Difference between revisions of "Divine Gift"

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** Gain the Skill Expert feat. You must use the ASI for Charisma, if able, and either Deception or Intimidation must receive proficiency or expertise.
** 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''':
* '''Charismatic Force''':
** You may use Demoralize without using an action twice, either directly after scoring a hit with a weapon or as a bonus action. This ability recharges on a short or long rest.
** You may use Demoralize without using an action four times, either directly after scoring a hit with a weapon or as a bonus action. This ability 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 with the same damage type as the other damage.
** If you hit a Demoralized creature with an attack you may add your Charisma bonus to damage dealt to it with the same damage type as the other damage.
** If you successfully charm, decieve, 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.
** If you successfully charm, decieve, 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.

Revision as of 11:27, 12 December 2023

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 whispy 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 chocie within 30 ft (if you don't give it to another creatur, you only gain half).
    • 1d8 + lvl temporary hit points and half that to another character of your chocie within 30 ft (if you don't give it to another creatur, 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

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 5ft that also extends on any type of net.
    • Gain the ability to ignore movement restrictions caused by webbing.
    • Spiders will regard you as an ally and not attack you.
  • Innate Spellcasting:
    • Gain the ability to cast Spider Climb and Speak with Animals (only spider creatures) at will without material components.
    • Gain the ability to twice choose a spell to cast; Web or Gift of Alacrity. This ability recharges during a Long or Short Rest.
  • Arachnomorph: You may change shape into a spider creature of CR1 or lower and a size equal to the spider's size or smaller, down to tiny and may count each HD as 3 below the maximum result instead of taking the average (or roll). You can use this feature once. You regain the ability when you finish a short or long rest. You can stay in a spider shape for up to two hours and then 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.

Dynameis Arachnis

  • Changes:
  • 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

Arachnophilia

Avatar Arachnis

Notes

Martin's ranger


  • 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 greatest remnant of their religion are 3 magical gemstones that were once situated in the three Fanes: The Mountain Fane atop Mt. Ghakis, the Forest Fane in Yester Hill, and the Swamp Fane in Berez. Strahd pilfered these gemstones from their Fanes, and unable to destroy them, planted them in the vineyard of one of his sycophants to provide wine to his castle.
  • But the Ladies Three have not left Barovia. Their spirits are trapped in the demiplane like everyone elses. 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.


Strahd's Fane powers:

  • Forest Fane:
    • +4 AC
    • Heart of Sorrow HP is 200 instead of 100
  • Swamp Fane:
    • Resistance to bludgeoning, piercing, and slashing from magical attacks and Fire, Cold, and Lightning damage
  • Mountain Fane:
    • Permanent Nondetection
    • Free Scry on anyone saying his name
  • Combined: waters, winds, and wildlife in the valley
  • Vampyr does the magical overcast

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.



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.
    • When making any Survival, Handle Animal, Persuasion or Deception checks towards an animal in the forest you roll with advantage.
    • Gain Proficiency in Nature. If you already have proficiency in Nature, check in turn Survival, Handle Animal, Medicine 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 double proficiency bonus on Nature checks. If you already have double proficiency bonus in Nature, pick a skill like how you would pick a proficiency to gain the double bonus there instead.
    • Gain the Shillelagh and Druidcraft cantrips (or two other Druid Cantrips if you already have these)
  • Nature's Protection: Gain the effects of permanent Barkskin, but the feature disappears if you take fire damage. As an action you can dismiss it or you may actively increase the potency of this ability, gaining persistent Stoneskin and Protection from Energy for 10 minutes (choose energy type), not requiring concentration. After 10 minutes, Barkskin, Stoneskin and Protection from Energy all disappear. If removed, Barkskin 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 (undead, abberations, fiends, devils and demons), gain a Channeled Boon.


Gift of the Swamp

  • Nature's Loremaster:
    • Gain proficiency in the next skill like the Gift of the Woods.
    • When making any Survival, Handle Animal, Persuasion or Deception checks towards an animal or plant in or near a swamp or forest, you roll with advantage.
    • Gain the ability to speak with plants.
    • Gain the Whip cantrip (or one other Druid Cantrips if you already have these).
  • Nature's Protection:
    • You no longer lose the Barkskin effect unless you choose to and can use the higher potency ability twice before a long or short rest. When the potency is activated, Protection from Poison is cast on you with a duration of 10 minutes.
    • Every time you wake up after a Long Rest, one Goodberry has grown on each of your fingers.
  • 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.


Gift of the Mountains

  • Something to do with balance/death and/or lycanthropy


Notes

Bigwig, as a way to attone to his cursed deeds

Aelfric

https://www.reddit.com/r/CurseofStrahd/comments/anird7/fleshing_out_curse_of_strahd_the_fanes_of_barovia/

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 to cast Enhance Ability as a 2nd level spell (but only Strength) 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.
    • You now critically hit on 19 & 20 instead of just 20.
  • Demand Respect:
    • If you roll a 20 on a Strenght check, attack, or save, gain a Channelled Boon.
    • If you manage to make a person feel belittled (DM's discretion), gain a Channelled Boon.

Notes

5-headed thing

Jormund?

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.


Mind Shield

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 Talent: From within wells up a spring of psionic powers that ebb and flow through you. This power is represented by a Psionic Die, which starts as a d8 and is used for mind shield and mental powers.
    • When the dice is rolled, there is a chance the size is changed up or down, illustrating the ebbs and flows of psionic energies.
    • If you roll the biggest number on a die, the die size decrease one size (i.e. d8 becomes d6, for instance) and if you roll a 1 it increases (i.e. d8 becomes d10) and you take one unpreventable psychic damage for every character level you have.
    • If you roll a 4 on a d4 Psionic Die, you burn out your psionic powers until you finish a long rest.
    • If you roll a 1 on a d20 you unleash a psionic blast and anyone in a 30foot radius must make three saving throws or take damage for each failed save or half for each a success. Success prevents additional effects of each type.
      • Wisdom: If you fail, in addition to taking 3d6 psychic damage you also are stunned for 2 rounds
      • Charisma: If you fail, in addition to taking 3d6 force damage you are also banished to the Ethereal Realm for 1d4 rounds
      • Intelligence: If you fail, in addition to taking 3d6 radiant damage and become vulnerable to all damage types (does not affect immunity but reduces resistance to normal) for 1d4 rounds
    • Whenever you finish a long rest, your Psionic Die resets to its starting size.
    • Mind Shield: A reaction when you are attacked or are forced to make a saving throw, roll the Psionic Die and add the result to your AC or saving throw


  • change to dice, maybe keep size thing
  • shield self & others at start

Psionic Talent

Starting at 1st-level you harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

You can use your Psionic Talent die in the following ways:

Psionic Discovery. You can unlock the ability to cast a mind-oriented sorcerer spell you don’t already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a sorcerer spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled.

Psychic Sorcery. 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 your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

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 Talent 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. Psi Replenishment

At 1st-level, as a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.


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?

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.
  • 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

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 yourpowerful 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 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.)
  • Shake it off: As an action, spend Hit Dice equal to half your level (round up) 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 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 agressively 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 now.)
    • 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 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 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. This ability stacks with Armor of Yog.
  • Summon Bulk: You may now cast these as a Bonus Action or an appropriate Reaction; Enhance Ability now also activates Strength when used. Add Stoneskin to the list.
  • Second Wind: When used, you may choose to spend one Hit Die to gain an additional d10 plus your Constitution modifier (i.e. 2d10+Con+lvl HP). Any HP in excess of your maximum are added, cumulatively, as temporary HP.
  • Shake it off: Instead of divide by two, divide by three.

Yog's Carapace

  • Changes: Your weight and height further increases. You 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.
  • Enduring Resilience:
    • Gain +2 Constitution and increase the maximum Constitution you can get from Ability Score Improvements by 2. (Total of +6/+6 now.)
  • Summon Carapace
    • Once per Short Rest as action gain a full plate +2 with some resilient ability that can be dismissed as an action

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 (but not guaranteed; GM'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 four times, either directly after scoring a hit with a weapon or as a bonus action. This ability 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 with the same damage type as the other damage.
    • If you successfully charm, decieve, 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

https://www.reddit.com/r/AmberTempleLibrary/comments/f0ysqu/amber_temple_prisoner_zantras_the_kingmaker/

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".



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