Difference between revisions of "Signs of the Supernatural (5A)"
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=== Mark of Evil === | === Mark of Evil === | ||
You carry a birthmark in the form of a blasphemous sign on your face. | You carry a birthmark in the form of a blasphemous sign on your face. | ||
− | You cannot use spells or abilities to summon celestials. | + | You cannot use spells or abilities to summon celestials or fey. |
The mark works as a spell focus for all classes. | The mark works as a spell focus for all classes. | ||
− | You gain proficiency in the Intimidation skill. | + | You gain proficiency in the Intimidation skill. |
=== Scorched === | === Scorched === |
Revision as of 21:59, 4 October 2021
Starfox's 5th Edition Fan Page |
Aged
You appear to be of venerable age. You suffer disadvantage on checks using your Acrobatics, Athletics, and Perception skills, even if you lack the respective proficiency. You are immune to magical aging and gain proficiency in Intelligence, Wisdom, and Charisma saving throws.
Animal Aspect
Your head (and at your option other parts, commonly hands, feet, and tail) is that of an animal. While clearly noticeable, this body part is fully functional. Even if you change your shape or disguise yourself with illusion, your animal aspect shines through. You suffer a -20 penalty on Charisma (Deception) checks to conceal your identity, and creatures using knowledge skills or gather information to learn about you get a +5 bonus. Some people might be shocked or reviled at your appearance, while others treat you as a divine avatar.
You gain darkvision 60 ft. If you already have darkvision, increase the range of that darkvision by 30 ft. You also have the ability to sense the presence (but not location) of aberrations and undead within 60 ft. by scent.
Animal Transformation
Are you a humanoid miraculously transformed into a small animal, or the other way around?
Pick a tiny or small beast of challenge rating zero. You can transform into this shape, as the spell Polymoph. When you are affected by a harmful effect you can opt to transform into your animal form as a reaction. This negates that harmful effect. If you would suffer the Blinded, Deafened, Frightened, Incapacitated Poisoned, Prone, or Restrained, condition, or if you are affected by a successful Charisma (Intimidation) check, you must transform in this manner, whether you want to or not.
If you transform back into your normal form within one minute of assuming your animal form, you suffer disadvantage on all checks and enemies have advantage on saving throws against your spells for one minute.
Bestial
You are not a full shapechanger, but in stressful situations and combat you undergo a minor change, where you grow more muscular and gain bestial traits such as fur, scales, fangs, and claws. You stay in this form during the period of stress and for 1 minute afterward. A creature who sees you in this form must make a Wisdom (Insight) check (DC 15) to recognize you. On a failure they are liable to treat you as a monster.
Your hands become natural weapons with the finesse and light properties dealing 1d6 slashing damage. They count as both magic and silver and can still function as hands.
Chained
You are constantly bound in magical chains. This imposes disadvantage on all Strength and Dexterity checks and you cannot use weapons with the heavy property or take the Dash action. You are immune to the Grappled and Restrained conditions.
Child
You appear to be a young child. You suffer disadvantage on Strength checks and cannot use weapons with the heavy property. You gain proficiency with Dexterity, Constitution, and Charisma saving throws.
Forthright
You cannot use the Deception skill or illusion spells, and this limitation is obvious to anyone who hears you speak. You gain advantage on checks for the Persuasion skill.
Ghostly
Your form is not wholly material and become closer and closer to insubstantial as you advance in level. You are easily mistaken for an undead creature. You count as undead for effects that have specific effect against such creatures, like holy water. You have resistance to bludgeoning, piercing and slashing damage unless the weapon is silver or magical.
Leper
This explores the consequences of prejudice. It should only be selected if all players are comfortable with it.
You suffer from some obvious and frightening medical condition that can never be cured. This need not be leprosy, it can be any horrid-looking ailment. This condition is not contagious or debilitating, but looks obviously unhealthy. Most NPCs have a hostile attitude to you and harass you or treat you as if you weren't there. They will not provide you services or lodging at any price. The hostile attitude only applies to you; your companions are not affected, and might even impress others by their benevolence in being willing to be around you. You gain proficiency in Survival and are immune to disease.
Paranoia
You cannot use or benefit from the Help action. You must always attempt saving throws against all spells, even those cast by allies. Allies wishing to cast spells with a range of touch on you must make attack rolls as if you were an enemy. You are immune to the Charm condition and are never surprised
Soaked
You constantly drip water, even when your clothes and equipment is dry. You suffer vulnerability to radiant damage. You learn the Acid Splash, Shape Water, and Ray of Frost cantrips. You learn the Tasha's Caustic Brew spell, and once per day you can cast this spell without using a spell slot as if you used a spell slot of half your level (rounded down, minimum one).
Stigmata
You carry permanent bloody wounds on your body that resist all attempts at healing. Any time you take piercing damage, you take one additional point of bleeding damage from your stigmata. Your blood inflicts 2d6 damage on any creature that attempts to drink it directly from your body. You are immune to parasites.
Sun-Blind
You are blind when exposed to sunlight and treat bright light as if it was dim light (all creatures in bright light have concealment from you). You gain darkvision 60 ft. If you have darkvision, you instead add 30 ft. to that darkvision.
Temptation
You are constantly tempted by sacrilegious voices trying to lure you into sin.
You constantly have nagging voices at the back of your head that encourage you to break faith with your ideals. These voices are distracting, making you suffer -2 penalty on initiative checks. You gain proficiency in Deception.
As an action you may bargain with your voices for information. Your voices are not all-knowing, but they do have a bonus on Intelligence (Religion) checks of +10. They will give you advice if you temporarily give in and do what they want, or you can try to bluff them into revealing information, using your Charisma (Deception) skill as if it was Intelligence (Religion).
Tongues
You can only ever speak in Aklo, Celestial, Draconic, Infernal, Primordial, Shadowtongue, or Sylvan. You understand any spoken tongue.
Visions
You suffer hallucinations, giving you disadvantage on perception checks. You can manifest these hallucinations, which gives you the Minor Illusion and Silent Image and allows you to cast Silent Image once without spending a spell slot.
Voices
You are constantly surrounded by a choir of voices that advice and guide you. These voices are distracting, making you suffer -2 penalty on initiative checks.
The advice they give always follow the ideals of your faith, and they urge you to act piously. Sometimes the voices have a long-term agenda they might lead you on, in other cases they just advocate a very pious life. The voices are not aware of your surroundings; they are unable warn you if you are about to do something stupid or improper unless you ask.
At least once per session, they urge you to go to extreme lengths in pursuit of the ideals of your creed. The player or GM should voice this advice at least once per session. Not following the advice of your voices means you must use a bonus action each round argue with them until you come to an agreement or one minute has passed.
You can ask the advice of your voices as an action. They have a bonus of +10 in Intelligence (Religion).
Wild Magic
When you cast a spell of the highest spell level you can cast, you can roll on the Wild Magic Surge table (see the Wild Magic Sorcerer). This Wild Magic Surge can never inflict more dice of damage than your level.
Windblown
You are surrounded by gusts and static electricity. You suffer vulnerability to force damage. You learn the Gust, Lightning Lure, and Thunderclap cantrips. You learn the Catapult spell, and once per day you can cast this spell without using a spell slot as if you used a spell slot of half your level (rounded down, minimum one).
Abyssal
Your blood is a dark purple and you have a weird vitality. You bleed and bruise easily, reduce your number of Hit Points by one per level. You gain proficiency with Constitution and Charisma saving throws.
Blind
You permanently suffer the Blinded condition. You gain blindsight with a range of 30 ft. Your blindsight can perceive things in the Ethereal Plane.
Celestial Mark
You have the mark of celestial favor, making you glow enough to shed bright light in a 10 ft. radius and dim light a further 10 ft. This light cannot be overcome by darkness powers, but makes it hard for you to find cover to hide in dim light or darkness. The mark works as a spell focus for all classes. You cannot use spells or abilities to create or summon fiends or undead.
Fishy
You have gills on your neck and webbed fingers and toes. Reduce your land speed by 5 ft. You gain a swim speed equal to your (reduced) land speed and can breathe water.
Growling
You cannot speak ineligibly, making only animal sounds. This does not interfere with spellcasting but hinders spells that require a common language. You can Speak With Animals. A creature able to Speak With Animals can understand you, and you can communicate with such characters normally.
Haunted
You are haunted by certain kind of spirits, generally Fey but some touched are haunted by Fiends, Celestials, Aberrations or other kinds. They do annoying nut non-lethal things like tying your shoelaces together or making an icy touch your back. You suffer a -4 penalty on Dexterity checks for initiative. The spirits haunting you go noticeably silent in tense situations, making you immune to surprise.
Infested
You carry a prodigious infestation of vermin such as lice and ticks. This infestation is obvious and disgusting, making others loathe to be near you and barring you entrance to most civilized places. Any creature that ends their turn adjacent to you takes 1d4 poison damage. This damage increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17.
Mark of Evil
You carry a birthmark in the form of a blasphemous sign on your face. You cannot use spells or abilities to summon celestials or fey. The mark works as a spell focus for all classes. You gain proficiency in the Intimidation skill.
Scorched
You have permanent burn marks, especially on your hands. You suffer vulnerability to cold damage. You learn the Bonfire, Control Fire, and Fire Bolt cantrips. You learn the Burning Hands spell, and once per day you can cast this spell without using a spell slot as if you used a spell slot of half your level (rounded down, minimum one).
Smashed
You have permanent bruise marks, especially on your face and hands. You suffer vulnerability to thunder damage damage. You learn the Blade Ward, Magic Stone, Mending, and Mold Earth, cantrips. You learn the Earth Tremor spell, and once per day you can cast this spell without using a spell slot as if you used a spell slot of half your level (rounded down, minimum one).