The Ather of Ezrahn sometimes attaches itself to people, places, or objects of the realm, granting abilities and powers beyond the norm. This happened to you, meaning you are marked for greatness in some way.
Your DM will ask you to roll a d12 which will grant you an ability from this list.
- 1 – Permanent +1 to an Ability Score of your choice.
- 2 – Permanent +1 to Saving Throw of choice.
- 3 – Permanent +1 to Skill of choice.
- 4 – Permanent 1/Long Rest d4 Inspiration die on Ability Checks and Saving Throws.
- 5 – Permanent 1/Long Rest d4 to an Attack Roll.
- 6 – Free Skill Proficiency.
- 7 – Permanent 1/Long Rest d6 to a Damage Roll.
- 8 – Free Skill Expertise (Must already be Proficient in Skill).
- 9 – Permanent Lucky Die 1/Long Rest, can reroll any single die but must keep the new roll.
- 10 – Free Feat (Must already meet all prerequisites for the Feat).
- 11 – +1 to an item (Weapon, Armor, Ring, Cloak) that already is magical, boosting its bonus/ Or +1 to a weapon/armor character is using that is mundane. Magical item must be attuned to by that character and will not work for anyone else.
- 12 – Roll two d12s, ignoring any other 12s you receive.