The Blessing of The Abyss Condition in The Abyss | World Anvil
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The Blessing of The Abyss

An exceedingly rare phenomenon known by few occasionally takes place within the Abyss under very special circumstances. One way to receive the blessing was discovered by the White Whistle Bondrewd when he was experimenting with the Curse of the 6th layer. Much like with the Curse of the Abyss, the event occurs during the ascent, but two people are needed to trigger the phenomenon. If one person bears the entire burden of the Curse for both (through the use of an artifact or another similar instrument), the other is spared the effects all but for mutation which has been dubbed the blessing.   If a creature should come under the effects of the Blessing of the Abyss, they do not suffer the damaging effects from The Curse of the Abyss table on the following page and their background becomes Blessed Narehate (DGA pg#), immedietely apply the 'Feature' listed in its description.

Symptoms

Narehate / Mutation Narehate (or "hollow") are beings who have survived the 6th layer's curse and whose bodies have become deformed as a result. They can take many different forms depending on the circumstances of their transformation. Their exact properties as a species are unknown. The word "narehate" comes from the term "nare no hate" (成れの果て) which means "the shadow of one's former self". When a Delver finds a Narehate, the Narehate is usually killed in order to release them from their form.     When a creature mutates via the Curse of the abyss, roll on the table below to select which body part mutates, the creature mutates by the 6th item in that list. However, if they mutate by the Blessing of the Abyss and it is their first blessing, their background becomes Blessed Narehate and its 'feature' immediately applied, else roll a second time to determine how they mutate. If a body part is already mutated, add 1 to the result until it is something the target is yet to mutate.
Body Parts 1d6 Mutation roll 1d6
1: Skin
  • 1 Luminescent (Your skin emits a dim light in a 5ft. radius)
  • 2 Scales (Your skin turns scaley, Swimming speed +5ft.)
  • 3 Carapace (A small hard shell grows on your back, Unarmored AC increased by 1)
  • 4 Thin skin (Your skin is easily cut, Take 1d4 additional damage when you receive slashing damage)
  • 5 Fur (Fur grows everywhere, -2 to Charisma (Intimidation) checks, and +2 (Persuasion) checks because of how cute you are, Creatures that can see you)
  • 6 Melt (Your skin is constantly melting, its hard to keep yourself together, Always fail checks or saves on a 3 or less)
2: Arms
  • 1 Blade (Your arms grow sharp on their sides, You may use them as Shortswords)
  • 2 Grow (You grow a small additional arm, +2 to Grapple rolls)
  • 3 Quills (Quills sprout from your arms, You may shoot them once a day, treat this as a Hand Crossbow)
  • 4 Claw (Claws grow from your nails, You are unable to wear gloves)
  • 5 Tentacle (An arm transforms into a tentacle, Attacks crit fail on a 2 or 1)
  • 6 Wither (An arm withers and becomes unusable)
3: Legs
  • 1 Hind (Your legs morph to the shape of a cats, Jump 5ft. further)
  • 2 Grow (You grow an additional leg, +2 to Strength (Athletics) checks that rely on legs)
  • 3 Frog (Your legs morph to the shape of a frogs, Jump 5ft. higher)
  • 4 Claw (Claws grow from your feet, You are unable to wear boots)
  • 5 Slug (Your feet turn slug like, -5ft speed)
  • 6 Wither (A leg withers and becomes unusable)
4: Head
  • 1 Beak (A beak replaces your mouth, You may use your action to peck a creature, Treat this as a Dagger)
  • 2 Long neck (Your neck grows longer, +2 to Perception rolls)
  • 3 Antenna (Antenna sprout from your forehead, Gain Blindsense for 10ft.)
  • 4 Two heads (An additional head grows next to your current head, Its alignment is opposite to your own, and is either played by the DM or player)
  • 5 Tendril beard (Tendrils sprout from your chin, -2 Charisma (Persuasion) checks with Creatures that can see you )
  • 6 Split (From chin to nose, your mouth splits open making speech very difficult, You cannot say vowels)
5: Eyes
  • 1 Cat (Your eyes become cat like, Gain Darkvision at 30ft.)
  • 2 Stalks (You eyes grow out on stalks, You have Advantage on Stealth checks when spying)
  • 3 Third eye (A third eye grows on the back of your head, You cannot be surprised if not wearing a helmet)
  • 4 Misplaced (An eye swaps places with your mouth, -2 to Wisdom (Perception) checks that rely on sight)
  • 5 Light Sensitivity (Your pupils fill the whites of your eyes, -2 to hit while in sunlight)
  • 6 Cyclops (Your eyes fuse into one, disadvantage on ranged checks and attacks)
6: Ears
  • 1 Cat (Your ears become cat like, +2 to Wisdom (Perception) checks that rely on hearing)
  • 2 Rabbit (Your ears become rabbit like, +2 to Charisma (Persuasion) checks with Creatures that can see you)
  • 3 Extra ear (One ear grows on the front of your forehead, You can hear Conversations twice as far away)
  • 4 Misplaced (An ear swaps places with your nose, -2 to Wisdom (Perception) checks that rely on hearing)
  • 5 Elephant (Your ears become elephant like, -2 to Charisma (Intimidation) checks with Creatures that can see you)
  • 6 Wither (One ear withers and becomes unusable, Disadvantage on Wisdom (Perception) checks that rely on hearing)
7: Spec.
  • You always gain the following feature when you gain one of the mutations below.
  • Flow sense: You can see the flow of Consciousness created by the Curse of the Abyss, where it is stronger, weaker, and non-existant. It appears as a fog that tints its surroundings a blue color. When you or your allies must roll versus the Curse of the Abyss, you may point out safer locations to ascend, granting those creatures an advantage on their saving throws versus the curse. You may only use this feature if there is more than one path to ascend.
  • 1 Tail (You grow a tail, Gain advantage on Dexterity checks that rely on balance)
  • 2 Wings (You sprout wings, Gain a flying speed of +10ft.)
  • 3 Spider (You sprout spider legs from your back, Gain a climbing speed of +10ft.)
  • 4 Gills (Gills grow on your neck, You can breathe underwater twice as long)
  • 5 Acidic blood (Your blood is acidic, When you receive slashing damage, The attacking target receives 1d4 Acid damage if within 5ft.)
  • 6 Regeneration (When you reach 0 hit points you do not make death saving throws, instead you remain unconscious and regain 1 hit point after 1 hour. You cannot die except by disintegration or similar effect)

Treatment

None
Type
Divine

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