Darker Gifts

Touched by the Mists:

The Dark Powers of Ravenloft raised you from the dead for purposes unknown. The experience has placed a heavy burden on your soul, leaving you tainted by evil. Now cats hiss as you approach and milk sours at your touch. You detect as an evil undead to the detect evil and good spell. The effects below can be removed with a Remove Curse spell but, the effects of Touched by the Mists still remain.  
D20 Dark Gifts
1 The character’s eyes melt away, leaving empty sockets. He or she has disadvantage on Charisma (Persuasion) checks, but gains blindsight out to a range of 60 feet. The character is blind beyond this distance.
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3 The character’s skin is cold and clammy to the touch. The character gains resistance to cold damage and vulnerability to fire damage.
4 At night, the character can 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. The character counts as an undead creature for the purpose of spells and effects (such as turn undead).
5 The character's tongue forks like that of a serpent. The character cannot speak the truth. Lying comes naturally, granting the character advantage to all Charisma (Deception) checks, but imposing disadvantage to all Charisma (Persuasion) and Charisma (Intimidation) rolls.
6 Countless insects have taken residence in the character’s ears, imposing disadvantage to Wisdom (Perception) checks that rely on hearing. As an action, the character can pull an insect from their ear, which can be consumed by any character to restore 1 hit point. A character can benefit from eating 1+level+Constitution Modifier of these insects  per long rest  (eating additional insects provides no benefit,  and instead sickens the character).
7 The character develops a bestial awareness, granting the character keen sight advantage on Wisdom (Perception) checks that rely on sight and hearing. Animals (wild and domestic) are threatened by the character, and consider him or her hostile and predatory. The character suffers disadvantage on all Wisdom (Handle Animal) rolls.
8 The character awakens with a parched feeling in their throat, and their face has lost any semblance of a mouth. The character no longer needs to eat or drink and gains the ability to communicate telepathically with any creature within 30 feet with whom they share a language, but otherwise cannot speak.
9 The character grows an additional face on the back of their head. At inopportune times it begins to argue with the character, giving him or her disadvantage on Wisdom (Persuasion) and Dexterity (Stealth) checks. While the second face is uncovered the character cannot be surprised, except when incapacitated.
10 The character awakens with a hunched back. This condition gives the character advantage on Charisma (Intimidation) rolls, but disadvantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
11 The character’s lungs burn as if from acute smoke inhalation, and the character exhales wisps of smoke with every breath. The character suffers disadvantage to all Dexterity (Stealth) checks due to a constant, irritating cough brought on by this affliction.      As an action, the character may cough up a billowing cloud of foul-smelling smog in a 10 ft. radius. This smog heavily obscures the area, and dissipates after 1 minute (or 1 round in a moderate wind). Once this ability has been used, the character must finish a short or long rest before it can be used again.
12 The character's body emits a putrid odor that smells of heavy spices, mixed with an undertone of rot. The character gains resistance to poison damage, but emits an involuntary cloud of stench whenever they are hit by a melee attack.      Any creature within 5 feet of the character must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the character’s stench for 24 hours.
13 The character’s hand of choice 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 light in a 20-foot radius and dim light for an additional 20 feet for 1 hour. While shedding light, the character’s arm is wracked with lancing pain making it impossible to hold or manipulate objects with the injured limb. The character must finish a short or long rest before it can be used again.
14 The character’s soul is divided between the character’s body and its shadow. As an action the character can spawn a shadow under their control for a period of up to 1 hour. The shadow has half the hit points of the character, whose main body  retains the other half. If the body or the shadow are reduced to 0 hit points while in this state the character dies. After 1 hour the body and shadow reunite, which can also be done as an action if they are within 60 feet of each other
15 The character hears whispers from an unseen malevolent source, which taunts the character with truth, mistruth, and horrors beyond reason. One per long rest the character can listen to the voices. Doing so gains them the benefits of an augury spell.
16 Creatures of filth start to follow the character around, drawn to him or her by some super natural force. Once per long rest as an action the character can summon a swarm of insects or rats, which appear instantly on any space up to 60 feet from the character. The swarm instantly attacks any creature on that space or adjacent to it and cannot be commanded in any way. As a collateral effect the character is more susceptible to disease, failing any saving throw to resist infection, and also acquires vulnerability to necrotic damage.
17 The smell of humanoid blood starts to appeal to the character, who acquires a craving for drinking it. The character is cursed to feel an urge to drink at least a pint of fresh humanoid blood each day. If they do, they receive 1d8+Con Temporary Hit Points. Resisting this urge  requires a DC 15 Charisma saving throw made once a day. Failure to satisfy the craving if the  saving throw fails causes the character to suffer 1 level of exhaustion until blood is consumed. Drinking the blood of a deceased humanoid that had been dead for more than 1 hour causes the player to become poisoned.
18 The character’s hands become icy cold and take on a sickly grey complexion. The character’s unarmed attacks now deal cold damage in addition to any other damage types. Additionally, their hands are nearly numb with cold; as a result, they suffer disadvantage on Dexterity checks that rely on the use of their hands.
19 The character’s face lengthens and contorts into a wolf-like muzzle and the bones in their legs elongate into powerful, canine limbs. While this increases the character’s speed by 10 ft., the character is often mistaken for a werewolf unless they take special care to conceal their deformities through use of a disguise kit, or the target of a disguise self spell.
20 The character grows a thick coat of scraggy wolf-like fur, which grants them advantage on Constitution saving throws made to resist the effects of cold weather. They also gain resistance to bludgeoning damage from nonmagical  weapons that are not made of silver. Unfortunately, the character also develops a painful allergy and mental aversion to silver, which causes them to break out in blistering rashes on contact. When exposed to silver or in base physical contact with silver, the character suffers disadvantage on all attack rolls and Dexterity checks for 1 minute. 

Additional Options:

  100 Dark Gifts