My Documents
Support GM Binder!
The Invoker
\pagebreak # Invoker Warriors who act as occult conduits between the material plane and the various planes beyond death are called invokers. They tap into the afterlife, becoming vessels for spirits, and in exchange are granted spectral powers from beyond the grave.
##### The Invoker | Level | Proficiency Bonus | Features | Cantrips Known | Spirit Die | Vestiges | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Seance, Dark Gift, Spirt Dice | 2 |1d4 | 1 | | 2nd | +2 | Ritualist, Soul Vessel | 2 | 1d4| 2 | | 3rd | +2 | Esoteric Sect Feature | 2 | 1d4 | 2 | | 4th | +2 | Ability Score Improvement | 3 | 1d4 | 2 | | 5th | +3 | Whispers of the Grave | 3 | 1d6 | 3 | | 6th | +3 | Esoteric Sect Feature | 3 | 1d6 | 3 | | 7th | +3 | ─ | 3 | 1d6 | 4 | | 8th | +3 | Ability Score Improvement | 3 | 1d6 | 4 | | 9th | +4 | ─ | 3 | 1d6 | 5 | | 10th | +4 | Esoteric Sect Feature | 4 | 1d8 | 5 | | 11th | +4 | Spiritual Savant | 4 | 1d8 | 5 | | 12th | +4 | Ability Score Improvement| 4 | 1d8 | 6 | | 13th | +5 | Channeler | 4 | 1d8 | 6 | | 14th | +5 | Esoteric Sect Feature | 4 | 1d8 | 6 | | 15th | +5 | Magically Attuned | 4 | 1d10 | 7 | | 16th | +5 | Ability Score Improvement | 4 | 1d10 | 7 | | 17th | +6 | Phantasmal Resilience | 4 | 1d10 | 7 | | 18th | +6 | ─ | 4 | 1d10 | 8 | | 19th | +6 | Ability Score Improvement | 4 | 1d10 | 8 | | 20th | +6 | Theurge | 4 | 1d10 | 8 |
\pagebreakNum ## Class Features As a Invoker, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Invoker level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per invoker level #### Proficiencies ___ - **Armor:** none - **Weapons:** daggers, darts, slings, quarterstaffs, light crossbows - **Tools:** ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from History, Peception, Religion, Arcana, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a dagger or *(b)* a light crossbow and 20 bolts - *(a)* an arcane focus or *(b)* a spirit board - *(a)* a priest pack or *(b)* a scholar's pack > ##### Spirit Boards > A spirit board consists of a planchette and small board or tablet, often made from paper and laminated to wood, that is decorated with letters and numbers. People use spirit boards to attempt to communicate with the dead by asking a question outloud and touching the planchette lightly, believing that unquiet spirits will use the planchette to spell out answers to the petitioner’s questions. Invokers can use spirit boards as a spellcasting focus. Spirits boards costs 3 sp and weigh 1 lb. ### Cantrips At 1st level, you know 2 cantrips of your choice from the cleric or warlock spell list. You learn more cantrips as you gain levels, as shown in the cantrips known column of the Invoker table. ### Seance Starting at 1st level, during a long rest, you can perform a one hour long seance to invoke spirits from the afterlife to possess your physical body. You can be possessed by a number of vestiges shown in the vestiges column of the invoker table. ### Dark Gift Also starting at 1st level, when you allow yourself to be possessed by a vestige during a seance, you gain a dark gift of your choice. The effects of this dark gift last until you perform another seance and choose different vestiges to possess you. If a dark gift grants you the ability to use spells, Wisdom is your spellcasting ability, since you learn your spells through the vestiges that possess you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw for a spell you cast and when making an attack roll with one. ___ Spell save DC = 8 + your proficiency bonus + your Wisdom modifier ___ Spell attack modifier = your proficiency bonus + your Wisdom modifier ___ ### Spirit Dice Beginning at 1st level, you have a number of spirit dice equal to your Wisdom modifier. when a hostile creature that you can see makes an attack roll or a saving throw, you can use your reaction to roll your spirit die, a d4, and subtract the result rolled from the creature's initial roll. Once the spirit die is rolled, it is lost. You regain all spent spirit dice after you finish a long rest. This die increases as you gain levels in this class as shown in the spirit die column of the invoker table. ### Ritualist At 2nd level, you can cast any warlock or cleric spell that has the ritual tag as a ritual. You can only cast spells whose spell level is less than or equal to your Invoker level, rounded up. For example you must be a 3rd level invoker to cast the *augery* spell as a ritual. ### Soul Vessel Starting at 2nd level, when you finish a short rest, you can expunge one vestige from your soul and replace it with another, gaining the new vestiges dark gift instead. At 9th level, you can replace two vestiges, and at 17th level, you can replace three vestiges. ### Esoteric Sect At 3rd level, you choose an Esoteric Sect. This choice determines how the spirits of the afterlife influence your occult abilities. You choice grants you features when you choose it at 3rd level, and again at 6th, 11th, and 14th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. \pagebreakNum ### Whispers of the Grave Starting at 5th level, you can cast the *speak with dead* spell as an action. You can cast this spell a number of times equal to your Wisdom modifier. You must finish a long rest to regain expended uses of this feature. ### Spiriual Savant Beginning at 11th level, you gain your choice of proficiency in Intelligence (arcana), Intelligence (History) or Intelligence (Religion) ability checks. If you are already proficient, you can double your proficiency instead. Also, you gain advantage on any ability check made to recall lore about incorporeal undead, different planes of existence, and occult rituals. ### Channeler Starting at 13th level, if you roll a natural 1 on an ability check, attack roll, or saving throw, you can reroll the d20 and you must take the new result. ### Magically Attuned Beginning at 15th level, if a dark gift allows you to cast a spell once per short or long rest, you can now cast it twice per short or long rest instead. ### Phantasmal Resilience Starting at 17th level, you gain immunity to necrotic and radiant damage and whenever you take damage of either of these types, you deal the damage of the type you would have taken to a creature within 10 feet of you equal to your Invoker level + your Wisdom modifier. ### Theurge At 20th level, you can ignore the curses of any number of vestiges that possess you. ### Esoteric Sect At 3rd level, you choose an esoteric sect. This choice determines how the spirits of the afterlife influence your occult abilities. You choice grants you features when you choose it at 3rd level, and again at 6th, 10th, and 14th level. ### Auramancer This esoteric sect specializes in attuning to the faint impressions that souls weave in their travels throughout the multiverse. You can draw from these powers to cast spells and perform dark rites. \columnbreak ##### Auramancer Spellcasting **—Spell slots per spell level—** | Invoker Level | Spells Known | 1st | 2nd | 3rd | 4th | |:-:|:-:|:-|:-:|:-:|:-:| | 3rd | 3 | 2 | — | — | — | | 4th | 4 | 3 | — | — | — | | 5th | 4 | 3 | ─ | — | — | | 6th | 4 | 3 | ─ | — | — | | 7th | 5 | 4 | 2 | — | — | | 8th | 6 | 4 | 2 | — | — | | 9th | 6 | 4 | 2 | — | — | | 10th | 7 | 4 | 3 | — | — | | 11th | 8 | 4 | 3 | — | — | | 12th | 8 | 4 | 3 | — | — | | 13th | 9 | 4 | 3 | 2 | — | | 14th | 10 | 4 | 3 | 2 | — | | 15th | 10 | 4 | 3 | 2 | — | | 16th | 11 | 4 | 3 | 3 | — | | 17th | 11 | 4 | 3 | 3 | — | | 18th | 11 | 4 | 3 | 3 | — | | 19th | 12 | 4 | 3 | 3 | 1 | | 20th | 13 | 4 | 3 | 3 | 1 | #### Spell Slots The auramancer spellcasting table shows how many spell slots you have. The table also shows what the level of those slots are; all of your spell slots are the same level. To cast one of your auramancer spells of lst level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-leve1 spell thunderwave, yoú must spend one of those slots, and you cast it as a 2nd level spell. #### Spells Known of First Level and Higher At 3rd level, you know two lst level spells of your choice from the cleric or warlock spell list. The Spells Known column of the auramancer table shows when you learn more cleric or warlock spells of your choice of 1st level aod higher. A spell you choose must be of a level no higher than what's shown in the table's slot level column for your level. When you reach 7th level, for example, you learn a new cleric or warlock spell, which can be lst or 2nd level. Additionally, when you gain a level in this class, you can choose one of the cleric or warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. \pagebreakNum #### Spellcasting Wisdom is your spellcasting ability for your auramancer spells, since you learn your spells through the vestiges that possess you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw for an auramancer spell you cast and when making an attack roll with one. ___ **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier ___ **Spell attack modifier** = your proficiency bonus + your Wisdom modifier ___ #### Bonus Cantrips At 3rd level, you learn the *spare the dying* and *thaumaturgy* cantrips. #### Latent Energy Starting at 3rd level, you can spend hit die to regain spell slots on a short rest. 1 hit die per level of the spell slot you wish to regain. e.g. you must spend 3 hit dice to regain one 3rd level spell slot or 3 1st level spell slots. #### Occult Effigy Beginning at 6th level, as a ritual requiring 1 hour of concentration, you can create an effigy that is bound to the soul of a creature you have seen before. Whenever this effigy is within 100 feet of the target creature, it is considered to be the target creature when determining if you are able to see or touch the creature, allowing you to attack them or deliver spell effects through your effigy. Each time you do, the creature makes an additional saving throw against your spell save DC. On a success, the effigy loses its magic and burns to ash. Additionally, you can spend 10 minutes studying the effigy to learn the targets resistances, immunities, and vulnerabilities with a successful Wisdom (insight) check equal to 8 + the CR of the creature. #### Empowered Casting Starting at 10th level, You can add your Wisdom modifier to the damage rolls of your Invoker cantrips. #### Twist of Fate Starting at 14th level, you can treat a 1 rolled on a damage die for a spell you cast as a 2 instead. ### Soul Blade Many invokers simply use their powers for esoteric rites or to learn dark magics, you however, prefer to bargian for martial prowess. You have learned to beseech spirits to grant you a powerful weapon with which to slay mortals and the skills to wield it. #### Bonus Proficiencies At 3rd level, you gain proficiency with light armor, medium armor, and shields. #### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. ##### Defense While you are wearing armor, you gain a +1 bonus to AC. ##### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### Soul Blade Starting at 3rd level, as a bonus action, you can conjure a spirit blade made of pure magical energy. The blade can take any form you wish, but it is considered a simple weapon with the *finesse* property, and deals 1d8 force damage + your Dexterity modifier on a hit. If the spirit blade leaves your hands, it disappears into the ethereal plane, and you can conjure it again as a bonus action. You can also dismiss the blade as a bonus action. Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. #### Spellblade's Boon Beginning at 6th level, You can attack twice, instead of once whenever you take the attack action with your soul blade. #### Fury of the Damned Starting at 10th level, you can add your Wisdom modifier to damage rolls made with your spirit blade. #### Death Siphon Beginning when you reach 14th level, when you reduce a creature to 0 hit points with your spirit blade, you can absorb the energy as their soul leaves their body, gaining temporary hit points equal to your invoker class level + your Wisdom modifier. ### Spirit Binder You learn how to call the spirits of the afterlife to lend you their strength. Your studies in the dark arts have given you the power to bind spirits to fight for you in battle. #### Call of the Void At 3rd level, you have learned how to perform a 10 minute ritual to call forth a spirit from the afterlife to aid you. You can summon 1 incorporeal undead creature as your faithful companion. The spirit companion follows your commands to the best of it's abilities and it will not harm you unless you command it to. You can give your spirit a command as an action. Starting at 5th level, commanding your spirit requires no action. During combat, the spirit moves on your initiative. When it is reduced to 0 hit points, it disappears. The spirit has the same number of hit dice as you do, and can spend it's own hit dice to regain hit points on a short rest. The spirit regains all of its hit points on a long rest. Your DM has the statistics for these creatures in the *Monster Manual*. As you gain levels in this class, you can summon more powerful spirits. When you take this esoteric sect as 3rd level, you can only summon lesser spirits. \pagebreakNum ___ ***Lesser Spirits*** At 3rd level, you can summon a shadow (CR 1/2) or a specter (CR 1) ***Moderate Spirits*** At 6th level, you can summon a poltergeist (CR 2) or a will-o-wisp (CR 2) ***Greater Spirits*** At 12th level, you can summon a banshee (CR 4) or a ghost (CR 4) ***Deadly Spirits*** At 15th level, you can summon a wraith (CR 5) #### Unnatural Abilities Also starting at 3rd level, your spirit companion knows the *mage hand*, *spare the dying* and *thaumaturgy* cantrips. #### Beyond the Grave Beginning at 6th level, your spirit companion can cast the spells *tenser's floating disc* and *unseen servant* at will. #### Daywalkers Starting at 10th level, your spirits ignore their *sunlight sensitivity* trait as long as they are within 60 feet of you. #### Favored Soul Beginning at 14th level, you can add your spirit dice to attack rolls and saving throws made by your spirit companion. ## Dark Gifts Certain vestiges are willing to bestow powerful abilities to mortals they deem worthy of their favor. These abilities are called dark gifts. They grant unnatural powers to their beneficiaries, but at a price. #### Ahzrukahl the Unnering *Prerequisite: 3th level* Boon: Ahzrukahl's gift is to read and understand all languages. This dark gift allows you to read all writing and understand all languages and you gain telepathy out to a range of 30 feet. Curse: Upon recieving this gift, your mouth melts away leaving a smooth patch of skin where your mouth was. You can no longer eat or drink, nor do you require it to survive. #### Alghul, the Mad Dog *Prerequisite: 3rd level* Boon: Alghul's gift is the power of foresight. You hear whispers from an unseen malevolent source which taunts you with truth, mistruth, and horrors beyond reason. Once per long rest, you can attune to these voices, granting you the benefits of an *augery* spell. Curse: Each time you attune to the voices you must succeed on a DC 12 Wisdom saving throw or gain one random effect of long-term madness as determined by your DM. (see page 260 of the *Dungeon Master's guide*.) #### CuSith, Lord of Wolves *Prerequisite: 9th level* Boon: CuSith's gift is the power of lycanthropy. You grow a thick coat of scraggy wolf-like fur, which grants you advantage on Constitution saving throws made to resist the effects of cold weather. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. Curse: You also develop a painful allergy and mental aversion to silver, which causes you to break out in blistering rashes on contact. You are vulnerable to weapons that are silvered, and when you are exposed to silver or in base physical contact with silver, you suffer disadvantage on all attack rolls and Dexterity checks for 1 minute. #### Dagon the Trickster *Prerequisite: 8th level* Boon: Dagon's gift is the power of teleportation. This dark gift grants you the benefits of the *Cape of Mountebank.* Curse: Your lungs burn as if from acute smoke inhalation, and you exhale wisps of smoke with every breath. You suffer disadvantage on all Strength (athletics) checks due to a constant, irritating cough brought on by this affliction. #### Dahlver-Nar, He of the Many Teeth Boon: Dahlver-Nar's gift is the power to live many lives. Upon receiving this dark gift, when you die, roll a d20. On a result of 11 or higher, you instantly become reincarnated as though you were the target of a *reincarnate spell.* The new body appears within 10 feet of the old one. Curse: Dozens of teeth grow from your scalp, they can be hidden with hair or a hat, but a touch reveals their existance. You lose all of your teeth upon being reincarnated. #### Delban, the Star of Ice and Hate *Prerequisite: 9th level* Boon: Delban's gift is the power to unleash deadly cold. This dark gift allows you to cast the *cone of cold* spell as an action once per long rest. You also gain the benefits of a *ring of warmth.* Curse: Your skin becomes icy-cold to the touch and appears frostbitten. You are vulnerable to fire damage and you gain the following flaw: "fire terrifies me." #### Demetre, Vigilant of Doom Boon: Demetre's gift is the power of vigilance. You grow an additional face on the back of your head. While the second face is uncovered you are considered proficient in Wisdom (perception) checks that rely on sight (if you are already proficient, your proficiency is doubled) and you cannot be surprised, except when incapacitated. Curse: At inopportune times it begins to argue with you, giving you disadvantage on Intelligence (investigation) checks and you gain the following flaw: "I will run to preserve my own hide in combat when the going gets tough." #### Drizlash, the Nine-Eyed Spider *Prerequisite: 3rd level* Boon: Drizlash's gift is the power to walk on walls and ceilings. This dark gift allows you to climb difficult surfaces, including upside-down on ceilings without needing to make an ability check. Curse: You grow 1d6+1 eyes on random locations all over your body. The eyes are blind and cannot open. \pagebreakNum #### Erandul the Tortured Soul *Prerequisite: 8th level* Boon: Erandul's gift is the power of destroying life. Your hand grows sickly and exudes a pitch-black aura, and your nails grow to 6 inches in length. This dark gift allows your unarmed strikes to deal 1d4 necrotic damage and gain the properties of a *nine lives stealer* with 5 charges. Curse: Each time you hit a creature with your unarmed strike, your hit point maximum is decreased by the damage dealt. You must finish a long rest to restore your hit point maximum to normal. Each time you expend a charge from your unarmed strike, a fingernail falls off. When the last charge is expended, your soul is claimed by Erandul the Tortured Soul. #### Fekre, Queen of Poxes *Prerequisite: 9th level* Boon: Fekre's gift is the power of spreading disease. This dark gift allows you to cast the *contagion* spell as an action once per long rest. Whenever you are hit with a melee attack you emit an involuntary cloud of stench and any creature within 5 feet of you must succeed on a DC 10 Consitution saving throw or be poisoned until the start of your next turn. On a successful save, a target is immune to your stench for 24 hours. Curse: You reek of filth, creatures have advantage on Wisdom (perception) checks made to detect you that rely on smell. #### Feldir, the Huntsman Boon: Feldir's gift grants you the power of the hunt. This dark gift causes your face to lengthen and contort into a wolflike muzzle and the bones in your legs to elongate into powerful, canine limbs. Your speed increases by 10 feet. You are proficient with unarmed strikes and your claws are considered light melee weapons that deal 1d6 slashing damage on a hit. Curse: You are often mistaken for a werewolf unless you take special care to conceal your deformities through use of a disguise kit, or are the target of a disguise self spell. Upon recieving this gift, you must eat and drink twice the normal amount each day. #### Focalor, Prince of Tears *Prerequisite: 5th level* Boon: Focalor's gift is the power of psychic storms. You can exhale at a creature within 30 feet of you as an action. It must suceed on a DC 14 Constitution saving throw or be blinded until the end of your next turn. Furthermore, your despair is strong enough to create psychic storms. You can cast the spell *call storm* as an action once per long rest. Curse: Your eyes constantly weep, regardless of your mood or thoughts. You become morose and grief-stricken, rarely finding cause to laugh or smile and gain the following flaw "I see so much despair in the world, I weep for the fallen, especially the foes whose lives I have cut short." #### Haures, the Dreaming Duke *Prerequisite: 7th level* Boon: Haures' gift is the power to create deadly illusions. You can cast the *phantasmal killer* spell as an action once per long rest. The creature has disadvantage on it's Wisdom saving throw to resist the effects of this spell. Curse: Your hands are backwards like those of a rakshasa. You become an eccentric, often speaking to yourself or an imaginary friend. You have disadvantage on saving throws made to see through illusions. #### Ipos, Prince of Fools *Prerequisite: 6th level* Boon: Ipos' gift is the power to rend foes and sense invisible creatures. This dark gift allows you to cast the *see invisibility* spell as an action once per short or long rest. Your fingers become cold iron, and are tipped with elongated cold iron claws. Your fists are considered light melee weapons that deal 1d6 slashing damage on a hit. These claws are considered magical for the sake of overcoming resistances and deal maximum damage to invisible creatures. Curse: Your eyes no longer have an iris or pupil, they are completely white. You become condescending and pseudo-intellectual (regardless of your actual intelligence score), showing contempt towards those who question your assumptions or conclusions. If someone shows interest in a subject you are knowledgeable about, you must edify them. #### Karsus, Hubris in the Blood Boon: Karsus' gift is the power of magical knowledge. You can cast the spells *detect magic* and *identify* as an action. You also gain advantage on arcana checks to recall magical lore about arcane devices and artifacts. Curse: You bleed extremely easily, even the smallest cut causes a massive sanguine flow. Whenever you take slashing or piercing damage, you take an additional 1d6 damage of the respective type. You also gain the following flaw: "I am arrogant, and refuse to take the advise of others." #### Kas, the Bloody Handed *Prerequisite: 5th level* Boon: Kas' gift is the power deal greivous injury and cheat death-dealing blows. When you receive this dark gift, you are resistant to critical strikes. When a hostile creature lands a critical hit against you, roll a d20. On a result of 11 or higher, the attack still hits but deals normal damage. Also, when you roll a natural 20 to hit another creature, you roll one additional damage die for the damage, and the creature is blinded permanently. Only a *dispel good and evil*, *remove curse*, *greater restoration*, or a *wish* spell can return a creature's sight. Additionally, you deal maximum damage to undead with any weapons you are wielding. Curse: You grow eyes on your palms that cry tears of blood for 1d4 rounds whenever you land a critical hit against a hostile creature. While these eyes are crying, you have disadvantage on Dexterity (sleight of hand) checks and attack rolls made with melee weapons. You develop a seething hatred of corporeal undead, and must strike down any corporeal undead you can perceive. \pagebreakNum #### Khirad, the Star of Secrets *Prerequisite: 8th level* Boon: Khirad's gift is the power of divination. This dark gift allows you to cast the *scrying* spell as an action once per long rest. Flaw: Your voice becomes a low whisper, and your smile becomes evil and cruel. #### Lillethe, Master of the Mind *Prerequisite: 9th level* Boon: Lillethe's gift is the power of mental manipulation. This dark gift allows you to cast the *telekinesis* spell as an action once each per long rest. Curse: One of your arms becomes ghostly and incorporeal, it cannot hold or manipulate objects. You must also make DC 12 Dexterity checks to do things that would normally require two hands, at your DM's discretion. #### Malphas, the Turnfeather Boon: Malphas' gift is the power of scouting and beguiling others. This dark gift allows you to cast the *find familiar* spell as an action once per long rest. The familiar summoned must take the form of a dove or a raven (it uses the raven statistics on page 335 of the *Monster Manual*) and it is a celestial instead of a fey. Additionally, after a minute of conversation with a humanoid, you can attempt to charm them. They must succeed on a Charisma saving throw or be charmed by you. Curse: Once you recieve this dark gift, your tongue and teeth turn black and you grow white and black fledgling feathers on your legs. Additionally, when you meet a creature of your preferred sex, roll a d20. On a roll of 11 or higher, you are enamored by this person, and attempt to win him or her over in any way you can. If your advances aren't reciprocated, you feel despondent and heartbroken, until another love interest comes your way. #### Marchosias, King of Killers *Prerequisite: 3rd level* Boon: Marchosias' gift is the power of assassination. Once per turn, this dark gift allows you to deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weâpon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. You can't benefit from this sneak attack damage if you already have the sneak attack feature. Additionally, you can cast the *misty step* spell as a bonus action once per short or long rest. Curse: Your pupils have a red-orange tint that has no effect on lighting or detection, but is disturbing for those who look upon you. Your demeanor becomes debonair and sly, as though you always have a trick up your sleeve. #### Nargulzar, Mother of Rats Boon: Nargulzar's power is summoning vermin. This dark gift allows you to summon a swarm of rats to an occupied space within 30 feet of you as an action (your DM has the game statistics for this creature). The rats move on your initiative in combat, you can only have one swarm of rats summoned at once. Curse: You grow a massive rat tail that trails behind you and drags on the ground as you walk. #### Norganas, the Finger of Oblivion *Prerequisite: 9th level* Boon: Norganas' gift is the power to turn life into undeath. This dark gift allows you to cast the *finger of death* spell as an action once per long rest. Flaw: When you use this ability, you must succeed on a Constitution saving throw equal to your spell save DC or drop to 1 hit point. Your blood is pitch-black and viscid, like tar. #### Orthos, Sovereign of the Howling Dark Boon: Orthos' gift is the power of sunlight. One of your hands erupts with searing pain (which quickly fades to a dull throb), as a network of jagged, recently-healed wounds appears from wrist to elbow. As a bonus action, you can flex the muscles of your scarred limb causing the wounds to tear open and shed bright daylight (as per the *daylight* spell) and each creature that can see you within 5 feet must succeed on a Constitution saving throw or be blinded until the end of your next turn. While shedding light, your arm is wracked with lancing pain making it impossible to hold or manipulate objects with the injured limb. Curse: You always seem to be buffeted by a breeze that no one else can feel, even while indoors. The eerie wind makes no noise, but it tousles your hair and belongings, and frequently changes direction. You no longer have darkvision if you had it before, and you gain the following flaw: "I am terrified of the dark." #### Oztogoth of the Great Beyond *Prerequisite: 7th level* Boon: Oztogoth's gift is the power to alter your own state of matter. This dark gift allows you to polymorph into a *black pudding* as an action once per long rest. This effect lasts up to 1 hour or until you drop to 0 hit points or polymorph back as a bonus action. Curse: You Have disadvantage on Dexterity saving throws and you gain the following flaw: "I am extremely lazy, and would rather make others do hard work for me." #### Petra, the Plague Maiden *Prerequisite: 9th level* Boon: Petra's gift is mastery over insects. This dark gift allows you to cast the spell *insect plague* as an action once per long rest. Countless insects have taken residence in your ears. As an action, you can pull an insect from your ear, which can be consumed by any character to restore a number of hit points equal to their level. A character can only benefit from eating one of these insects once per long rest (eating additional insects provides no benefit, and instead sickens the character). Curse: You have disadvantage on Wisdom (perception) checks that rely on hearing and gain the following flaw: "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me." \pagebreakNum #### Primus, the One and Prime *Prerequisite: 8th level* Boon: Primus' gift is unfaltering faith in the rule of law. You are immune to being charmed and frightened. You have advantage on any intelligence check made to recall laws or writen agreements. You can cast the *wall of force* spell as an action once per long rest. Curse: Your skin tuns to bronze and your alignment is lawful. You are ruthlessly efficient, and you cannot be distracted from your ultimate goal. When you die, you disintegrate into ash. #### Quaarth, Envoy of the Crypt *prerequisite: 5th level* Boon: Quaarth's gift is the power to communicate with the dead. This dark gift allows you to cast the spell *speak with dead* as an action once per long rest. You can also cast the *animate dead* spell as an action once per long rest. Curse: The dead try to speak with you in your sleep. Whenever you take a long rest, roll a d20, on a result of 10 or less, the whispering dead won't allow you to sleep, and you gain only half of your hit dice back when you finish your long rest. #### Rashegul, Gaze of the Void *Prerequisite: 15th level* Boon: Rashegul's gift is the power of the gorgon. This dark gift allows you to turn a creature to stone as an action. A target that can see you within 30 feet must succeed on a Wisdom saving throw or become petrified. You must finish a long rest before you can use this ability again. Curse: You grow a grotesque third eye on your forehead and you have disadvantage on saving throws to resist the effects of spells. #### Ronove, the Iron Maiden *Prerequisite: 6th level* Boon: Ronove's gift is the power to move like the wind. This dark gift allows you to dash as a bonus action on your turn. Additionally, you can cast the *feather fall* spell as a reaction. Your fists are blessed by Ronove, they deal 1d4 bludgeoning damage on a hit and are considered +1 magic weapons. Curse: When you finish a long rest, roll a d20. On a result of 10 or lower, your face settles into an immutable frown, on an 11 or higher, it is instead an immutable smile. While you are frowning, your Charisma score decreases by 2, while you are smiling, your Charisma score increases by 2. Your mood is unnafected whether or not you are smiling or frowning. You also gain the following flaw "Others constantly doubt my abilities, I must prove myself worthy to those that I associate with." If you perform a seance and choose a different dark gift, you must finish another long rest to reset your immutable facial expression and Charisma score. #### Savnok, the Inscrutible *Prerequisite: 8th level* Boon: Savnok's gift is the power to shield the mind. This dark gift takes the form of a *mind blank* spell cast on you. Curse: Upon recieving this dark gift, you have disadvantage on Charisma (persuasion) checks and your eyes melt away, leaving empty sockets that can still see. You have blindsight out to a range of 30 feet, but are blind beyond this distance. #### Sehna, the Huntswoman *Prerequisite: 3rd level* Boon: Sehna's gift grants you the power of keen senses. You develop a bestial awareness, granting you advantage on Wisdom (Perception) checks that rely on smell. You also have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Curse: Animals (wild and domestic) are threatened by you, and consider you hostile and predatory. You suffer disadvantage on all Wisdom (Animal Handling) rolls. Your nose is very sensitive, you have disadvantage on saving throws to resist the effects of inhaled poisons. #### Senethal, the Dark One Boon: Senethal's gift is the power of shadows. this dark gift allows you to to spawn a *shadow* as an action once per long rest. Your DM has the statistics for it in the monster manual. The shadow creature is your very own shadow, and it is thus linked to your lifeforce. The shadow gains temporary hit points equal to your current hit points. If your shadow drops to 0 hit points, so do you. You can't dismiss your shadow, it magically reunites with you after 1 hour. The shadow acts on your initiative in combat. Curse: Once you recieve this gift, your heart beat slows until it nearly stops, beating once, maybe twice in a day. #### Seriach, the Hell Hound Whisperer *Prerequisite: 7th level* Boon: Seriach's gift is the power to summon and control hell hounds. This dark gift allows you to summon a hell hound to an unoccupied space within 30 feet of you as an action once per long rest. The hell hound acts on your initiative in combat. Curse: If the hell hound dies before slaying another creature, your hit point maximum is halved until you finish a long rest. You gain the ability to speak and understand infernal. Sulfurous smoke issues from your body when you speak it. #### Shami-Amourae, the Lady of Delights *Prerequisite: 3rd level* Boon: Shani-Amourae's gift is the power of persuasion. This dark gift allows you to cast the *suggestion* spell as an action once per short rest, and saving throws against the spell have disadvantage. Curse: You gain an extra finger on each hand as well as the following flaw: "I can't get enough pleasure. I desire others to create beauty for me at all times." #### Sykane, the Soul Hungerer *Prerequisite: 11th level* Boon: Sykane's gift is the power to raise the recently deceased. This dark gift allows you to cast the *raise dead* spell as an action once per long rest. \pagebreakNum Curse: As soon as the dark gift is received, your eyes glow a sickly yellow and you also gain the following flaw: "If I help someone, I expect payment in return." If you raise a creature from the dead with this dark gift, you suffer the same penalties to all attack rolls, ability checks, and saving throws that the target creature suffers. #### Tarakamedes, the Grave Wyrm Boon: Tarakamedes's gift is the power of flight. As an action, you can grow skeletal wings. You gain a flying speed of 50 feet and each creature within 5 feet of you that sees you transform for the first time must succeed on a DC 12 Wisdom saving throw or be frightened until the start of your next turn. You can dismiss your wings as a bonus action on your turn. Curse: You cannot grow your wings while wearing medium or heavy armor. You must eat bones or grave dirt to survive. At dawn, if you have not eaten at least 1 pound of bones or grave dirt in the past 24 hours, you drop to 0 hit points and you are unconscious but stable. #### Tenebrous, The Shadow That Was *Prerequisite: 3rd level* Boon: Tenebrous' gift is the power to create immutable darkness. This dark gift allows you to cast the *darkness* spell as an action once per long rest and grants you the ability to see through magical darkness out to a distance of 30 feet. The *darkness* spell gains the following aditional properties: - The darkness is crowded with shadows of the damned, and is considered difficult terrain. - The shadows lash out at any hostile creature inside of the darkness. A creature that starts its turn in the darkness or moves into the darkness for the first time must succeed on a Constitution saving throw or take 1d6 necrotic damage and lose 2 points of Strength. Curse: You cast no shadow and cannot sleep (but still gain the benefits of resting). You gain the following flaw: "I believe others seek to undo me, and covet all I have and have accomplished." Every time you cast the darkness spell using this dark gift, you must roll a d20, on a roll of 1, your vision fades to impenetrable darkness and you are blind. Only a *remove curse*, *dispel evil and good*, *greater restoration*, or a *wish* spell can restore your sight. #### Vaund the Evasive Boon: Vaund's gift is the power of evasion. This dark gift grants you the benefits of an *amulet of proof against detection and location* and a *ring of evasion.* Curse: You become twitchy and nervous and gain the following flaw: "I can't give a straight answer to any question put to me." #### Xarfur-Tel, the Watchful Eye Boon: Xarfur-Tel's gift is the power of X-ray vision. This dark gift grants you the benefits of a *ring of X-ray vision.* Curse: You suffer from debilitating migraines. You have disadvantage on Wisdom saving throws. #### Xivec, Mother of Twilight Boon: Xivec's gift is the power of invisibility. This dark gift allows you to cast the spell *invisibility* as an action once per short rest or long rest. Curse: While invisible, you are vulnerable to radiant damage. You grow a thick patch of black fur on your tongue and all food you consume tastes foul. #### Xaxukhath, the All Knowing Boon: Xaxukath's gift is the power of arcane rituals. Strange runes appear on your skin as bloody scars. These are spells inscribed all over your body that only you can read. This dark gift allows you to cast any wizard spell with the ritual tag as a ritual. The spell's level can be no higher than one half your character level (rounded up). Curse: Each time you cast a spell using this dark gift, the wound opens up and bleeds, causing you to take 5 (1d8) slashing damage. You also gain the following flaw: "everything is worth knowing, and I will pursue any amount of knowledge, no matter the price." #### Yog the Invincible Boon: Yog's gift is great physical resilience. Any damage you take is reduced by 3. Curse: You have disadvantage on Dexterity (acrobatics) checks and oily black fur covers your face and body. #### Yrrga, the Eye of Shadows *Prerequisite: 9th level* Boon: Yrrga's gift is the power of true-seeing. This dark gift grants you truesight out to a range of 15 feet. Curse: your eyes become starry voids. Any thing that once brought you joy is now only a dull throb, and you feel that all life is meaningless. #### Zantras, the King Maker Boon: Zantras' gift is power that comes from great presence and force of personality. This dark gift grants you the ability to cast the *command* spell once per short rest as well as advantage on all Charisma (indimidation) checks. Curse: A mouth with jagged teeth grows on each of your hands. You have disadvantage on Dexterity (Sleight-of-hand) checks and you gain the following flaw: "I won't take no for an answer." #### Zali'el the Ghost Raven Boon: Zali'el's gift is the power of incorporealness. This dark gift allows you to spend 1 hit die to move through solid objects as though they were difficult terrain. A character who ends his or her turn inside an object takes 5 (1d10) force damage. Curse: If you die, your soul is ripped from your body and you cannot be raised from the dead by any means. At all times, you are followed by 1d4 ominous ravens that await your death. #### Zevrin, the Wings of Doom Boon: Zevrin's gift is the power of keen hearing. This dark gift grants you advantage on Wisdom(perception) checks that rely on hearing and you gain tremorsense up to 60 feet. Curse: You grow the large, dry, leathery ears of a giant bat. You are vulnerable to thunder damage, and particularly loud noises can force you to make a DC 10 Constitution saving throw or suffer the stunned condition, at your DM's discretion. \pagebreakNum #### Zhudun, the Corpse Star *Prerequisite: 11th level* Boon: Zhudun's gift is the power of reanimation. This dark gift allows you to cast the *create undead* spell as an action once per long rest. Curse: You look gaunt and fragile and your bones are brittle and weak. You have disadvantage on Strength and Constitution saving throws. #### Zrin-Hala, the Howling Storm *Prerequisite: 7th level* Boon: Zrin-Hala's gift is the power to create lightning. This dark gift allows you to cast the *storm sphere* spell as an action once per long rest. You must choose the point you occupy as the epicenter of the spell and you are immune to it's effects. Curse: As soon as this dark gift is received, one half of your face sags and loses all feeling. While you are concentrating on the *storm sphere* spell, you are deaf and cannot take reactions.