Open main menu

Dungeons and Dragons Wiki β

Minor Harrow (3.5e Spell)

Revision as of 09:29, 18 July 2021 by Eiji-kun (talk | contribs) (Created page with "{{author |author_name=Eiji-kun |date_created=7-18-21 |status=Random |balance=Unquantifiable }} <onlyinclude>{{3.5e Spell |name=Minor Harrow |school=Divination |subschool= |de...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 7-18-21
Status: Random
Editing: Clarity edits only please
Scale.png Unquantifiable
 Ratings for this homebrew:
Average:
NA
/ 4

 1 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article


Minor Harrow
Divination
Level: Cleric 0, Sorcerer/Wizard 0
Components: V, S, F
Casting time: 1 minute
Range: 10 ft
Target: One willing creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: None

Ah, the White Eyes Blue Dragon. Very good luck.

By taking a set of cards and seeing into the weave of fate, you ensure, or condemn, a creature to have some small amount of good or bad future in the upcoming 24 hours. First, roll a 1d3 to determine if a creature will have good, neutral, or bad luck, and consult one of the following charts.

Good Fortune
d8 Card Damage Type
1 Heart +1 max hp
2 Shoes +5 ft enhancement to land speed
3 Tool +1 ability checks and opposed checks
4 Book +1 morale to skill checks
5 Shield +1 morale to AC
6 Cape +1 morale to saving throws
7 Swords +1 morale to attack rolls
8 Roll twice on good fortune and ignore duplicates and 8s
Neutral Fortune
d8 Card Damage Type
1 Old Pendant Automatically stabilize when dying.
2 The Rhino Once per harrow, if you charge, you do not take the -2 penalty to AC (discharged on use).
3 The Worker Once per harrow, you can take 10 on an ability check or opposed check even when stressed (discharged on use).
4 The Philosopher Can use trained-only skills untrained.
5 The Knight When fighting defensively, your AC is +1 higher.
6 The Faithful If you fail a saving throw, you gain a +1 morale bonus to your next saving throw.
7 Lucky Coin You do not automatically fail on a natural 1 (but you might still fail normally).
8 Can choose to either reroll on the neutral fortune results, or roll twice starting with the choice of good, neutral, and bad fortune results. You must accept the two results of the reroll.
Good Fortune
d8 Card Damage Type
1 Wounded Heart -1 max hp
2 Foot Cast -5 ft enhancement to land speed
3 Broken Tools -1 ability checks and opposed checks
4 Dunce Cap -1 penalty to skill checks
5 The Nudist -1 penalty to AC
6 The Slave -1 penalty to saving throws
7 The Coward -1 penalty to attack rolls
8 Roll twice on bad fortune and ignore duplicates and 8s

Regardless of the result, a creature can only benefit or suffer the effects from this spell once every 24 hours, even if the effect is expended, dismissed, or otherwise removed.

Focus: A deck of special cards worth 50 gp.


Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Eiji-kun's Homebrew (5654 Articles)
Eiji-kunv