Blessing of the Grudgebearer
That which is wrong with the world that we cannot fix with the blades of our axes, we shall surely avenge!
Divine Blessing
This divine blessing is granted by Moradin to dwarfs who exemplify the virtues of dwarfdom. Though all dwarves desire vengeance for the wrongs done to them and their ancestors, a Grudgebearer's heart burns with hatred hotter than any forge.
Mechanics
You always have the following benefits:- Burning Rage: You are warmed by thoughts of vengeance. You have resistance to cold damage.
- Long Memory: Recalling any information related to an undressed wrong suffered by one of your Ancestors or your clan does not require any skill check; you immediately recall that information.
Declaring a Grudge
As an action you can declare a Grudge on a creature that you can see or can unambiguously identify (i.e. call by name, title, etc.) by articulating the Grudge and swearing an oath of vengeance. The Grudge must be a serious slight against yourself, your clan, your allies, or the Ancestors committed by the creature, their organization, or their kin. Once the oath is sworn, the Grudge magically appears in the Dammaz Kron, and that creature becomes your Foe. You may only have one Foe at a time, and you can declare a Foe no more than once per week.
Duration
A Grudge lasts until it is Settled or Abandoned (see below).Benefits
While the Grudge is active, you have the following benefits:
- Relentless: You always know general distance and direction to your Foe to within 5 miles as long as they are on the same plane as you. If they die, you are supernaturally aware of it.
- Sustained by Hate: You do not require food, water, or sleep while grudge is active, and suffer no penalties for forced marching so long as you are pursuing your Foe. You must still rest in order to gain the benefits of a short or long rest; however, instead of sleeping, you instead instead brood and grumble about the wrong that has been done to you.
- Tireless Pursuit: Increase speed by 10' while moving towards the target.
- Too Angry to Die: You have advantage on death saving throws. While you are in combat and can see your Foe, if you start your turn with less than half your HP you regain hit points equal to 5 + CON modifier. This does not function if you have 0 hp.
- Foeslayer: You have advantage on all attacks made against your Foe. Once on each of your turns, after you cast a spell which affects your Foe you may make a weapon attack against your target. This attack deals an extra 3d6 psychic damage if it hits.
Settling a Grudge
Causing the death of your Foe will always settle a Grudge. Other punishments can work at the DM's discretion, such as razing a settlement they own or care about, slaying a family member, etc. If your Foe dies through a cause you had no part in, the Grudge transfers to another appropriate creature (such as their child, spouse, family member, clansmen, etc.) as determined by the DM. If no such creature exists, the Grudge is considered settled.
A settled Grudge is magically stricken from the Dammaz Kron.
Abandoning the Grudge
You want to abandon a Grudge without it being Settled? Live and let live, let bygones be bygones? By the Morndinsamman and the blood of the Ancestors, are you a dwarf or some kind of gutless goblin!? Stop whining like a weak willed elf and get your beard on straight! The Grudge WILL be Settled if you have to die and come back from the Nine Hells to do it!
Each day not spent in pursuit of your Foe grates on your soul. You must make a Wisdom saving throw, DC 10 + number of days since you stopped your pursuit, or gain a level of exhaustion. This exhaustion cannot be removed except by resuming the pursuit of your Foe, at which point all exhaustion from this source is removed. Tasks in support of the pursuit, such as gathering supplies or allies, may count as "pursuit" at the DM's discretion...but don't push it. The Ancestors are watching.
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