Spell Level |
Spells |
1st |
dissonant whispers, command |
2nd |
blindness/deafness, lesser restoration |
3rd |
bestow curse, phantom steed |
4th |
death ward, wall of gloom* |
5th |
Kreshenk’s eerie mask*, shadowfade* |
Shadow Claws
Also starting at 1st level, you can channel the power of the Dark Powers
unto your enemies. Using an action, you target a creature that you can see,
causing its shadow to grow massive claws. Until the end of the target’s
next turn, the target’s speed is halved and its shadow claws at it whenever
it moves, dealing 1d4 cold damage for every 5 feet of movement. When you
reach 5th level, the shadow adds your Charisma modifier to the damage
that it deals. Creatures that don’t have a shadow (such as vampires) are
unaffected.
Once you use this feature, you can’t use it again until you finish a short
or long rest.
Dark Gift
Starting at 6th level, roll on the table below whenever you finish a long
rest to determine the dark gift bestowed upon you by the Dark Powers. A
dark gift lasts until you next finish a long rest, at which point you return to
normal before acquiring a new dark gift. However, the Dark Powers don’t
grant boons without a cost. Whenever you gain a dark gift, you gain both a
Gift and a corresponding Quirk, as shown in the Dark Gift table.
|
Dark Gift |
|
D10 |
Gift |
Quirk |
1 |
You are affected by the mind blank
spell. |
Your eyes melt away but you can
still see. |
2 |
The first time you are reduced to
0 hit points, you instead drop to 1
hit point. |
Your heart stops beating but you
somehow don’t die. |
3 |
If you die, you instantly reincarnate,
as though you were the target of
a reincarnate spell. Your new body
appears within 10 feet of the old
one. |
All of your teeth fall out and you
can’t eat solid food. |
4 |
Your Strength score becomes 25
unless your Strength score is already
higher. |
You gain the following flaw: “I like
to bully others and make them feel
weak and inferior.” |
5 |
You are hidden from divination
magic. You can’t be targeted by such
magic or perceived through magical
scrying sensors. |
You become twitchy and nervous,
gaining the following flaw: “I
can’t give a straight answer to any
question put to me.” |
6 |
A hell hound enters into your service.
You can use an action to summon
it, causing it to appear in the closest
unoccupied space to you. The hound
acts on its own initiative and obeys
your verbal commands without
regard for its own well-being. |
Sulfurous smoke issues from your
mouth whenever you speak. |
7 |
You have advantage on saving throws
against being blinded, deafened,
stunned, and knocked unconscious. |
You have a shriveled, additional
face on the back of your head that
sometimes finishes your sentences
for you. |
8 |
Hostile creatures within 30 feet of
you have disadvantage on saving
throws against being frightened. |
An eerie sound of distant tolling bells
follows you wherever you go. |
9 |
You have advantage on Dexterity
(Stealth) checks and Charisma
(Deception) checks. |
You don’t have a shadow and
reflective surfaces don’t show your
reflection. |
10 |
Your movement speed increases by
10 feet. |
You gain the following flaw: “I like to
stalk others in the night and watch
them while they sleep. I leave small
gifts for them for when they wake so
they will know I was there”. |
Spectral Fade
Once you reach 10th level, you can use a bonus action to become incorporeal
until the end of your turn. While incorporeal, you have a flying speed
equal to your walking speed, you don’t provoke opportunity attacks, and
you can move through creatures and objects as if they were difficult terrain.
You take 1d10 force damage if you end your turn inside a creature or
object and are ejected to the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a short
or long rest.
Power at a Cost
At 14th level, you learn to call directly upon the Dark Powers at will,
though their aid always comes at a price. When you make an attack roll,
ability check, or saving throw, you can choose to roll with advantage. You
must choose to do so before the roll, and you can replace a roll in this way
only once per turn. When you do so, you take psychic damage equal to the
highest roll and your hit point maximum is reduced by the same amount.
This reduction lasts until you finish a long rest.
Comments