Remove these ads. Join the Worldbuilders Guild

Infernal Retaliation Module (IRM) Adverse and Strange Effects Table

Roll the Dice
1The plasma generation chamber overheats, causing the user to take 1d6 fire damage.
2Misfire: The IRM misfires, hitting a random target within range instead of the intended target.
3Plasma Leak: A small leak occurs in the plasma generation chamber, creating a slippery area in a 5-foot radius around the user as plasma fluid leaks out, potentially causing creatures entering or starting their turn in the area to slip.
4Energy Feedback: The energy absorption cells malfunction, shocking the user and causing them to lose their next reaction.
5Infernal Vision: The user's vision is temporarily overwhelmed by infernal flames, giving them disadvantage on attack rolls and Wisdom (Perception) checks for 1 round.
6Enhanced Targeting: The IRM's targeting system upgrades temporarily, granting the user advantage on their next attack roll against the target.
7Plasma Shield: The IRM utilizes excess plasma to create a protective shield around the user, granting them a +2 bonus to AC for 1 round.
8Haunting Whispers: The user hears haunting whispers for the next minute, giving them disadvantage on Wisdom saving throws and concentration checks.
9Uncontrolled Burst: The IRM releases an uncontrolled burst of plasma, creating a bright flash of light that blinds the user and all creatures within a 10-foot radius for 1 round.
10Optimized Energy Conversion: The IRM efficiently converts the absorbed energy into a more potent counterattack, increasing the damage dealt by the next successful IRM activation by 1d10.

Created by

Zackman634.

Statblock Type

Random Table

Link/Embed