Wild Origin
Spellcast Trait: InstinctOn a critical, get ready for the randomness
Wild Pulse: After you roll a critical success, roll a d6 and resolve the following effect, which lasts until the end of the session or you roll your Wild Pulse again.
1.You gain a Hope or clear a Stress
2.You gain a feature from another ancestry
3. Teleport to Close range in a random direction.
4.Trade a domain card with an ally.
5.You become temporarily vulnerable.
6.+1 to a stat and -1 to a stat of the GM's choice.
Twist Fate: Once per rest, when you roll with Fear you can spend a Hope to roll for a Wild Pulse to turn it into a roll with Hope instead.
Lawless: Use a d8 to roll for your Wild Pulse and add these to the possible results.
7.The GM gains a Fear
8.Deal 1d20+3 Magic damage to a random adversary in Close range.
Channel Choas: When you roll your Wild Pulse dice, roll a second die and choose which result to resolve.
Anarchy: Use a d10 to roll for your Wild Pulse and add these to the possible results.
9.Clear a Hit Point
10.You are haunted by the last creature you killed, the GM can spend a Fear to make you roll with disadvantage before you roll.