Divine Gift
A Divine Gift is a gift handed from a god, deity or a powerful vestige of one.
Also
. .
- This article contains SPOILERS! Continue read at risk of spoiling the experience for yourself.
Notes
https://www.fraternityofshadows.com/wiki/The_Evening_Glory
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
Gifts
https://www.reddit.com/r/CurseofStrahd/comments/9uf047/dark_powers_in_barovia/
https://www.elventower.com/the-dark-gifts-the-amber-vaults/
Dahlver-Nar
He of Many Teeth
Gift: The gift of many lives - Resurrection, at the cost of teeth
By the Skin of Your Teeth
If given upon death, it's painful but instead of a 25% hp and con damage your maximum HP is doubled for 1 hour and you gain full HP to that limit.
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.
- Change: 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. The lost tooth is a Greater Tooth Component.
- Innate Reincarnate: If you die you are affected by a modified and painful Reincarnate spell.
- Extended race list 2.
- Your new body starts with 25% of its maxium hit points and you take 1d3 Con damage. If this brings your con to under 1, you are unconscious (not dead) and you will regain 1 Con after one hour.
- If you Reincarnate, a tooth is lost (keep track, 32 to start with!) and the new body also lack it.
- Lose physical racial features except for ability scores such as darkvision or breath weapons (consult GM).
- Gain +1d2 on a thematic ability score appropriate to the new race. Gain all other racial features. Consult the GM.
- This ability recharges on a long rest. If it is activated while not charged you instead lose one more tooth than the last time this ability was activated since a long rest, is resurrected with 10% max HP and don't gain any permanent ability score increase. You still take Con damage.
- Soul Drinker: You can absorb some life essence from foes showing as wispy mist leaving their bodies and entering your eyes, nose and mouth, granting you a Channeled Boon. This happens if a sentient creature that has a soul dies within 5 ft of you or a creature you have marked (like a Hex or Hunter's Mark) is killed while you are on the same plane of existence.
- Boon of Dahlver-Nar - The Channelled Boon choices changes to:
- Dahlver-Nar's Reroll: When the Reroll is used, it also casts Bane on a other target of your choice within 30ft (no concentration). If there is no other character nearby, you are the target.
- 2d8 + lvl healing and half that to another character of your choice within 30 ft (if you don't give it to another creature, you only gain half).
- 1d8 + lvl temporary hit points and half that to another character of your choice within 30 ft (if you don't give it to another creature, 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: You gain the ability to cast Gentle Repose. This ability recharges after a long rest.
Reincarnate
- Change: You lose a tooth. You start growing teeth, eyes or other oddities in odd places. The pains involved with Reincarnation are significantly lessened.
- 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. The target is reincarnated as per the lower level of this ability.
- 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.
- Boon of Dahlver-Nar: You can now stack up to three Boons.
- Innate Spellcasting: Gain the ability to innately cast the following spells at will as specified. You also learn the base spell which you can cast using normal spell slots, if you have any.
- Inflict Wounds at spell level 3 (3d10). 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 or yourself (consult GM). If you didn't inflict on yourself you instead heal 1d10 HP to yourself and gain 1d10 temporary HP.
- Life Transferrance. After rolling the 4d8 damage and reducing your HP, remove the highest die and then give double the remaining 3d8 to the recipient. You may reverse the use on a willing target or an unwilling creature that fails a DC 12 Con save. If reversed, the damage and HP gain are the same. If you kill someone in this way, every ally in sight within 120ft gains a Boon of Dahlver-Nar.
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
- Terrence
Drizlash
the Nine-Eyed Spider
Gift: The gift of wall-walking - Spidery gifts
About Drizlash
Drizlash was a spider portfolio god banished to the Amber Temple by Lolth and is at a fraction of his former self. He speaks in slow, calculated whispered tones with pronounced "s" sounds that sometimes have quick phrases weaved in. His voice seems to come from some cave or hollow and all he wants is the proliferation of spiders and gaining power. A champion of Drizlash proves his worth by slaying any foe of the champion (and by extent, Drizlash) other than spiders. Drizlash may become impatient if no foe is killed in a while.
Drizlash knows of the Weaver but believes that if he gains power before her Fane is reconsecrated, he will be able to subsume her powers and portfolio, becoming one with her or an amalgamation. He shares a lot of traits with the Fanes (death, weave, sight, specifically) and isn't specifically evil.
Aranamica
If given upon death, you are revived with full HP, +2 dodge bonus to AC, advantage on dexterity saving throws and also enjoy blindsight 30 feet for 1 hour
If given in an agreement, gain full HP, +2 dodge bonus to AC, advantage on dexterity saving throws, enjoy blindsight 30 feet for 1 hour, and for one minute be aware of all life forms, undead creatures and extraplanar creatures within 60 feet.
- Changes: An eye forms and opens somewhere on your body. Ever open but blind.
- Arachnid Traits:
- Gain blindsight of 15ft that also extends on any type of nets or ropes.
- Gain the ability to ignore difficult terrain and immunity to web spells or effects.
- Spiders will regard you as an ally and not attack you.
- Innate Spellcasting:
- Gain the ability to cast Spider Climb and Speak with Animals at will without material components.
- Gain the ability to twice choose a spell to cast; Web or Gift of Alacrity. This ability recharges after a Long or Short Rest.
- Arachnomorph: As an action you may change shape into a spider creature of CR1 or lower and a size equal to the spider's size or smaller where you can add 3 hp per Hit Die. You can use this feature once per short or long rest. You can stay in a spider shape for up to two hours before you revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You may use Innate Spellcasting while in spider form. Except for the specifics here, this ability works like the druid's Wild Shape and a druid can use their Wild Shape uses for the Arachnomorph ability or the Arachnomorph shape change to perform a Wild Shape.
Dynameis Arachnis
- Changes: Three more eyes open up on places on your body, like the first. Two small arms grow out of your torso that can be used like
- Arachnid Traits:
- Darkvision: You gain the ability to see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. If you already have darkvision, instead the radius is increased by 30 feet.
- Secondary Arms: You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
- Proficiencies: Gain proficiency in Perception, Stealth and Athletics. If you already have proficiency in one, gain Expertise instead. If you already have Expertise in one, gain it on one of the other two. If you already have Expertise in all three, gain proficiency in Animal Handling, Insight, Intimidation, Medicine, Nature or Survival instead.
- Venom Fang: Venom coats your weapons and spells. Once per round when you deal damage, you may roll a d10 extra Poison damage, or 2d10 if you critically hit. The target must succeed on a DC 13 Constitution save or take double the damage and become poisoned until the end of your next turn. If the poison damage is 15 or higher, the poison is paralyzing.
- Innate Spellcasting:
- Gain the ability to cast Freedom of Movement once. This ability recharges after a Long Rest.
- Gain the ability to cast Snare, which can be interchanged with Web or Gift of Alacrity, three uses in total. This ability recharges after a Long or Short Rest.
Arachnophilia
- 5 more eyes (9 total)
- Summon spiders
- any damage is poison - D12 effect chart?
- Feather Fall, Jump, even Vampiric Touch.
- any time a poison die is max, something happens?
- extra arms/legs?
- can no longer be surprised?
- perception proficiency -> expertise?
- poison spray
- snare
- longstrider
- shield
- find familiar
- hold person
- pass without trace (druid 3)
- melf's acid arrow
- ray of enfeeblement
- fear
- leomund's tiny hut
- slow
- stinking cloud
- evard's black tentacles
- hallucinatory terrain
- vitriolic sphere
- cloudkill
- hold monster
- wall of force
- true seeing
- eyebite
- imprisonment
- true seeing
Avatar Arachnis
Notes
Martin's ranger
Nibbins
- Ogre Spider (5)
- Gianst Spider/Huge Spider (6)
- Cludweb Tarantula (12)
- Death Widow (3)
- Sword spider (2)
- Cavern Spider (2)
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
TrustyPeacher (used most):
https://www.reddit.com/r/CurseofStrahd/comments/an0fx9/my_notes_on_the_ladies_three_and_the_fanes/
MandyMod (only used some): https://www.reddit.com/r/CurseofStrahd/comments/anird7/fleshing_out_curse_of_strahd_the_fanes_of_barovia/
The Huntress - The Forest Fane
- Domains: Forest/life/death/change
- Appearance: Young, dark haired fair skin maiden with antler crown, leather armor and plenty of flowers and leaves, carrying a large longbow and spears
- True form: Green wood spirit with large antlers
- Personality: Wild, stubborn, arrogant, a little (but now humbled) vain, vengeful, enjoys the hunt, lovemaking, danger, love, anger
- Shrine: Yester Hill
- Coven: Forest folk, mysticists
- Downfall: Betrayed by some, killed by Strahd - cursed them to be werewolves
- Death avatar: The tree on the hill - Strahd fed it undead to corrupt it and desecrate the Fane
- Werewolves worship in fear
- Wereravens stayed hidden
- Mostly forgotten - forest folk confused
- Ritual on Yester hill is to revive "Old Mother" - Strahd curious
- Reconsecrate: Yester Hill something - survive a journey through the caverns under the Gulthias Tree?
The Weaver - The Swamp Fane
- Domains: Mysticism/magic/wisdom/knowledge/lakes/rivers
- Appearance: Dark woman with 6 black eyes and smooth voice
- True form: Arachnid monstrosity, standing a dozen feet tall
- Personality: Curious, trading, caring, protecting
- Shrine: Berez
- Coven: 8 Witches with sub-networks
- Elizabeth Durst high ranking watched over the Village of Barovia.
- Lydia Petrovna descends from high ranking witch killed by Strahd (see below). -> pious over the years -> magic resurfaced in Victor (old witch spellbook)
- Morgantha's mother mid-ranking member? Dream Pastries is adapted from one of the Weaver’s designs.
- Affinity for spiders and things of complex design - likes human ingenuity
- Downfall: Death of Marina (first Tatyana reincarnation) - captured high-rankings - torture to leave her - hearts out - desecrate - level Berez
- Baba lysaga now owns slain witches and deathlocks
- Reconsecrate: Baba Lysaga's heart into adjacent ethereal realms - sacrifice to phase spiders
- Answer 3 questions with vivid illusions; remove Strahd's hold over witches and hags; spellcasting during the final battle
The Seeker - The Mountain Fane
- Domains: Fate/weather/foresight/exploration/stars
- Appearance: Young woman with long, black hair and pale white skin
- True form: Gray skin, white eyes and black feathers for hair with a colden jewellery on head
- Personality: Wise, lost in thought, absent-minded, stuck in the future
- Shrine: Old Mill (middle of valley)
- Coven: Mountain folk & ravens/Wereravens
- Didn't interact directly much,. Mostly dreams.
- Friends with the roc
- Gem: Used inside Vasilika
- Reconsecrate: Offer the Symbol of Ravenkind back to the Seeker
- One menhir clears from debris and rock and show mirror obsidian
- "Choose" (beast version PC)
- Once the reflection dies, it disappears. A swarm of ravens flies down and turns into the Seeker. She holds up the Symbol of Ravenkind, which she's now received, and disappears.
- All players suddenly have pains over their hearts, and gains scar-tattoos od the amulet, one glows white (works like the amulet but can as action transfer to other PC)
My Lore
- The Ladies Three are all neutral, sometimes cruel entities who once held domain over Barovia and its people, originally worshiped by the olden Forest and Mountain folk whose descendants became the barbarians, druids, and witchs of Barovia.
- They mostly appeared to folk in their dreams or in visions, avoiding direct interaction. Worship usually involved spiritual communion, physical offerings, and occasionally sacrifices..
- Their power was shattered when Barovia was swept up until the mists, cutting them off from the realm and sealing the passages between the Feywild and Ravenloft. A vestige of their power remained in the land, severely weakened.
Downfall
- Even during this point the Ladies Three held a largely neutral stance towards Strahd, as he did not make moves against their people at that time. They viewed themselves above him and beyond his reach.
- However, Huntress was slain when her followers, the forest folk, brought Strahd to her shrine in attempt to curry his favor. Arrogant in her belief that she could best him, the Huntress faced Strahd head on, and the blood spilled during her battle with Strahd would one day feed the Gulthias Tree that blossomed from her corpse. In her dying breath she cursed her adherents who had brought him there, turning them into werewolves.
- Careful after the Huntress's death, the Weaver was diplomatic in her relations with Strahd, and he largely paid her and her covens no mind . However, that all changed when Weaver's coven was involved in the death of Strahd's beloved Mariana. Strahd's slaughtered the witches and desecrated the fane.
- Mine: Seeker did not flee but was also destroyed
In the Present
- The Ladies Three have not left Barovia. Their spirits are trapped in the demiplane like everyone else's. They can try and reach out to players, in the most obfuscated of ways. And if their fanes are reconsecrated, echoes of their power can bleed back into the land, reclaiming the gifts that Strahd had stolen.
A young mage came to Barovia long before Strahd's time and fell in love with the land. She formed a bond with the locals as well as the more nature-based tribes living in the woods (the old druid tribes) and managed to broker a peace between the two factions. Her negotiations brought a beautiful era of peace and understanding between the early settlers of the valley and the forest folk, which impressed the Ladies significantly. To help the mage settle the land and start a bountiful vineyard, they each gifted her with a gemstone to plant in her fields.
Strahd's Fane powers
- Forest Fane:
- +4 AC
- Heart of Sorrow HP is 200 instead of 100
- Control of wildlife
- Swamp Fane:
- Resistance to bludgeoning, piercing, and slashing from magical attacks and Fire, Cold, and Lightning damage
- Control of the weather and water
- Mountain Fane:
- Advantage and Expertise on Perception, Investigation and Insight
- Permanent Nondetection
- Free Scry on anyone saying his name
- Control of the winds and earth
- Combined: waters, winds, and wildlife in the valley
- Vampyr does the magical overcast
Druidic powers
Meeting Huntress
The meeting of the Huntress, the wild and untamed, can be affectionate or scary. One vision is to see the gate to her domain, how she wants it and how it is currently ruined. She has some of herself intact, but fights for every ounce.
A vision of a desertet forest path looms ahead. The path leads to a lovely meadow with a gazebo-like gate, made out of wrought stone. The vision cracks and a darker, run down garden full of lichen emerges with a shadowy figure appearing inside the gate.
Her dark visage suddenly fills your field of view, facing you dead on.
The vision blurs and clears as an antlered woman appears, speaking with a voice as deep as the woods themselves:
"I would have you release me. Cleanse the woods of darkness. Remove the undead poison wrought on me by The Devil. Be my guardian."
You are shown a vision of a hill far away. The voice utters "I am trapped and poisoned on Yester Hill. I give what I have. Don't squander it."
As you are suddenly brought back to where you started, you hear echoing words in the woods: "Give me your word or leave." Your vision fades to darkness, an expectation of an answer hangs in what you presume to be air.
Word: You hear three deep knocks on wood echo in the woords and you wake up, instincively knowing the way.
No: Appropriate event.
Gift of the Woods
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
- Changes: 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. Animals look at you strangely and seem to heed your words.
- Nature's Loremaster:
- Gain the ability to speak and understand Druidic.
- Gain proficiency in Nature, Survival and Handle Animal. If you already have proficiency in one or more of those skills, check in turn Nature, Survival, Handle Animal, Medicine, Stealth 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 Expertise in one or more skills, picked as you would have to gain proficiency.
- When making any Deception, Handle Animal, Intimidation, Nature, Perception, Stealth or Survival checks in a forest, you roll with advantage.
- Nature's Protection: Gain the effects of permanent Barkskin, but the feature disappears if you take fire damage. This can be dismissed as an action. While under the effects of Barkskin, you may as a Bonus Action increase the potency of this ability, gaining the effects of Stoneskin and Protection from Energy for 10 minutes (choose energy type when increasing potency). After 10 minutes the Barkskin, Stoneskin and Protection from Energy effects dissipate. The Barkskin effect 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 (blights, undead, abberations, fiends, devils and demons), gain a Channeled Boon.
- Innate Spellcasting:
- Gain the Shillelagh and Druidcraft cantrips (or two other Druid Cantrips if you already have these)
- Gain the ability to cast Speak with Animals. This ability recharges after a long or short rest.
Gift of the Swamp
- Changes: Any clothes or armor you wear starts to shift in green and brown hues and whispers of the wilderness can be heard around you if one listens carefully.
- Nature's Loremaster:
- Gain the ability to speak with plants.
- Gain three more proficiencies, assigned in order like the Gift of the Woods.
- When making any Deception, Handle Animal, Intimidation, Nature, Perception, Stealth or Survival checks in any wilderness you roll with advantage.
- Nature's Zealot: Whenever you activate your Rage ability, you can choose to have Zephyr Strike bestowed upon on you, not requiring concentration.
- Nature's Sage: When you touch a plant you may see its entire life span from now to when it was a tiny sapling, including seeing surroundings and hearing any words spoken near it. You can move forward and backwards in time at will. Recharges 5-6 at the next dawn. You may at will scry on any plant within Barovia that you have received permission to carve the symbol of the Weaver on.
- Fey Step: While you are in a wilderness area you can as an action step through the Fey Realm to translocate yourself and others to another destination, like the Teleport spell. Each creature transported must make a DC 18 Wisdom saving throw or roll on the Feywild Wild Magic table; on a success the roll is voluntary. Each creature that failed the Wisdom save take 11d6 psychic damage and half that if they succeeded. After arriving, you become Fatigued, as does any creature that took 33 or more psychic damage or reached 0 hit points.
- Innate Spellcasting:
- Gain the cantrip Whip or any one Druid cantrip of your choice. You may replace one you already have with one of your choosing.
- Gain the ability to twice choose to cast Pass Without Trace, Spike Growth, Guardian of Nature, Augury or Plant Growth. This ability recharges after a long or short rest.
- Gain the ability to cast Revivify where the valuable material components may be coins instead. When so cast, you lose the ability to cast any gifted spells other than cantrips and you become Fatigued. All gifted spellcasting abilities recharge after a long rest.
Gift of the Mountains
- Something to do with balance/death and/or lycanthropy
no longer leaves tracks unless willingly doing so
teleport
Notes
Bigwig, as a way to attone to his cursed deeds
Aelfric
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
About Taar Haak
Former tool or weapon of some Dark Power rebelling and being trapped in amber.
Great Strength
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. Your unarmed attacks deal 5 extra damage for 10 minutes and the damage is magical
- Changes: Your voice deepens and you become visibly more muscular. When moving it almost seems like it's slower and more deliberate.
- Physical Prowess:
- Gain +2 Strength and increase the maximum Strength you can get from Ability Score Improvements by 2.
- Gain the ability power up as an action, becoming under the effects of Enhance Ability (Strength), not requiring concentration, 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.
- Your critical hit chance is increased by 1 (normally critically hit on 19 & 20 instead of just 20). This effect stacks with other similar effects.
- Demand Respect:
- If you roll a 20 on a Strength check, attack, or save, gain a Channeled Boon.
- If you manage to make a person feel belittled (DM's discretion), gain a Channeled Boon.
Strenght of Giants
- Changes: Your physical prowess increase further and anyone who sees you look on in awe or fear. Your gait is that of a predator. Attention to your unmatched abilities feel amazing and though you appreciate admiration, nobody loves your skill more than yourself. Just about everyone else pales by comparison!
- Physical Prowess:
- Your power-up becomes permanent, granting you advantage on Strength checks and saves, but not attacks.
- The maximum Strength you can get from Ability Score Improvements is increased by 2 (+4 total).
- You gain the Crusher, Slasher and Great Weapon Master feats. If already have one or more of those, instead choose one or more from Athlete, Alert, Charger, Fighting Initiate, Mage Slayer, Martial Adept, Savage Attacker or Sentinel.
- Crushing Blows:
- Any time you have advantage on a Strength based attack roll, check or saving throw, you may choose to take 1D6 damage to reroll one of the dice.
- Once per turn when you miss an attack, you can choose to push through taking 1d12 damage to change the miss into a critical hit instead.
- Demand Respect:
- If you are insulted and you don't hurt the offender physically within half a minute, you take 1d12 psychic damage. Any further insults have no effect until the after your next long rest. If you successfully hurt the offender, gain a Channeled Boon
Notes
5-headed thing
Jormund
Zif
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
Gift: Shielding of and by the mind
About Savnok
Savnok is a careful scheming and plotting vestige that very slowly has regained some of his former glory, previously being a demigod. His main strength has been used to stay hidden from other vestiges and powers of Barovia and he has managed - nobody knows of him or at least that he's still able to act upon the world.
Savnok meets you in his sanctum, a place void of anything. Just an infinite plane of blackness that has vague blue illumination for the visitor. Savnok is there and can be felt but he remains invisible throughout any visitations. He can also create minor illusions to aid in communication. It's possible to harm and kill Savnok in this realm.
Psionic Mind
If given upon death, you are restored back to life with full hit points and you are surrounded by a psionic shield for an hour that absorbs the first 5 points of damage from any source and also provides resistance to psionic damage.
If given in an agreement, you are restored back to life with full hit points but the shield instead absorbs the first 3 points of damage and provides resistance to all damage as well as provides the effect of a Mind Blank spell that counts as a 4th lvl spell that can be dispelled.
- Change: Your pupils become larger and over the next few days grow to turn your entire eyeballs black and your skin pales a hue or two.
- Psionic Power: You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
- Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended.
- You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
- Mind Shield: When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend any amount of Psionic Energy dice, rolling and reduce the damage taken by twice the number rolled plus your Intelligence modifier (minimum of 1), as you create a momentary shield of telekinetic force.
- Psionic Strike: You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier (minimum of 1).
- Telekinetic Movement: You can move an object or a creature with your mind. As an action, you target one loose object or one willing creature other than yourself that is Large or smaller. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. If it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
- Telepathic Speech: You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.
- Psychic Spells: When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll one Psionic Die. You then choose to omit either the verbal, somatic or material component, and if you rolled the level of the spell or higher, the spell requires one less component. You may make one additional roll if you want to reduce components further.
Inscrutable Protection
- Change: Your black eyeballs start to have a cold white light in the middle of it where a pupil would be. Anyone looking closely can see inside there is a miniature fire in each eye emitting faint light.
- Magic Sight: Your sight becomes magical an improves. You gain darkvision up to 60ft. If you already have darkvision its range is increased by 30ft. You can see magic auras and are under the permanent effects of a Detect Magic spell, but it also reaches into the Ethereal Plane.
- Psionic Power: You gain additional uses of your psionic powers; three times your proficiency bonus instead of two.
- Mind Defences: When you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to expend any amount of Psionic Energy dice, rolling and adding the result plus your Intelligence modifier (minimum of 1) to the saving throw, potentially changing the fail to a success.
- Innate Spellcasting: You gain the ability to cast some spells by expending Psionic Energy dice but any range of Self is changed to Touch. Level 1 and 2 spells expend one Psionic Energy die per spell level but for higher level spells use Psionic Magic rolls. You are able to cast Disguise Self (1), Silvery Barbs (1), Shield (1), Rope Trick (2), Invisibility (2) and Greater Invisibility (4) in this way.
- Psionic Magic: By expend and rolling two or more Psionic Energy dice and getting a result higher than the spell's level, your spell is cast. It fails if the result is the same or lower as the spell's level. If the roll failed you may expend additional dice to add +1 to the result for each die so expended to change the result.
Mind Blank
- Change: Your black eyeballs melt away, leaving empty sockets that can still see.
- Magic Sight: Your darkvision can now penetrate magical darkness.
- Psionic Power: When you use a bonus action to regain Psionic Energy you regain three dice instead of one.
- Psychic Reactions: At the end of your turn you may Prepare an Action to cast a spell or use a spell-like effect triggered by anything you choose (including general terms like "just before that creature acts") without using an action. When the spell is cast it consumes resources or uses as normal.
- Innate Spellcasting: Add True Seeing (6), Globe of Invulnerability (6), Mind Blank (8) and Invulnerability (9) to the list of innate spells but the result needed to successfully cast them with Psionic Magic is twice as high as their spell level.
The gift of mind shielding
Mind Blank
North Sarcophagus.
The vestige within this sarcophagus offers the dark gift of Savnok the Inscrutible. Savnok's gift is the power to shield the mind. This dark gift takes the form of a mind blank spell cast on the beneficiary. The spell has an extended duration of 1 year, after which the dark gift vanishes.
The beneficiary's eyes melt away upon receiving this dark gift, leaving empty sockets that can still see.
disguise self, invisibility, detect thoughts etc.
https://speex-realms.fandom.com/wiki/Savnok
http://therafimrpg.wikidot.com/savnok
http://dnd5e.wikidot.com/sorcerer:psionic-soul-ua (die size) http://dnd5e.wikidot.com/fighter:psi-warrior (die amount)
ability inspiration: http://dnd5e.wikidot.com/mystic
Vargas?
Darling
Seriach
the Hell Hound Whisperer
The gift of beasts
Shami-Amourae
the Lady of Delights
The gift of persuasion
Convincing, seducing, controlling
Amourous Influence
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: Your appearance is altered individually depending on whom is observing you, adding a trait which that particular person finds alluring. In any room, you are noticed and at least some of what you say will be taken very seriously.
- Amourous Authority:
- 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.
- Influence Galore:
- When a creature within 30 ft of you makes a roll that adds her Charisma bonus to the result or makes a Wisdom save, as a reaction you may force that creature to roll an additional die and you choose which result they use. This ability recharges on a Long Rest.
Notes
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
About Tenebrous
When in contact with Tenebrous the Knowledgeable it feels like being in a school hall with no other students and the omnipresent feeling of a teacher that has high expectations, ever judging and ever withholding some knowledge until you "are worthy". His voice is dry and calculated slow. He will impart knowledge even if it kills you and you will, eventually, listen.
The halls may show some feeling of countless book shelves with ever more countless books. The sound of dust hitting shelves and floor is almost palpatable.
Tenebrous isn't seeking violence in any way, it's only ever a means to an end. The end being becoming the god of knowledge and in order to do that he has to live forever and will have to have allies to do some of his bidding. He is exceedingly pragmatic and almost alwasy honest and any lies are also mostly by omission. He seeks one (or more) champions to aid him break the bonds of Barovia, mainly powerful arcane users but a brute with force is also acceptable.
Initiate of Tenebrous
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.
- Changes: Your appearance becomes slightly more gaunt and your skin a hue paler. You start to notice the illogical and stupid comments people around you make more clearly.
- Tenacious Knowledge:
- Gain two additional languages. If you don't already know Tenebrousian, that must be one of them.
- Gain Proficiency in Arcana. If you have it; Religion. If you have both; History. If you have all three; choose one that does not use Strenght or Dexterity.
- If you have or gain Proficiency in all of Arcana, Religion and history, gain a +4 bonus to these skills.
- 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 handwriting appears in your inventory. Your future level gain effects are delayed by 2d4 days but it will not lag more than 1 level and if you take one level of Wizard yourself, the delay goes away and you keep your extra level.
- 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 own handwriting.
- Innate spellcasting: Gain the ability to cast Warding Bond once without material components. This ability recharges during a Long or Short Rest.
- Arcane Recovery: When you use Arcane Recovery you may restore 1 additional spell level compared to your normal amount.
Student of Tenebrous
- Changes: Your skin turns very light and your eyes grow deeper into their sockets with tiny folds of skin accompanying the change. You have palpable enjoyment from learning new spells, languages or eldritch facts. Any fact learned is a small pleasure but arcane or eldritch tidbits draws your attention more than the need to breathe. Stupid comments from people around you are hard to avoid commenting on and facts ought to be the topic of any conversation. Assumptions is a necessary evil, but blessedly only a temporary one.
- Tenacious Knowledge:
- Gain two additional languages.
- If you have at most 1 Wizard level:
- You gain one more extra level and your Arcane Tradition becomes Necromancy. Your future level ups 3d4 days and you can be lagging behind up to 2 levels. Any delay goes away if you pick Wizard when you gain a level.
- 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 learn 3d2 valid spells from PHB, added to your spellbook in your own handwriting.
- Innate spellcasting: Add Life Transference to your list of innate spells and gain one more use of innate spells before a recharge. If used innately, you may reverse your innate spells to work on others; they have to make an Intelligence save or be affected; if the target is willing, the spell automatically succeeds:
- Warding Bond: You gain resistance to all damage. Your target takes the same damage you do.
- Life Transference: If not cast on an ally, the HP dealt is 3d6 and half is gained.
- Grim Harvest: Gain the Grim Harvest feature from the Necromancy Arcane Tradition. If you already had it, its effects are instead doubled.
- Arcane Recovery: When you use Arcane Recovery the extra spell levels you may restore increase to 5.
Headmaster of Tenebrous
- Changes: Some of your skin dries and falls off. Just as well, it no longer served a purpose. What is a visual appearance in the weary world of vain venerial people? Knowledge, cumulative comprehension and secrets matter most massively. Of course people need to be tolerated because how would things progress without them but really they are such a hassle!
- You thoroughly enjoy your newfound powers but they instinctively feel fleeting. Such a tiny thing as being hit too hard with a rock or falling off a cliff would end it all in an instant. Deep inside you feel the need to protect your powers and life essence and it needs to be put somewhere safer than this frail human body. A strong need to find the Amber Temple grows inside you and slowly drives your every move until you reach it and can find the final secrets to gaining true knowledge without pawltry limitations.
- Grim Knowledge:
- If your Arcane Tradition isn't Necromancy, add it as a second, additional, Arcane tradition that uses your Wizard level as your original Arcane Tradition.
- If you already had any Necromancy class features, increase their powers by one factor. E.g. 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.
Spell lvl | CR | 1/4 | 1/2 | 1 |
---|---|---|---|---|
3 | 1/2 | 2 | 1 | - |
4 | 1 | 4 | 2 | 1 |
5 | 2 | 8 | 4 | 2 |
6 | 3 | 12 | 6 | 3 |
7 | 4 | 16 | 8 | 4 |
8 | 5 | 20 | 10 | 5 |
9 | 6 | 24 | 12 | 6 |
- Tenebrous Houskeepers:
- Add the spell Animate Dead or another 3rd level or lower Necromancy spell if you already have it.
- You gain the ability to use Animate Dead with more elegance:
- The spell now lasts 48 hours instead of 24 and summons one additional undead servant.
- If you reassert control over a servant for a week and a day, it becomes permanent until they are destroyed.
- You may cast as a Ritual by paying a price: One Hit Die or reduce your Hit Point maximum by 5 until after your next Long Rest, or after 16 hours, whichever is longer.
- If used with a spell level above 3rd you may choose to animate a stronger servant in lieu of numbers. Increase the CR as described in the table. The DM produces the new stat block.
- You can stitch together castings to increase the spell level. Add up all spell levels you will use to a total and reduce that by 2 for each extra slot added to get the effective spell level. The casting time is 10 minutes per spell extra slot added slot used.
- I.e using three 3rd lvl spell slots makes effective spell level 5. Three 4th lvl spell slots makes effective spell level 8.
- The features of Tenebrous Houskeepers stack with the Necromancer feature Undead Thralls.
- If you gain Create Undead, then duration, amount, control permanency, Ritual casting and spell stitching also affect that spell. The price to pay for a Ritual cast is three times as high.
- Grim Resilience:
- Gain Damage Resistances: Cold, Lightning, Necrotic and Poison as well as Bludgeoning, Piercing, and Slashing from nonmagical Attacks.
- After applying resistance to Poison or nonmagical Bludgeoning, Piercing, and Slashing attacks, reduce the damage by an additional 5 before subtracting hit points.
- Gain advantage on any save to avoid gaining the Charmed, Exhaustion, Frightened, Paralyzed or Poisoned conditions. If any spell or effect normally would not allow a save to gain one for these, you may make a save 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 uses.
- Gain Damage Resistances: Cold, Lightning, Necrotic and Poison as well as Bludgeoning, Piercing, and Slashing from nonmagical Attacks.
- Paralyzing Touch: Grow claws on your fingers and gain this ability: Paralyzing Touch 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 paralyze a target, gain either 1d8 healing or 1d8 temporary hit points as you siphon a small amount of their life energy from them.
Avatar of Tenebrous
Notes
Demon lord of undead
Jack, in relation to his bio father and the connections
Goncai?
Orcus?
Vampyr
the Undying
The gift of immortality (Strahd)
Becoming vampire
Vaund
the Evasive
The gift of evasion
Evasion of scrying and dex threats
Vaund is the creeping dark, the thing in the shadows, the nightmare under your bed. It can never be seen directly, only in the corner of your eye for the briefest of moments
https://www.dndbeyond.com/magic-items/4569-amulet-of-proof-against-detection-and-location https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Vecna
the God of Secrets
The gift of evil
Notes
Not in module
Yog
the Invincible
The gift of resilience
Hit points
indifferent
a congeries of iridescent globes
Y'AI'NG'NGAH,
YOG-SOTHOTH
H'EE-L'GEB
F'AI THRODOG
UAAAH
https://www.youtube.com/watch?v=TZ7OPXd0MSk
Yog's Resilience
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 until they are used.
- Changes: You gain some weight, height and your gait receives an unconscious swagger. You can't help but feel quite proud of your powerful presence.
- Enduring Resilience:
- Gain +1 Constitution and increase the maximum Constitution you can get from Ability Score Improvements by 1.
- Following a Long Rest, make a flat DC 10 check. If you succeed, you permanently gain +1 HP (max: +20).
- Armor of Yog: While you have any temporary hit points you gain +1 bonus to AC and you are resistant to all damage except fall damage, bludgeoning, slashing and piercing.
- Summon Bulk: Gain the ability to cast Enhance Ability (but only Constitution, though you also gain 5 temporary HP) or Armor of Agathys (but damage is necrotic instead of cold) as a 2nd level spell. This ability recharges on a long or short rest.
- Second Wind: Gain the Second Wind Fighter class feature with your character level in place of Fighter levels. If you already had it or get it from a Fighter level replace it with this and gain one extra d10.
- Relentless Endurance: Gain the Half-Orc race feature Relentless Endurance. (When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.)
Yog's Toughness
- Changes: Your weight and height further increases. Your ears increase in size. Your eyes grow darker and your brow thicker, hair starts to grow more aggressively on your chest and back. Your voice deepens with a strange organ-like resonance. Your left eye is getting boss-eyed. It's an ongoing struggle to not comment on how small others are.
- Enduring Resilience:
- Gain +2 Constitution and increase the maximum Constitution you can get from Ability Score Improvements by 2. (Total of +3/+3)
- Following a Long Rest you automatically succeed on the flat DC 10 check and there is no longer a maximum of permanently increased HP.
- Hand of Yog: While your are under an effect that reduce your ability to take actions (e.g. unable to take a reaction or having to choose between movement and action) your body is enveloped in a dark silvery shimmer that increases your AC by +5 and grants you resistance to all damage until the action-reducing effect passes. Every hit you take feels like you are being hurt inside your soul instead of your physical body.
- Summon Bulk: Stoneskin and Shield are added to the list of spells and you may choose up to three spells. You may now cast these as a Bonus Action or as a Reaction when taking damage. If Enhance Ability is cast, it now also activates Strength simultaneously.
- Second Wind: You may use this an additional time. Any hit points that would be in excess of your maximum is instead added as temporary hit points, cumulating with any already present.
- Shake it off: As an action, spend Hit Dice equal to a third of your level (round down) to refresh abilities that refresh on a short rest. If your next rest is a short rest, it refreshes abilities that normally only refresh on a long rest, except for spell slots or psionics.
Yog's Carapace
- Changes: Your weight and height further increase and you become larger. Your skin has a slight brown-ish metallic shine at some angles and hair growth increases at the back of your hands/arms, legs and both sides of your torso. Your voice further gains an otherworldly tone, similar to a deep voice spoken in an echoing cathedral. The weakness of individuals around you annoys you and you almost have to concentrate to push down impulses to just pop their pointless little lives out from your presence; they are not even worthy being near real power such as your own.
- Size Increase: Your growth increases your size by one category – from Medium to Large, for example. If there isn't enough room you for the full transformation, you top grow before you are hurt but will continue to grow until you attain your full size. You now weigh 8 times as much as before you received your first gift. Your reach is increased by 5 feet and any weapon or unarmed attack you make deal an additional 1d4 damage.
- Enduring Resilience:
- Gain +2 Constitution and increase the maximum Constitution you can get from Ability Score Improvements by 2. (Total of +5/+5 now.)
- As an action you can summon a cosmic protective shield. The shield is a large pool of temporary hit points of which you choose how many to use, but at least 1/4 of your maximum hit points. The pool starts at the same size as your hit point total and if the pool is smaller than your hit point total at midnight, roll as many dice as you have Hit Dice left and refill the pool with that amount up to the same amount as your hit point total.
- Summon Carapace
- As an action, a chitin carapace with thousands of tiny hooking appendages envelops you as a heavy armor that you are considered proficient with, making your armor class 20 + Dex. If you already wore armor, the chitin pieces envelop and strengthen it, instead giving you a +2 bonus to AC (does not stack with other magic AC bonuses). The carapace can be dismissed as an action. This ability recharges after a long or short rest.
- Innate Spellcasting: You can cast Globe of Invulnerability, Invulnerability and Regeneration without material components as a bonus action. Each spell is slowly recharging during 40 hours and for each hour thereafter roll a d8 where it is recharged if the result is an 8.
Notes
Garth is approached as it can sense the need for protection
Zantras
the Kingmaker
The gift of presence and personality
Pure charisma
About Zantras
Zanthras is an entity that used to have significant power gained through influence and domination. As a vestige, he is a blackened, burning soul who is looking for a champion to become his avatar that he eventually will use to his own ends. He would like to flee Barovia but becoming its new ruler is a second best. He will only look at character with at least a mild charismatic ability and/or a noble or powerful person.
When he contacts a creature he suspects to be worthy, his voice will sound like an echo in a a marble hall spoken with a soft tone. He will compliment some charismatic attribute of the person or how they handled power and say these are like "a diamond in the rough", offering the tools to polish and improve their chances of success.
Any time a person use deception or intimidation, a wave of positivity overtakes the Blessing recipient, likely providing a Channeled Boon (DM's decision).
Blessing of the Successor
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: 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 that accentuates your look.
- Inner Radiance:
- Gain +2 Charisma and increase the maximum Charisma you can get from Ability Score Improvements by 2.
- Gain the Skill Expert feat. You must use the ASI for Charisma, if able, and either Deception or Intimidation must receive proficiency or expertise.
- Charismatic Force:
- You may use Demoralize without using an action, either directly after scoring a hit with a weapon or as a bonus action. This ability can be used four times and recharges on a short or long rest.
- If you hit a Demoralized creature with an attack you may add your Charisma bonus to damage dealt to it.
- If you successfully charm, deceive, intimidate or demoralize a creature (consult DM), you may impair their Wisdom or Charisma saves by -4 until the end of your next turn and then -2 to the end of your following turn. This ability recharges after a long or short rest.
- Innate spellcasting: Gain the ability to cast spells innately, your casting ability is Charisma. This ability can be used as an action, a bonus action or a reaction, and has three uses. Choose between Charm Person (2nd level), Shield or Enhance Ability (but only Charisma). You regain one use after a short rest and regain all uses after a long rest.
Blessing of the Crown Prince
- Changes: Your eyes gain a glowing quality to them and draws onlooker in to their more colorful depths. When you bleed, the blood is blue. A gender-role-related (though maybe not wanted) change occurs such as a slight height increase, broader shoulders, more defined body shape, fuller lips, longer eyelashes or a more generous bust/behind.
- Kingmaker's Moulding: Choose two or three of your abilities. For each, choose to reduce them by 1 or 2. For each reduction, increase Charisma by 1 (up to its maximum).
- Inner Radiance:
- Gain +2 Charisma and increase the maximum Charisma you can get from Ability Score Improvements by 2 (total of +4/+4 by now).
- Gain +2 to Deception checks, Intimidation checks, Insight checks, Charisma saves and Wisdom saves.
- Charismatic Force:
- Gain one more use of Demoralize before it has to be recharged and you may target three creatures within range instead of one.
- If you hit a Demoralized creature with an attack you may add your Charisma bonus twice as radiant damage instead of once as normal damage.
- If you impair a creature's Wisdom or Charisma, they also have disadvantage on any such saving throws.
- Innate spellcasting: Add Heroism and Tounges to the innate spellcasting. You gain one more use (total of 4) and if applicable, spells are cast at 3rd lvl.
Blessing of the Coronation
Zanthras's Avatar
Notes
Ismark
Kev?
Torbjoern
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
I've interpreted Yrrga as more of a void being, one that would see the entire cycle of rebirth ended and the prison destroyed, while I interpreted Khirad as being all about deception, scheming and betrayal.
Ooo I kind of like this. More of a self-destructive Yrrga bored of immortality and omniscience. Definitely a good motivation. I'll have to think more on how Khirad's methods manifest, but that does give him more dimensions than simply "bad divination guy".