Name
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Gift title
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Theme
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Gift/lvl
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Physical
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Other
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Dahlver-Nar,
He of Many Teeth
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The gift of many lives
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Resurrection, at the cost of teeth
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- 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.
- Gain +1d2 on an ability score appropriate to the new race as well as all other racial features.
- 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 choices changes to:
- Inspiration that when used 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 + lvl healing and half that to another character of your chocie within 30 ft (if there is no other character you only gain half).
- 1d8 + lvl 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 (1/2 lvl round down) that lasts until your next long rest. If you don't have spell-casting abilities, the spell is 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:
- Inflict Wounds, up to spell level equal to 1/2 your character level. 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 and 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 take the damage yourself; half the inflicted damage and no gained healing or temp hp.
- Life Transferrance, up to spell level equal to 1/2 your character level. The recepient receives 1d8 less than inflicted on yourself.
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- 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.
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Completing the pact includes two parts; a prompt in the Amber Temple and to defeat Ceithlenn's hold of Barovia
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Drizlash,
the Nine-Eyed Spider
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The gift of wall-walking
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Spidery gifts
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- 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
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- First: Gain an extra eye somewhere on your body. The eye is blind and always open.
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Delban,
the Star of Ice
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The gift of deadly cold
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Cold-related powers
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- 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.
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- First: Your eyes turn icy cold. You randomly gather frost on your hair, brow or beard
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Ireena?
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Fanes of Barovia
The Triade
The Ladies Three
The Weaver, The Huntress & The Seeker
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Gift of The Ladies Three
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Druidic powers
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- 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.
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- 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
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Bigwig, as a way to attone to his cursed deeds
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Fekre,
the Queen of Poxes
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The gift of disease (Negnal)
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Great Taar Haak,
the Five-Headed Destroyer
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The gift of great strength
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Strength-related and using it
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- 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
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- First: Your voice deepens and you become visibly more muscular
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Bigwig?
5-headed dragon thing
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Khirad,
the Star of Secrets
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The gift of divination
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scrying? mind read? [1]
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Maybe Goncai?
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Norganas,
the Finger of Oblivion
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The gift of creating undeath
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Savnok
the Inscrutable
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The gift of mind shielding
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Seriach,
the Hell Hound Whisperer
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The gift of beasts
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Shami-Amourae,
the Lady of Delights
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The gift of persuasion
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Convincing, seducing, controlling
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- 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
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Ismark?
- First: Your appearance is altered individually depending on whom is observing you, adding a trait which that particular person finds alluring
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Greyhawk actual succubi demon lord
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Sykane,
the Soul Hungerer
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The gift of raising the recently deceased
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Raise dead
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|
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Greed/fair dues
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Tarakamedes,
the Grave Wyrm
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The gift of flight
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Skeletal wings
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Tenebrous
the Knowledgeable
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The gift of arcane knowledge (Khazan)
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Knowledge leading to becoming a lich
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- Every time you gain spells from Tenebrous, at least 2 must be from the school of Necromancy.
- First:
- 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.
- Second:
- 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.
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- 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
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Demon lord of undead
Jack, in relation to his bio father and the connections
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Vampyr,
the Undying
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The gift of immortality (Strahd)
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Becoming vampire
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Vaund
the Evasive
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The gift of evasion
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Evasion of scrying and dex threats
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Vecna,
the God of Secrets
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The gift of evil
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Not in module
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Yog
the Invincible
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The gift of resilience
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Hit points
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- 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.
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- First: You gain some weight and your gait receives an unconscious swagger
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Garth is approached as it can sense the need for protection
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Zantras,
the Kingmaker
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The gift of presence and personality
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Pure charisma
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- 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
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- 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.
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Kev?
https://www.reddit.com/r/AmberTempleLibrary/comments/f0ysqu/amber_temple_prisoner_zantras_the_kingmaker/
Blackened, burning soul. Strives for power through 1) charismatic force 2) actual force
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