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Grim Transformations

The Curse of the Werewolf, the Embrace of a Vampire, the Annointment of an God; there are many transformative abilities in Faerun. The transformations become more extreme as the transformation Degree increases, with 1st Degree being recommended for level 1-4, 2nd Degree for level 5-10, 3rd Degree for 11-16, and the final transformation being for 17-20+. Most of these transformations are irreversible, but some can be revoked through roleplaying events, or even the use of Remove Curse or Wish. Included below are several events that can transpire to a character that still allow them to continue the adventuring lifestyle;
 
 


Aboleth Enslavement



Aboleth's are in possession of a terrible and fearsome ability; the capacity to secrete a viscous gray fluid, much like mucus, which brought about a terrible transformation in air-breathing creatures so unfortunate as to be caught in the fluid. The process was long and required concentrated effort on behave of the Aboleth, but if the Aboleth was killed during this process, it's victim would be left in a unique twilight state. Absorbing portions of the Aboleth's racial memories as well as psionic abilities.

Source: Aboleth, Aboleth Artifact, Aboleth Temple

Initial Transformation: You must succeed on a Constitution saving throw of 15 as your body sheds it's remaining skin and you violently cough out your lungs. If you cannot survive the initial transformation your body can be restored to normal with the use of a Resurrection spell.

First Degree: Your skin transforms into a mucus-like slime over your body. This gives you resistance against cold and the ability to breath underwater; however you are vulnerable to fire and cannot spend more than one hour without additional fluids on your skin. If you allow your mucosal skin to dry you will start to suffocate. As a bonus action, you can sprout coral-like growths all over your body that give you a +2 to your AC and reduces your speed by 10ft for the next minute.

Second Degree: Your body has started to adapt more heavily to your new adaptations. You gain a swim speed equal to your walking speed. Your unarmed attacks deal 2d6 slashing damage, and the target must make a Constitution saving throw or gain the Bleeding condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself upon a success. Finally, at the beginning of your turn, you regain hit points equal to your Constitution modifier if you have no more than half your hit points left. If you take fire or acid damage, then this feature has no effect at the beginning of your next turn.

Third Degree: Your claws have started to elongate, your unarmed attacks now deal 2d8 slashing damage, and your swim speed increases by 15 feet. You have fully transformed into a Sea Spawn, being utterly unrecognisable from your original form. Even a Wish spell will no longer restore your form.

Fourth Degree: Your body has started to grow a thicker scaled hide. You are resistant to weapon damage and lose your vulnerability to fire damage, and when you use your shell ability you now gain +4 to your AC. You are also hopelessly hideous, humanoids that see you for the first time must succeed on a Wisdom DC 15 or become Frightened of you.
 
 


Celestial Ascension



You have garnered the attention of a particular Domain of the Heavens, whether through an agent of it's will or the deity that represents it. Through great redemption, sacrifice or paragonhood you have started to transform into a celestial. While this seems ideal on the surface it does not come without it's own issues. You will start to lose your own individual will towards the needs and wishes of your Domain, as well as a more tentative connection to the material plane.

Source: Blessed Object, Blessed Temple, Celestial Bloodline, Divine Blessing

Initial Transformation: You must succeed on a Wisdom saving throw of 15 as your mind starts to connect to the essence of your Domain. Your body will burn with radiant energy as it's transformed into more magic than flesh. If you fail on this check your corporeal form is burned away as you complete your transformation in the Heavens. You can be returned with the use of True Resurrection or Wish, but only if you consent to the spell within 7 days.

First Degree: You take on an angelic form, your face more beautiful and senses sharper. Increase your Wisdom and Charisma by 2 to a maximum of 22. You also mainfest beautiful wings with a speed equal to your proficiency bonus x 10ft. The wings are in a colour associated with your Domain; White Feathers for Life and Love, Black Feathers for Death, Yellow Feathers for Order, Rainbow Feathers for Arcane, Dragon Wings for Tempest, Brown and Red Feathers for Trickery, Blue Feathers for Light and Nature, and Flames for Forge and Creation.

Second Degree: When you or an allied creature you can see within 30 feet takes damage, you can use your reaction to fill them with holy energy. You can either cast a healing spell of 1st level of higher, or embue them with an additional 1d8 radiant damage on their next attack. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature when you finish a long rest. Your ability to control yourself is slowly starting to become compromised, when someone blasphemes against your Domain in your presence you must make a Charisma DC 8 or turn hostile against them.

Third Degree: Your every action is suffused with more and more holy light. Whenever you hit a target with an attack, you deal an additional 1d6 radiant damage to the target. This damage increases to 2d6 if the target is a Fiend or Undead. Also when you cast a spell of 1st level or higher that restores hit point, you can also cure them of a condition like the Lesser Restoration spell. However this comes at a cost. You roll all death saving throws at disadvantage and your blaspheme DC increases to 12.

Fourth Degree: You have become a full fletched Angel, your reaction ability increases to 60ft range, and blaspheme DC increases to 15, but you emit an aura of 30ft bright light and 30ft dim light. All allies in that light are invigorated with supernatural fortitude. When an ally within range of your aura is reduced to 0 hit points, they are reduced to 1 hit point instead. Once a creature has benefited from this feature, they cannot benefit again until they have completed a long rest.
 
 


Ceremorphosis



You were captured by an Illithid, Mind Flayer, scourge of the Underdark. You managed to escape from your psionic thralldom, but not before they took you before the Elder Brain. You were held down next to their spawning pool, and a tadpole put against your eyelid or ear canal. The pain was excruciating as it crawled into your skull, but luckily the pain is gone. Now the migrains have started to grow, your mind is starting to reach out into others as you slowly transform into the very creature whom you escaped.

Source: Elber Brain, Illithid Tadpole Pool, Illithid Spelljammer, Mind Flayer

Initial Transformation: You must succeed on an Intelligence saving throw of 20 as you attempt to hold on to your own sentience while the tadpole burrows within you. You get advantage on this check if someon casts the Lesser Restoration or Remove Curse within the initial few hours. Your jaw aches, your skin starts to sag around your cheeks. If you fail this check then the tadpole consumes your mind and completely controls you. On success you manage to merge with the tadpole and control yourself... until the end.

First Degree: Your Intelligence and Wisdom increase by 2 to a maximum of 22. Your Telepathic range increases by 30ft, and you gain a Psionic attack, blasting psychic energy in a 60ft cone. Creatures must succeed on an Intelligence saving throw or take 2d8 psychic damage and be stunned for 1 minute. You regain this ability on a short rest.

Second Degree: Your body starts to grow small nodules all over it, your skin is on fire and your teeth are falling out as it's replaces by the fletching tentacles of your new form. As a bonus action on your turn, you can focus on a creature within 60 feet of you with psionic force. The target must make a Wisdom saving throw, and on a failed save they take a 1d6 penalty to saving throws and skill checks for the next minute. You may use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.

Third Degree: Your mind is fully adapting to your new psionic gifts, you only gain sustainance from brain-matter, but you can stomach animal brains in a pinch. Your tentacles have grow and your throat transformed into a rigid beak. You have a natural weapon, you must grapple an incapacitated creature to use it. The target takes 4d10 piercing damage and if you reduce the target to 0 hp, you extract their brain and eat it.

Fourth Degree: You fully transform into an Illithid, with Gnomes being the only humanoid that retains its personality afterwards. Hand your character to the DM if you are not playing an Evil Campaign. Your Psionic Blast increases to 4d8 psychic damage, and your natural weapon deals 10d10 piercing damage.
 
 


Chaos Phage



You have come across on of the Slaadi, a terrifying force of Pure Chaos in the Outer Planes. But you got lucky, your a spellcaster. Rather than have a tadpole tear itself out of your bloody chest, or transforming into a savage Blue Slaad, you are slowly transforming into an agent of Chaos. A Green Slaad. The slaad who infected you will then attempt to capture you to imprison you through the transformation. You, managed to escape but not cure the process, thus have a chance to hold on to your mind during the transformation.

Source: Blue Slaad, Green Slaad, Higher Slaad

Initial Transformation: You must succeed on a Charisma saving throw of 18 as you attempt to hold on to your own mind as you are morphed with pure Chaos. You get advantage on this check if some casts Lesser Restoration or Lay on Hands from a Redemption Paladin, so Slaadi tend to imprison their victims during this stage. The process is a usually slow and painful disease that causes your body to form massive cancerous warts, these warts fill to bursting and spill out elemental energy. Fire, Cold, even electrical sparks pour out and destroy whatever they come in contact with.

First Degree: Your Strength and Charisma increase by 2 to a maximum of 22. Your Telepathic range increases by 30ft, and you gain an unarmed attack that deals 2d6 slashing damage. You also gain the ability to cast Disguise Self at will.

Second Degree: Your appearance has completely transformed into a Slaad, skin thick with elemental energies. You become resistant to acid, cold, fire, lightning and thunder damage. You also grow your psionic talent to the point where you can intrude on others. You can cast Detect Thoughts a number of times equal to your proficiency bonus. You regain expended charges on a long rest.

Third Degree: You start to grow a Control Gem in your brain, a small hunk of the Pandemonium Stone. Any creatures that possess this stone can control you. A Greater Restoration spell cast on the slaad destroys the gem without harming the slaad. This Control Gem comes with a benefit; whenever you roll a 20 on an attack, or have a creature roll a natural 1 against one of your spells, roll on the Wild Magic Surge table.

Fourth Degree: Your inherient nature has finally matured. Your unarmed attacks now deal 2d8 damage, you gain an additional +2 to your Strength to a maximum of 22. You also become immune to thunder damage. Additionally, at the beginning of your turn you regain hit points equal to your Charisma modifier if you have no more than half your hit points left.
 
 


Demonic Corruption



Much has changed in the Ways of Demons. With the destruction of the Shard of Pure Evil and the implosion of the Abyss, Demons have had to take a far longer view on things. Tanar'ri and Obyrith are slowly dying out, with Demons transforming mortals into Demonkind to rebuild their armies. You are a mortal doomed to transform into one of the many forms of new demon breeds. Whether from a corrupting artifact, or your demonic ancestry, each moment your mind fills with more Sin.

Source: Abyssal Artifact, Cambion Bloodline, Demon Lord

Initial Transformation: You must succeed on a Charisma saving throw of 16 as you attempt to hold on to your own mind as you are morphed with Abyssal energies. You get advantage on this check if some casts Calm Emotions or a similar spell to suppress your rage. Your muscles twist, your teeth grow, your entire body starts to change as your mind and temperament express themselves in your physiology.

First Degree: Your Strength and Charisma increase by 2 to a maximum of 22. Your Telepathic range increases by 30ft, and you gain an unarmed attack that deals 2d6 slashing damage. You also gain resistance to acid and poison damage.

Second Degree: Your presence has a way of rooting your enemies in terror. As a bonus action on your turn, you can force a creature to make a Wisdom saving throw or subtract 1d6 from their attack rolls for the next minute. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses of this feature on a long rest.

Third Degree: You gain expertise in Intimidation and Stealth. You also gain resistance to cold, fire, and lightning damage. You are also resistant to weapon damage, unless from Coldwrought Iron weapons. However this comes at a cost, you roll all death saving throws at disadvantage.

Fourth Degree: You become a full-fletched Demon, your unarmed attacks deal 2d8 damage, you are immune to poison and acid damage. You can cause a creature you reduce to 0hp to explode in a 30ft radius of 3d6 acid damage.
 
 


Fey Rebirth



The Feywild and its inhabitants are beings of chaotic imagination. The Plane of Magic is a common term for this place, and the powers that it contains seem to defy the logics of the world. You have become so steeped in the it’s magic, gathering the blessing (or ire) of some of its most powerful inhabitants have started to change you. Your body is morphing into something… strange. And your essential nature is becoming Fey.

Source: Archfey, Cursed Fey Artifact, Feylord, LeShay

Initial Transformation: You must succeed on a Charisma saving throw of 12 as you attempt to hold on to your own mind as you are morphed with Fey energies. You get advantage on this check if some casts Calm Emotions or a similar spell to suppress your growing madness. Your muscles twist, your skin changes into leaves or bark, your entire body starts to change as your mind and temperament express themselves in your physiology.

First Degree: Your Intelligence increases by 2, and your Charisma increases by 4 to a maximum of 22. You become immune to sleep, and you gain advantage on saving throws against the Charmed condition. If you are already resistant against Charmed, you instead become immune. Additionally, you gain the ability to cast Misty Step a number of times equal to your proficiency bonus. You regain an expended charges on a long rest.

Second Degree: You can spend a bonus action to cause creature that can see you within 30ft to become Charmed or Frightened (chosen by the type of fey you are transforming into) for 1 minute, versus a Charisma saving throw. You can use this ability a number of times equal to your Charisma (minimum of 1) and regain any expended charges on a long rest. You also add Charm Person and Faerie Fire to your known spells.

Third Degree: Whenever you cast a spell of 1st level or higher that covers an area of affect, you can choose to cause plantlife to grow thick in the area. This plantlife is filled with thorns and brambles and acts as natural difficult terrain. Your skin also gains a plantlife quality. If you move 0 feet you are indistinguishable from natural terrain, and can make the Hide action without needing cover. You also gain the ability to talk to Plants and Beasts at will.

Fourth Degree: If you are not immune to the Charmed you become so. All creatures with the Beast and Plant type are automatically Charmed and cooperative towards you. You gain the ability to cast Misty Step at will, but you can also cast Tree Stride a number of times equal to your proficiency bonus. You regain an expended charges on a long rest.

 
 


Flesh to Ooze



You came across a fate worst than death, where your body is slowly being transformed into an Ooze. Perhaps you were being absorbed by an Oblex in the middle of it’s death, or crossed a powerful Mage with a twisted sense of justice, or made a deal with a being beyond your reckoning. Either way, each day is a miserable attempt to keep normalcy. Your bones are semi-solid but squishy, your flesh and muscle is entirely Ooze now. You are able to reproduce crude sensory organs like eyes and ears, but not quite the same.

Source: Eldritch Avatar, Far Realm Artifact, Oblex

Initial Transformation: You must succeed on a Constitution saving throw of 18 as your skin, muscles, and even your bones have started to transform into thick ooze. Your mind spirals from the experience, but certain death can be halted by use of Remove Curse or Greater Restoration.

First Degree: Increase your Strength and Constitution scores by 2, to a maximum of 22. Every 30 seconds a defining feature of appearance changes, such as hair colour, facial features, or body proportions. You are no longer bound by the conventional restrictions of a fleshy human, and are able to squeeze through a space no smaller than 1 inch. You can pretend to be a conventional humanoid for a short period of time, 1 minute per Constitution modifer score with an increasing Constitution saving throw for each minute after that (starts at DC 10 and increases by 2 every minute forced). You have advantage on this check if using a skeleton of appropriate size.

Second Degree: You can use a bonus action to grow a long, tendril-like appendage out of your body that you are proficient with. On subsequent turns, immediately after taking the attack action, you may use a bonus action to have the tendril attack an enemy within 10 feet of you. If you do, make an unarmed melee attack using your Strength modifier. On a hit, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

Third Degree: You have learned to manifest more tendrils instinctively. You can manifest a number of tendrils equal to your Constitution modifier (minimum of 1). Each tendril requires a bonus action to use, but all creatures hit by a tendril attack, if the target is large or smaller, is grappled by that tendril. That tendril cannot be used until the grapple has ended. As long as you have one free tendril, your climb speed equals your walking speed.

Fourth Degree: You have learned to fully control your body, taking on any appearance you wish. You no longer require saving throws to maintain either. You are resistant to acid, bludgeoning, piercing and immune to poison. But you are also vulnerable to slashing and cold damage. You gain a blindsight of 30ft when not in humanoid form.
 
 


Ghoul Fever



A disease spread from the touch of many ghoulish creatures, as well as a result from pure Chaos magic and areas of corrupted Weave. It starts with a fever, sweats, then your teeth and fingernails start to fall out, before your body temperature soars and cooks your brain. You die, before rising again, transforming the next night with a hunger for flesh.

Source: Chaos Magic, Ghast, Ghoul, Spellplague

Initial Transformation: You must succeed on a Charisma saving throw of 16 as you attempt to hold on to your own mind as the hunger for humanoid flesh becomes overwhelming. Your skin grows grey and loose, and your jaws and fingertips grow sharpened. You get advantage on this check if within a Magic Circle or Hallow ground, or if you are properly fed within the first hour of your rising.

First Degree: You gain an immunity to poison and diseases, and resistance to necrotic damage. You no longer need to breath or sleep, but you do have some very specific dietary requirements. Humanoid Flesh. You also have a natural bite and claw attack that deals 2d6 + your choice of either Strength or Dexterity slashing damage. When you hit a creature that is not undead or an elf, they must make a Constitution DC 10 saving throw or become paralyzed for 1 minute. Creatures within 5ft of you must roll against a Constitution DC 14 or become poisoned. Once a creature passes this saving throw, the become immune to it for 24 hours.

Second Degree: You gain Lifesight, the ability to sense living creatures within 30ft of you. The sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You also increase your Dexterity and Constitution scores by 2, to a maximum of 22. Your Paralysing Touch how has a DC of 14.

Third Degree: Your unarmed attack now deal 2d8 damage, and your Stench Aura increases to 30ft. Your movement speed increases by 15ft and gain a climb speed equal to your movement. You also gain a Pounce ability, that if you jump more than 20ft before your attack, the creature must make a Strength Saving Throw against your Strength or Dexterity save DC or be knocked prone.

Fourth Degree: You are now immune to necrotic damage, and resistant to Charmed, Paralyzed and the Frightened conditions. You can let out a horrifying cry, and all creatures within 60ft must make a Wisdom Saving Throw or become Frightened or you.
 
 


Infernal Ascension



You have been selected for advancement within the hierarchy of hell, in a somewhat unconventional manner. You will spend no time as a Lemure, and Imp, jump the queue so to speak. A unique mind that is considered above the usual process. Either a particularly useful act or a powerful political alliance, or your inherient Devilness has transformed you. The process comes with certain spiritual obligations to the vast organisational body, but it none-the-less a step in your journey to Ruling your own Layer of Hell.

Source: Archdevil’s Blessing, Infernal Artifact, Tiefling Bloodline

Initial Transformation: Your arms and legs grow in length, your skin takes on a strong red, blue or even purple hue as horns start to grow out of your head. Your eyes will bath themselves in flame, as your skin grows incredibly hot. Some might even mistake this for a fever. You also gain the ability to create contracts on behalf of the Nine Hells (more details in Infernal Contacts).

First Degree: Your Intelligence and Charisma increase by 2 to a maximum of 22. Your Telepathic range increases by 30ft, and gain resistance to fire and poison damage. You also gain the ability to cast Disguise Self at will.

Second Degree: Your very nature is deception; you use shadow and flame to obscure your intend. As a bonus action on your turn, you can force a creature to make an Intelligence saving throw or subtract 1d6 from their saving throws for the next minute. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses of this feature on a long rest.

Third Degree: You gain expertise in Deception and Persuasion, and cannot be magically compelled to deal the truth. You can see through magical darkness as if it was lightly obscured, even if you were not the source of it. You are also resistant to weapon damage, unless from a silvered weapon. However this comes at a cost, you roll all death saving throws at disadvantage.

Fourth Degree: You become a full-fletched Devil; you gain a +5 to Intelligence and Charisma saving throws, and you become immune to fire and poison. You also see in magical darkness as if in bright light. When a creature fails a saving throw due to a spell of 1st level or higher, you can subject the target to an effect of the Command spell in addition to the spells other affects. You can only use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses of this ability on a long rest.
 
 


Lycanthrope Blessing



In the dawn of mortals crawling across the face of the world, there were many tribes and clans scattered across the world. These groups were small and easily preyed upon by the beasts and monsters of the world. One day, a group of orphaned children called out to Selune, asking for the power of beasts to defend themselves. The goddess Selune stole from Moander a contagion, transforming it into the Lunar Sacrament, granting the form of Bears, Tigers or Ravens to the children.

Source: Lunar Sacrament, Werebear, Wereraven, Weretiger

Initial Transformation: You are transformed into a Shapechanger from the Blessing of Selune, your body tingling as your bones crack and reshape, your hair and skin transforming, muscles growing and shifting. This process is quite subtle until the first Full Moon after infection. Lesser Restoration or Remove Curse can cure the disease and halt the process at this stage.

First Degree: You gain the benefits of a Natural Lycanthrope as well as increasing your Constitution and either Strength or Dexterity score by 2, to a maximum of 22. You lose control of yourself during a Full Moon (Your Lycanthropic Nature taking over, Lawful Good tendancies overwhelming you).

Second Degree: You have the ability to cast Animal Friendship and Speak with Animals for the type of beast you can transform into. You also gain expertise in Survival and Investigations related to scent.

Third Degree: When in hybrid or animal form, if you have a +2 to your AC. You are also immune to the Charmed or Frightened conditions. You also gain expertise in Nature and Religion checks.

Fourth Degree: You can cast spells while in animal form, provided they do not have a gold cost. Friendly creatures within 20ft of you have advantage on Wisdom Saving throws.

 
 


Lycanthrope Contagion



In the dawn of mortals crawling across the face of the world, there were many tribes and clans scattered across the world. These groups were small and easily preyed upon by the beasts and monsters of the world. One day, a group of warriors called to the God of Blood and the Hunt for a boon, the power of beasts to defend themselves. Malar snuck into his mistresses sanctum, and stole a Blessing from her, a disease that he twisted to the forms of savage beasts the barbaric tribesmen wished for; Bats, Boars, Rats and Wolves.

Source: Cursed Artifact, Werebat, Wereboar, Wererat, Werewolf

Initial Transformation: You are transformed into a Shapechanger from the Curse of Malar, your body on fire as your bones crack and reshape, your hair and skin transforming, muscles growing and shifting. This process is quite subtle until the first Full Moon after infection. Lesser Restoration or Remove Curse can cure the disease and halt the process at this stage.

First Degree: You gain the benefits of a Natural Lycanthrope as well as increasing your Constitution and either Strength or Dexterity score by 2, to a maximum of 22. You can spend a bonus action to make a bite attack dealing 1d8 + your choice of Strength or Dexterity. You are vulnerable to silvered weapons, and you lose control of yourself during a Full Moon (Your Lycanthropic Nature taking over, Chaotic Evil tendancies overwhelming you).

Second Degree: You gain a powerful roaring ability, all creatures you choose within 30ft must make a Wisdom saving throw or be Frightened of you. You regain this ability on a long rest. You also gain expertise in Survival and Investigations related to scent.

Third Degree: When in hybrid or animal form, if you have a +2 to your AC. Additionally, your bite and claw attacks now deal 2d8 damage. If you make a Jump more than 10ft as a part of your Attack Action, the target must make a Strength saving throw or become Prone.

Fourth Degree: Your Natural Regeneration feature is replaced by Regeneration 10 while in the Bloodied condition (less than half health). This feature does not work if you have taken silver damage since the last round. You are resistant to all non-silvered weapons, but while Bloodied you must attack the closest creature at the beginning of your turn.
 
 


Mummy Rot



This is a curse originating from the Sarruhk Empire, a process developed to circumnavigate to immortality without the reliance on Gods or certain Arcane Vampiric acts. It has evolved into a contagion, a disease gained by being physically struck by a Mummy or coming in contact with certain Cursed Items. It is also not exclusive to the snake-people by any means, the contagion being spread to many a civilisation since.

Source: Cursed Item, Cursed Temple, Mummy

Initial Transformation: You must succeed on a Constitution saving throw of 14 as your body starts to transform. Portions of your flesh start to slowly transform into sand, seemingly at random. A fingertip here, a chunk of thigh there, even organs and parts of your cheek or scalp. This process can be halted casting Remove Curse or Greater Restoration, but any lost tissue cannot be regrow unless Regenerate is cast.

First Degree: You gain an immunity to poison and diseases, and resistance to necrotic damage. You no longer need to eat, breath, or sleep. Your Intelligence score increases by 4, and your Wisdom score increases by 2, but both attributes cannot be increased past 22.

Second Degree: You gain Lifesight, the ability to sense living creatures within 30ft of you. The sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Any living creature within your Lifesense that sees you must makes a Wisdom Saving Throw against your spell save or become Frightened until the end of your next turn. If the target fails the saving throw by 5 or more, they become Paralyzed for that duration instead. Once a target succeeds on this saving throw, they are immune for the next 24 hours.

Third Degree: As an action on your turn, you can choose a point within 5 feet of you to open a rift to Amonkhet. Once opened, the rift stretches out from that point to a 20-foot-radius sphere. When a creature other than you enters the rift’s area for the first time on its turn, or starts its turn there, it must make a Constitution saving throw against your Spellcasting DC. On a failed save, the creature suffers 10d10 piercing damage from the sandstorm, or half as much on a successful save. Undead creatures are immune to damage from this ability. The rift remains open for 1 minute, but closes if you become unconscious. Once you use this ability, you cannot use it again until you complete a long rest.

Fourth Degree: You have become a master of channelling the power of long dead Gods. You can replace any spells you know with another Cleric spell available. You can also add additional Cleric spells equal to your Wisdom modifier (minimum of 0), but they must be of a level you can cast. Additionally, you are now immune to necrotic damage, and resistant to charmed, paralysed and the frightened conditions.
 
 


Revenant's Watch



The first widely known example of this particular gift was of a wronged Paladin, returned from Death by his God to Tyr to enact Justice on his slayer. But this Blessing (or Curse) is not the exclusive domain of Gods. Darker creatures of extreme arcane skill and power can also cause this affect to occur amongst their victims. Not through their own will, but even just by a consequence of Natural Law pushing back against their Evil.

Source: Deity, Demon Prince, Incunabula, Lich, True Vampire

Initial Transformation: You must succeed on a Charisma saving throw of 16 as you pull your spirit back into your corpse, and desperately start to thrash around as you fight to pull your mortally wounded body together. A casting of Lesser Restoration or Revivify (material component is not consumed) will give the creature advantage on this roll. Finally you stand up, body covered in vicious scars as each wound left before this process is wildly stitched together with excessive scar tissue.

First Degree: You gain an immunity to poison and diseases, and resistance to radiant and necrotic damage. You no longer need to eat, drink, breath, or sleep. Your Wisdom score increases by 2, and your Charisma score increases by 4, but both attributes cannot be increased past 22. When you are reduced to 0 hp, you can immediately move up to your full speed and make an attack action before dying. If you die, you return to life 24 hours after death, but gain a permanent -1 to all d20 rolls. You can be brought back before this with the use of Raise Dead or similar spells.

Second Degree: You gain advantage on all Survival, Lore, and Attack rolls against the foe you have risen to hunt. You also have expertise in Intimidation and grapple checks against creatures related to your foe. You gain Regeneration 10 while you have less than a quarter of your health.

Third Degree: Your vengeful glare have improved, you have the ability to cause a creature within 30ft to become Frightened of you for 1 minute, versus a Wisdom Saving Throw. If you do not have a Spellcasting Save DC, use your choice of Strength, Dexterity or Charisma. You are also Immune to the affects of Turn Undead.

Fourth Degree: Additionally, you are now immune to radiant and necrotic damage, as well as the Charmed, Paralyzed and the Frightened conditions. Also your Regeneration 10 will only stop once you are Bloodied (half health).
 
 


Shadowver Corruption



The Shadowfell is a draining place, worse than any heavy sunlight or atmosphere of malice. The realm eats Emotions, all colour is weakened and the highest highs and lowest lows are muted. Primers who spend too much time here without alchemical assistant tend towards becoming dead-eyed and filled with ennui. For those who stay too long without natural protection, they start to become transformed into one of its many Shadowbeasts or Shadowver humanoids.

Source: Cursed Shadowfell Artifact, Incunabula, Letherna Baron

Initial Transformation: Initial Transformation: You must succeed on a Charisma saving throw of 12 as you attempt to hold on to your own mind as you are morphed with Shadow energies. You get advantage on this check if some casts Calm Emotions or a similar spell to suppress your growing envy. Your skin grows more shadowy and difficult to see in shadow. Your eyes fill with purple energy and your body grows thinner and more agile.

First Degree: Your Dexterity increases by 4, and Intelligence increases by 2, to a maximum of 22. You gain a surge of power ever time you slink back into the shadows. When in dim light or darkness, you can Hide as a Bonus Action. You also gain proficiency in Stealth, if you are already proficient in Stealth you gain expertise.

Second Degree: Your presence has a way of rooting your enemies in terror. As a bonus action on your turn, you can force a creature to make a Wisdom saving throw or subtract 1d6 from their attack rolls for the next minute. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses of this feature on a long rest.

Third Degree: Your weapon attacks deal an additional 1d6 psychic damage, and the target must make a Constitution saving throw or gain the Bleeding condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself upon a success. Additionally, your darkvision increases by 30ft and while in dim light or darkness, you gain a 45ft flight speed.

Fourth Degree: When you attack a creature with advantage, the target must make a Charisma saving throw or become Frightened of you until the end of your next turn. You are resistant to the Frightened condition and necrotic damage. You can also add additional Warlock spells equal to your Intelligence modifier (minimum of 0), but they must be of a level you can cast.
 
 


Vampiric Curse



You came in contact with a Vampire, True or Lesser, and they both fed on you, and you consumed their blood in turn. One this Ritual or Rite is consecrated, the creature must die within the next 3 nights. Often this process is consensual, because of the requirement of blood taken, but a particularly petty or spiteful Vampire have been known to force the transformation on vexing enemies. Doomed to become their Thrall forever.

Source: Vampire, Ghull, Thrax

Initial Transformation: You must succeed on a Constitution saving throw of 14, and your Progenitor Vampire must be slain or freely given you their blood. Otherwise you remain a mindless Vampire Spawn, enslaved to your bestial instincts or the commands of your Sire. A casting of Calm Emotions or Inflict Wounds will give you advantage on this saving throw, but you cannot be restored to your living form by anything short of a Wish spell.

First Degree: You gain an immunity to poison and diseases, and resistance to necrotic damage. You Dexterity and Charisma scores increase by 2, to a maximum of 22. You are also vulnerable to all damage while in sunlight. If you are reduced to 0hp you transform into mist, and must move your full movement speed towards your coffin. You no longer need to breath, but you do have some very specific dietary requirements; Living Blood. When you deal damage to a creature within 5ft that bleeds, you gain a Fury Point. You can only keep a number of Fury Points equal to your proficiency bonus, and the number resets to 0 on a short or long rest. You also gain a natural weapon as per the (Dhampir’s Vampiric Bite. You can also use this Bite attack as a bonus action by spending one of your Fury Points. You can also expend 2 Fury Points to cast a 1st level spell.

Second Degree: You gain Lifesight, the ability to sense living creatures within 30ft of you. The sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You also gain a bonus to your AC and necrotic damage rolls equal to half of your Fury Point total. You can also expend 4 Fury Points to cast a 2nd level spell.

Third Degree: Your Bite now deals two dice of necrotic damage (2d8 at this stage) instead of one. And when you cast a damaging spell of 1st level or higher against a single creature, you gain a Fury Point if they fail the saving throw or you succeed on the attack roll. You can spend 2 Fury Points to cast Dominate Person on a humanoid or 1d6 beasts.

Fourth Degree: You are now immune to necrotic damage, and resistant to charmed, paralysed and the frightened conditions. You can transform into your Mist Form as a reaction, moving half of your movement speed before returning to your normal form. You can now make a Bite attack as a bonus action without spending Fury Points. You can also expend 3 Fury Points to regain half of your hp, or 6 Fury Points to cast a 3rd level spell.
 
 


Wight Drained



Wights are the most titular of undead creatures, they are in so many ways a perfect reflection of mortality within undeath. Where Vampires become twisted by their cunning, Revenants their vengeance, a Wight is a humanoid, but hateful of life and innately able to consume vitality through their touch. You became a Wight after a fight against wights went poorly, you were drained beyond death by their touch, and found the opposite of life filling your chest thereafter.

Source: Lich, Wight

Initial Transformation: You died, the living hurt your gaze like looking into the sun. Their laughter and speech irritates you. You must succeed on a Wisdom saving throw to overcome your initial revulsion and attack your living allies. If you are able to suppress this burst of antithesis, your cursed mind is better able to adjust to your new reality. A casting of Calm Emotions or Inflict Wounds will give you advantage on this saving throw, but you cannot be restored to your living form by anything short of a Wish spell.

First Degree: You gain an immunity to poison and diseases, and resistance to necrotic damage. You no longer need to breath, but you do have some very specific dietary requirements. Pure life energy drained through your touch. You have access to an unarmed attack, that deals 2d6 + your choice of Wisdom, Intelligence or Charisma modifier necrotic damage. When you use this attack, the target must succeed on a Constitution DC 10 or have their maximum hp reduced by the amount of necrotic damage done with this attack. Your Intelligence score also increases by 2 to a maximum of 22.

Second Degree: You gain Lifesight, the ability to sense living creatures within 30ft of you. The sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you reduce a living creature to 0hp with a spell, you regain hit points equal to your Intelligence modifier (minimum of 1).

Third Degree: Your Life Drain touch is improved to 2d8 necrotic damage. Also when you reduce a living humanoid to 0hp with this attack, it rises again as a Zombie (for stats for this creature, use a theoretical 1st level Summon Undead for each corpse raised this way. You can only control a maximum of 5 at any one time).

Fourth Degree: You gain the ability to blast necrotic energies from range. This spell attack has a range of 120ft, uses your choice from your unarmed attack, and deals 3d8 necrotic damage. However, the target is not subjected to the Life Drain ability. Additionally, you are now immune to necrotic damage, and resistant to charmed, paralysed and the frightened conditions.

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