Difference between revisions of "Divine Gift"
Line 9: | Line 9: | ||
{{Spoilers}} | {{Spoilers}} | ||
<div class="mw-collapsible mw-collapsed toccolors" style="width: | <div class="mw-collapsible mw-collapsed toccolors" style="width:250px; border: 1px solid black; padding: 4px; float: right;"> | ||
<div style="font-weight:bold;line-height:1.6;">Show spoilers</div> | <div style="font-weight:bold;line-height:1.6;">Show spoilers</div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> |
Revision as of 22:03, 14 January 2023
A Divine Gift is a gift handed from a god, deity or a powerful vestige of one.
. .
- This article contains SPOILERS! Continue read at risk of spoiling the experience for yourself.
Notes
also https://www.reddit.com/r/CurseofStrahd/comments/8vl442/fleshing_out_curse_of_strahd_part_4_more_on_the/ https://www.reddit.com/r/CurseofStrahd/comments/jgz1l6/dark_gifts_from_puffin_forests_cos_campaign/ Essentially, the rules I used for these gifts were: Death before lvl 5 resulted in a Dark Power intercepting the PC's soul in the mist, giving them the option of resurrection with Stage 1 of their gift. At lvl 5, a PC can reach out to their Dark Power to receive Stage 1 their gift At lvl 7, a PC is asked by their Dark Power if they would like more power. If they say yes, gift progresses to Stage 2 If no, the offer stays open. At lvl 9, it's the same as lvl 7, but gift progresses to Stage 3. At any point during this process, a character who has not received their gift yet can call upon their Dark Power and receive all the gifts their level allows At the Amber Temple, they can visit their Dark Power and choose to make a Pact, this unlocks the rest of their gift, but also may have a price to pay. It also condemns them to being trapped in The Domains of Dread. For those who have no idea what I'm talking about and would like to see our playthrough, you can find the series here: https://www.youtube.com/watch?v=NRriJ4swzIY&list=PLruqoIF23LV910443_s_j9tygFEotfukE https://tabletopjoab.com/a-full-guide-to-every-dark-gift-from-van-richtens-guide-to-ravenloft/ https://www.reddit.com/r/CurseofStrahd/comments/9zswmf/fleshing_out_curse_of_strahd_running_the_dark/ Level 1 https://www.reddit.com/r/CurseofStrahd/comments/jgz10i/dark_gifts_from_puffin_forests_cos_garo/ Language/special/skill Perma spell (lvl 2) Cantrip x2 OR https://www.reddit.com/r/CurseofStrahd/comments/jgz0xn/dark_gifts_from_puffin_forests_cos_gouda/ lots of little spells eye magic spell lvl 1 OR https://www.reddit.com/r/CurseofStrahd/comments/jgz0lt/dark_gifts_from_puffin_forests_cos_krusk/ Bite/claw Orc traits ("charge"/carry) Level 2 Spell lvl 1 Cantrip Spell lvl 4? Spell lvl 1 OR more wild magic more eye magic OR feat +orcish fury feat ish spell ish lvl 4 Level 3 Permanent lvl 4 spell Spell lvl 4 OR more wild magic more eye magic OR see in magic darkness cast darkness 1/rest Pact Transport via Plants (lvl 4) Knowledge of how to Re-Consecrate the Fanes OR Gain non-attune items feats x2 Reincarnate 1/day extra eye OR demon armor change race
Table
https://www.reddit.com/r/CurseofStrahd/comments/9uf047/dark_powers_in_barovia/
- Channelled Boon - At times, you will gain a small boon from your gift-giver. Boons to choose from:
- Inspiration
- 2d8 + lvl healing
- 1d8 + lvl temporary hit points
- If you at any point have Channelled Boon Inspiration and then receives Inspiration from any source you gain 1 temporary HP per level (cumulative with other temporary hp).
Dahlver-Nar
He of Many Teeth
Gift: The gift of many lives - Resurrection, at the cost of teeth
First
- Innate Reincarnate - If you die, you are affected by a modified Reincarnate spell. Your new body only has 25% of its maxium hit points and you take 1d3 Con damage. Extended race list. If you have 0 or less Con after this you are unconscious (not dead) and you will regain 1 Con per hour until you have at least 1.
- If you Reincarnate, a tooth is lost (keep track, 32 to start with!).
- Lose most racial features but keep your ability scores (consult DM).
- Gain +1d2 on an ability score appropriate to the new race as well as gain all other racial features (consult DM).
- Soul Drinker - If a sentient creature that has a soul dies within 5 ft of you (or a "marked" creature - like a hex - is killed by you), a faint outline of mist leaves the creature's body and enters your mouth and eyes, granting you a Channelled Boon.
- If given upon death, instead revive the original body, your maximum HP is doubled for 1 hour and you gain full HP
- If given in an agreement, your maximum HP is doubled for 1 hour and you gain full HP and you may cast Revivify once without any material component during the next hour
Second
- Innate Reincarnate - If you Reincarnate, your new body gains 50% of its maxium hit points and you take 1 Con damage instead. You may take 2 Con damage instead of 1 to add or subtract up to 7 from the race selection roll.
- As an action, you may use your gift to Reincarnate someone else. First, lose a tooth and expend a Greater Tooth Component then your ability stops working until recharged. Then, the target is reincarnated as per the lower level of this ability. Following a long rest you may attempt to recharge it; make a flat DC 15 check. On a success, or after at most 5 long rests, the ability is recharged.
- Teeth of Dahlver-Nar - Every time you lose a tooth to Innate Reincarnate, make a flat DC 11 check; on success the lost tooth becomes a tooth of Dahlver-Nar (DM's call) that you may reinsert, keep or give away.
- Any number of implanted teeth of Dahlver-Nar in your mouth together count as ONE attuned item.
- Soul Drinker - Increase range to 10 feet and now also includes "marked" creatures killed by others if you dealt at least some necrotic damage to it.
- Boon of Dahlver-Nar - The Channelled Boon choices changes to:
- Dahlver-Nar's Inspiration: When the Inspiration is used, it also casts Bane (no concentration) on a other character of your choice withing 30ft (if there is no other character nearby you are the target).
- 2d8 + 5 healing and half that to another character of your chocie within 30 ft (if there is no other character you only gain half).
- 1d8 + 5 temporary hit points and half that to another character of your chocie within 30 ft (if there is no other character you only gain half).
- You gain a temporary spell slot of 3rd lvl that lasts until your next long rest. If you don't have spell-casting abilities, the spell is a 3rd lvl Hex.
- Innate Spellcasting - Gain the ability to innately cast spells at will. You may choose to cast it at a spell level lower than its maximum. If you have spell slots you may choose to use one and cast the spell normally as if you had prepared it today.
- Inflict Wounds at spell level 3. When you deal damage in this way, you deal the same amount of unpreventable necrotic damage to someone within 30 ft you consider an ally (consult GM), you heal 1d10 hp to yourself and gain 1d10 temporary hp. If no ally is within reach (or you so choose), you may instead choose to forgo healing and temporary hit point and take half of the damage dealt yourself.
- Life Transferrance. After rolling damage and reducing your HP, remove the highest die before giving double the remaining 3d8 to the recipient. You may use this reversed on a willing target to drain someone else's life energy but then also remove the lowest die before giving double the remaining 3d8 to yourself.
Changes
- First: You choose a tooth to give up, become heterochromatic with one eye of your old colour and one turning purple. The eyes stay if you are resurrected into a new body.
- Second: The pains involved with Reincarnation are significantly lessened. You lose a tooth. You start growing teeth, eyes or other oddities in odd places.
Notes
- Luna. Opposition to Ceithlenn.
- https://forgottenrealms.fandom.com/wiki/Teeth_of_Dahlver-Nar
- http://dnd5e.wikidot.com/wondrous-items:teeth-of-dahlver-nar
- https://drive.google.com/file/d/1T_C5ZkfB13GJcH_RuvG3d_gEHI37T3Ra/view
Completing the pact includes two parts; a prompt in the Amber Temple and to defeat Ceithlenn's hold of Barovia
Drizlash
the Nine-Eyed Spider
Gift: The gift of wall-walking - Spidery gifts
First
- Gain permanent effects of Spider Climb as well as Darkvision up to a range of 30 feet
- Gain the ability to cast Web once per long or short rest
- Gain the ability to cast Gift of Alacrity or Identify once per long rest
- If given upon death, you are revived with full HP and also enjoy tremorsense 30 feet for 1 hour
- If given in an agreement, gain full HP, enjoy tremorsense 30 feet for 1 hour, and for one minute become aware of all life forms, undead creatures and extraplanar creatures within 60 feet
Changes
- First: Gain an extra eye somewhere on your body. The eye is blind and always open.
Delban
the Star of Ice
Gift: The gift of deadly cold - Cold-related powers
First
- Gain the ability to cast Frost Fingers twice per long or short rest.
- Gain the ability to cast Rime's Binding Ice once per long rest.
- Gain Resistance to cold and Weakness to Fire. Effects of temperatures is skewed one step towards cold (comfortable in cold, uncomfortable in hot)
- After killing a target with cold damage, gain a Channeled Boon.
- If given upon death, you are revived with full HP and under the effects of Armor of Agathys cast at a level 2 spell slot
- If given in an agreement, gain full HP and under the effects of Armor of Agathys cast at a level 2 spell slot, reapplied up to two times if the shield is used up within the first 10 minutes
Second
- Gain the ability to cast Armor of Agathys once, recharged after a long or short rest. The spell is cast as a level 3 spell slot.
- Gain the ability to cast Ice Storm at will. If so cast, you take 3d8 unpreventable necrotic damage.
Changes
- First: Your eyes turn icy cold. You randomly gather frost on your hair, brow or beard
Notes
Ireena?
Fanes of Barovia
The Triade
The Ladies Three
The Weaver, The Huntress & The Seeker
Gift of The Ladies Three
Druidic powers
Gift of the Woods
- Nature's Loremaster:
- Gain the ability to speak and understand Druidic.
- Gain Proficiency in Nature. If you already have proficiency in Nature, check in turn Survival, Handle Animal, Medicine or Perception and pick the first one you lack proficiency in to gain that instead. If you are proficient in all of these you instead gain double proficiency bonus on Nature checks. If you already have double proficiency bonus in Nature, pick a skill like how you would pick a proficiency to gain the double bonus there instead.
- Gain the Shillelagh and Druidcraft cantrips (or two other Druid Cantrips if you already have these)
- Nature's Protection: Gain the effects of permanent Barkskin, but the feature disappears if you take fire damage. As an action you can dismiss it or you may increase the potency of this ability, gaining persistent Stoneskin and Protection from Energy for 10 minutes (choose energy type), not requiring concentration. After 10 minutes, the Barkskin also disappear. If removed, Barkskin returns after a long or short rest.
- Nature's Zealot: Gain the ability to Rage like the barbarian class feature. If you already have the ability to Rage, gain one additional use of it between long rests. After you critically hit any abomination against nature (undead, abberations, devils and demons), gain a Channeled Boon.
- If given upon death, you are revived with full HP and gain Stoneskin for 1 hour.
- If given in an agreement, gain full HP, gain Stoneskin for 1 hour and you become under the effects of Fire Shield; you choose warm or cold shield
Gift of the Swamp
- Nature's Loremaster:
- Gain proficiency in the next skill like the Gift of the Woods.
- Gain the ability to speak with plants.
- Gain the Whip cantrip (or one other Druid Cantrips if you already have these).
- Nature's Protection:
- You no longer lose the Barkskin effect unless you choose to and can use the higher potency ability twice before a long or short rest. When the potency is activated, Protection from Poison is cast on you with a duration of 10 minutes.
- Every time you wake up after a Long Rest, one Goodberry has grown on each of your fingers.
- Nature's Zealot: Whenever you use the Rage ability, you may have Zephyr Strike bestowed upon on you, not requiring concentration. This ability recharges on a Long Rest.
Changes
- First: Your eye colour becomes emerald, your skin takes on streaks of green and grass and leaves start spontaneously growing in your hair, brow and beard
Notes
Bigwig, as a way to attone to his cursed deeds
Fekre
the Queen of Poxes
The gift of disease (Negnal)
Great Taar Haak
the Five-Headed Destroyer
The gift of great strength
Strength-related and using it
First
- Gain +2 Strength and increase the maximum Strength you can get from Ability Score Improvements by 2.
- Gain the ability to cast Enhance Ability as a 2nd level spell (but only Strength) once per long or short rest.
- Gain the Rage feature from the Barbarian class. If you already had the Rage feature, or you gain it later, instead gain +1 use and +2 damage while raging.
- If you roll a 20 on a Strenght check, attack, or save, gain a Channelled Boon.
- If you successfully belittle a person (DM's discretion), gain a Channelled Boon.
- If given upon death, you are revived with full HP and gain a +5 bonus to Strength for 1 hour.
- If given in an agreement, gain full HP and gain a +5 bonus to Strength for 1 hour and your unarmed attacks deal 5 extra damage for 10 minutes and the damage is magical
Changes
- First: Your voice deepens and you become visibly more muscular
Notes
Bigwig?
5-headed dragon thing
Khirad
the Star of Secrets
The gift of divination
scrying? mind read? [1]
Norganas
the Finger of Oblivion
The gift of creating undeath
Savnok
the Inscrutable
The gift of mind shielding
Seriach
the Hell Hound Whisperer
The gift of beasts
Shami-Amourae
the Lady of Delights
The gift of persuasion
Convincing, seducing, controlling
First
- Gain the ability to cast Charm Person or Suggestion twice per long rest.
- Gain the Friends cantrip.
- When you cast Friends, Charm Person or Suggestion, you do not need to concentrate on it.
- When a creature within 30 ft of you makes a roll that adds her Charisma bonus to the result, as a reaction you may force that creature to roll an additional die and choose which result they use. This ability recharges on a Long Rest.
- If given upon death, you are revived with full HP and you may use your new gifts at will for up to an hour (duration is also up to an hour from the revival).
- If given in an agreement, gain full HP and you may use your new gifts at will like "upon death" and any of your skill checks or saves using Charisma has advantage for 10 minutes
Changes
- First: Your appearance is altered individually depending on whom is observing you, adding a trait which that particular person finds alluring
Notes
Ismark?
Greyhawk actual succubi demon lord
Sykane
the Soul Hungerer
The gift of raising the recently deceased
Raise dead
Greed/fair dues
Tarakamedes
the Grave Wyrm
The gift of flight
Skeletal wings
Tenebrous
the Knowledgeable
The gift of arcane knowledge (Khazan)
Knowledge leading to becoming a lich
Every time you gain spells from Tenebrous, at least 2 must be from the school of Necromancy.
Initiate of Tenebrous
- Gain two additional languages. If you don't already know Draco, that must be one of the languages
- If you don't have Wizard levels you gain one level of the Wizard class, but use your highest mental ability instead of Intelligence. A spellbook written in your hand appears in your inventory. Your future level gain effects are delayed; after your next Long Rest make a DC 21 flat check and if you succeed you gain the benefits of the level. For every subsequent Long Rest, add +5 to the roll. If you haven't received the benefits by the 5th Long Rest it's automatically acquired. Should you gain another level in the meanwhile, gain the effects of one level-up and start a new level effect delay period for the newly acquired level instead. If you take one level of Wizard yourself, this delay goes away.
- If you have Wizard levels, you gain +2 Intelligence and increase the maximum Intelligence you can get from Ability Score Improvements by 2 as well as instantly learn 3d2 valid spells from PHB, added to your spellbook in your hand.
- Gain the ability to cast Warding Bond once per rest without material components and add it to your spellbook.
- If given upon death, you are revived with full HP and +5 to Intelligence for up to an hour.
- If given in an agreement, gain full HP, cure any magical disease or poison as well as any intelligence damage and gain +5 to Intelligence for up to an hour and any skill check or save using Intelligence has advantage for 10 minutes.
Student of Tenebrous
- Gain two additional languages.
- If you have at most 1 Wizard level, you gain one more level and your Arcane Tradition becomes Necromancy. Your future level ups are delayed like the first gift but the DC is 31 instead and you can be lagging behind up to 2 level-up effects before gaining the benefits.
- If you have 3 or more Wizard levels, you gain +2 Intelligence and increase the maximum Intelligence you can get from Ability Score Improvements by 2 as well as instantly gain 3d2 valid spells from PHB to your spellbook.
- Gain the ability to cast Life Transference once per rest and add it to your spellbook.
- Gain the Grim Harvest feature from the Necromancy Arcane Tradition. If you already had it, its effects are instead doubled.
- When you use Arcane Recovery you may restore four additional spell levels.
Headmaster of Tenebrous
- If your Arcane Tradition isn't Necromancy, add it as a second Arcane tradition.
- If you already had any Necromancy class features, increase their powers by one factor (for instance, if you were originally a Necromancer, Grim Harvest is now three times as powerful as a regular Necromancer Wizard because it was already improved once as a Student of Tenebrous).
- Gain Damage Resistances: Cold, Lightning, Necrotic and Poison as well as Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Gain advantage on any save to avoid gaining Charmed, Exhaustion, Frightened, Paralyzed or Poisoned conditions and if any spell or effect normally would disallow a save to gain one for these, you may make one at an appropriate DC anyway to avoid gaining the the condition.
- Gain advantage on any Perception check to identify illusions, shapechaning or invisible creatures. Apply proficiency an additional time for passive checks.
- Paralyzing Touch: Grow claws on your fingers and gain this. Melee Spell Attack (use melee or spell to-hit bonus). Reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you successfully paralyzes a target, gain either 1d8 healing or 1d8 temporary hit points as you siphon a small amount of their life energy from them.
- Gain the spell Animate Dead if you do not have it, otherwise another 3rd or lower Necromancy spell. Your Animate Dead now lasts 48 hours instead of 24. You may now cast Animate Dead as a Ritual to maintain control of a zombie or skeleton.
Changes
- First: Your appearance becomes slightly more gaunt and your skin a hue paler
- Second: Your skin turns very light and your eyes grow deeper into their sockets. You have palpable enjoyment from learning new spells, languages or eldritch facts
- Third: Some of your skin dries and falls off
Notes
Demon lord of undead
Jack, in relation to his bio father and the connections
Vampyr
the Undying
The gift of immortality (Strahd)
Becoming vampire
Vaund
the Evasive
The gift of evasion
Evasion of scrying and dex threats
Vecna
the God of Secrets
The gift of evil
Notes
Not in module
Yog
the Invincible
The gift of resilience
Hit points
First
- Gain +2 Constitution and increase the maximum Constitution you can get from Ability Score Improvements by 2.
- Gain the ability to cast Enhance Ability as a 2nd level spell (but only Constitution) once per long or short rest.
- Gain the Second Wind Fighter class feature; if you already have it, double the restored HP.
- Following a Long Rest, make a flat DC 10 check. If you succeed, you permanently gain +1 HP (max: +20).
- If given upon death, you are revived with your maximum HP doubled for 1 hour and gain full HP.
- If given in an agreement, you gain your maximum HP doubled for 1 hour and gain full HP. Gain 30 temporary HP that can only be reduced by damage.
Changes
- First: You gain some weight and your gait receives an unconscious swagger
Notes
Garth is approached as it can sense the need for protection
Zantras
the Kingmaker
The gift of presence and personality
Pure charisma
First
- Gain +2 Charisma and increase the maximum Charisma you can get from Ability Score Improvements by 2.
- Gain the ability to cast Enhance Ability as a 2nd level spell (but only Charisma), recharged after a long or short rest.
- Gain the Skill Expert feat. You must use the ASI for Charisma, if able, and either Persuasion or Intimidation must receive proficiency or expertise.
- If given upon death, you are revived with full HP and gain a +5 bonus to Charisma for 1 hour.
- If given in an agreement, gain full HP and gain a +5 bonus to Charisma for 1 hour and any skill check or save using Charisma has advantage for 1 hour
Changes
- First: Your facial and bodily traits are altered to be more chiseled and royal; where you go people notice you. A small scar appears above your right eyebrow.
Notes
Kev?
Blackened, burning soul. Strives for power through 1) charismatic force 2) actual force
Zhudun
the Corpse Star
The gift of raising the ancient dead (notably sought by Kasimir)
Zrin-Hala
the Howling Storm
The gift of lightning (also accepted by Negnal)
Yrrga
the Eye of Shadows
The gift of true sight
Name | Gift | Theme | Gift/lvl | Physical | Other |
---|