears. Upon activation, it shoots a fountain of 3000 gp worth of diamonds, emeralds, lapis lazuli, and gold coins 25 feet around the well.
|
96 |
You are afflicted with a random curse.
|
97 |
You are afflicted with the petrified spell for 1d4 hours. You automatically fail the saving throw.
|
98 |
A locked chest appears where the lucky block sat. Succeeding a DC 25 Dexterity() check, you open the chest to find a gold dragon egg.
|
99 |
Everything in your inventory is scattered 2d8 feet around you and all the empty space in your inventory is filled with sticks.
|
100 |
Roll the d100 again. If you land on this number again, you are granted one wish.
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