The Dark Powers in The World Within Walls | World Anvil
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The Dark Powers

Spell Level Spells
1st dissonant whispers, command
2nd blindness/deafness, lesser restoration
3rd bestow curse, phantom steed
4th death ward, wall of gloom*
5th Kreshenk’s eerie mask*, shadowfade*

Shadow Claws

Also starting at 1st level, you can channel the power of the Dark Powers unto your enemies. Using an action, you target a creature that you can see, causing its shadow to grow massive claws. Until the end of the target’s next turn, the target’s speed is halved and its shadow claws at it whenever it moves, dealing 1d4 cold damage for every 5 feet of movement. When you reach 5th level, the shadow adds your Charisma modifier to the damage that it deals. Creatures that don’t have a shadow (such as vampires) are unaffected. Once you use this feature, you can’t use it again until you finish a short or long rest.

Dark Gift

Starting at 6th level, roll on the table below whenever you finish a long rest to determine the dark gift bestowed upon you by the Dark Powers. A dark gift lasts until you next finish a long rest, at which point you return to normal before acquiring a new dark gift. However, the Dark Powers don’t grant boons without a cost. Whenever you gain a dark gift, you gain both a Gift and a corresponding Quirk, as shown in the Dark Gift table.
Dark Gift
D10 Gift Quirk
1 You are affected by the mind blank spell. Your eyes melt away but you can still see.
2 The first time you are reduced to 0 hit points, you instead drop to 1 hit point. Your heart stops beating but you somehow don’t die.
3 If you die, you instantly reincarnate, as though you were the target of a reincarnate spell. Your new body appears within 10 feet of the old one. All of your teeth fall out and you can’t eat solid food.
4 Your Strength score becomes 25 unless your Strength score is already higher. You gain the following flaw: “I like to bully others and make them feel weak and inferior.”
5 You are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. You become twitchy and nervous, gaining the following flaw: “I can’t give a straight answer to any question put to me.”
6 A hell hound enters into your service. You can use an action to summon it, causing it to appear in the closest unoccupied space to you. The hound acts on its own initiative and obeys your verbal commands without regard for its own well-being. Sulfurous smoke issues from your mouth whenever you speak.
7 You have advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious. You have a shriveled, additional face on the back of your head that sometimes finishes your sentences for you.
8 Hostile creatures within 30 feet of you have disadvantage on saving throws against being frightened. An eerie sound of distant tolling bells follows you wherever you go.
9 You have advantage on Dexterity (Stealth) checks and Charisma (Deception) checks. You don’t have a shadow and reflective surfaces don’t show your reflection.
10 Your movement speed increases by 10 feet. You gain the following flaw: “I like to stalk others in the night and watch them while they sleep. I leave small gifts for them for when they wake so they will know I was there”.

Spectral Fade

Once you reach 10th level, you can use a bonus action to become incorporeal until the end of your turn. While incorporeal, you have a flying speed equal to your walking speed, you don’t provoke opportunity attacks, and you can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or object and are ejected to the nearest unoccupied space. Once you use this feature, you can’t use it again until you finish a short or long rest.

Power at a Cost

At 14th level, you learn to call directly upon the Dark Powers at will, though their aid always comes at a price. When you make an attack roll, ability check, or saving throw, you can choose to roll with advantage. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. When you do so, you take psychic damage equal to the highest roll and your hit point maximum is reduced by the same amount. This reduction lasts until you finish a long rest.

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