Divine Pacts Myth in Imarand: The Twin Worlds | World Anvil
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Divine Pacts

Divine Pacts are made with creatures with powers from the heavens and hells, these creatures need pacts to help them further their own goals and missions.

Angel

Guided by the divine, graced by the gods and granted the power to protect.
Mark: Celestial runes cover your forehead, forming something that resembles a halo.
Vow: You have sworn to fight the forces of evil wherever you go. You cannot ignore a demonic presence if you come across it.
Holy Beam: You can use a ray attack to deal 1d8 + your primary ability modifier as holy damage. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
Angelic Aura: You can channel a protective aura, giving allies within 20 feet a +2 bonus to all saving throws until the end of the encounter.
True speak: You can speak any language of your choice for 10 minutes per level. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
 

Devil

Your soul for power, power to rule now. It becomes our power after death, the raw power to fuel hell.
Mark: Your right arm is covered with infernal markings.
Vow: You have sold your soul to a demon. If you die you cannot be revived by conventional means.
Symbol of Pain: You can choose a target who will suffer the same damage you take until the end of the encounter. Every time the creature would take damage, it can make a Will save to negate this. DC is 10 + primary ability modifier + half your level.
Hellfire Regeneration: Until the end of the encounter you regenerate 2 hit points per round.
Infernal Trickery: You gain a +2 bonus to bluff and intimidate checks.
 

Zhulurahn

I'm the demon of the endless night, and you are my pawn on the board. Don't disappoint me.
Mark: Your left arm is totally covered in hellfire tattoos.
Vow: You owe the demon one favor which can't be denied to be collected at an unspecified time.
Unholy Weapon: You can infuse your melee weapon to deal an extra 1d6 points of unholy damage on a successful hit until the end of the encounter.
Infernal Resistance: You gain 3 fire and acid resistance until the end of the encounter. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
Visage of Fear: You gain a +4 bonus to intimidate checks.

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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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