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Darkest Gifts
Certain vestiges are willing to bestow powerful abilities to mortals they deem worthy of their favor. These abilities are called dark gifts. They grant unnatural powers to their beneficiaries, but at a price.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional dark gifts rule, you can forgo taking an ASI to take a dark gift of your choice instead. You can take each dark gift only once, but may take any number of dark gifts.
These choices may not be for everyone's game, they're geared more for a gothic horror or Lovecraftian setting but they could reasonably be part of any universe. This supplement is more for those of you that would like player death to be meaningful without necessarily being final, or those who would like to give players the option to delve into more occult pursuits.
If a dark gift gives you a spell or spell-like ability and doesn't otherwise specify, your spellcasting ability is Wisdom, and the spell-save DC is equal to your 8 + your Wisdom modifier + your proficiency bonus.
Acererak, the Devourer
Prerequisite: 9th level
Boon: Acererak's gift is the power of undeath. This dark gift allows you to cast the disintegrate spell as an action once per long rest. You can also detect undead within 60 feet of you as an action. While doing so you are blinded and must concentrate as though concentrating on a spell.
Curse: Your skin is sickly and necrotic. You are considered undead, only necrotic energy can heal you, and you cannot regain hit points by normal means. You also gain the following flaw: "I will seize power when the opportunity presents itself, lesser mortals will cower before me."
Ahzrukahl the Unnering
Prerequisite: 3th level
Boon: Ahzrukahl's gift is to read and understand all languages. This dark gift allows you to read all writing and understand all languages and you gain telepathy out to a range of 30 feet.
Curse: Upon recieving this gift, your mouth melts away leaving a smooth patch of skin where your mouth was. You can no longer eat or drink, nor do you require it to survive.
Agares, the Truth Betrayed
Boon: Agares' gift is the power of unfaltering determination. You can stomp your foot on the ground, causing the effects of the earth tremor spell as an action once per short or long rest. You also have advantage on saving throws against being frightened.
Curse: You suffer from the constant effects of the zone of truth spell (as though you have failed the save indefinitely), and you cannot willfully tell a lie.
Alghul, the Mad Dog
Prerequisite: 3rd level
Boon: Alghul's gift is the power of foresight. You hear whispers from an unseen malevolent source which taunts you with truth, mistruth, and horrors beyond reason. Once per long rest, you can attune to these voices, granting you the benefits of an augery spell.
Curse: Each time you attune to the voices you must succeed on a DC 12 Wisdom saving throw or gain one random effect of long-term madness as determined by your DM. (see page 260 of the Dungeon Master's guide.)
Amon, the Void Before the Alter
prerequisite: 8th level
Boon: Amon's gift is his own power of fiery breath and charge. You can cast the wall of fire spell as an action once per long rest. The wall must be a straight line, and the point of origin is you, as you vomit this fire forth. Furthermore, you grow a pair of twisted and gnarled ram horns. You can make an attack with these horns as an action, dealing 1d6 bludgeoning damage on a hit. If you move at least 10 feet before hitting a creature with your horns, it must succeed on a DC 11 Strength saving throw or fall prone.
Curse: Amon's power makes you surly and irritable. In addition, whenever you are healed by magical means, you must make a Wisdom saving throw against the caster's spell save DC. On a success, the healing magic is resisted and you heal only half as much. On a failed save, you are healed as normal.
Andras, the Gray Knight
Prerequisite: 4th level
Boon: Andras' gift is the power of legendary combat prowess. You gain proficiency with the greatsword, lance, longsword, and rapier and you can cast the spell phantom steed once per short or long rest. You deal extra force damage against creatures of any good or evil alignment equal to your proficiency bonus while riding your phantom steed.
Curse: You become listless and emotionally remote, and you tire quickly in battle. After 10 rounds of combat, you drop your weapons and become incapacitated for 1d4 rounds.
Andromalius, the Repentent Rogue
Boon: Andromalius' gift is the power of trickery and mischief. You can cast the spell tasha's hideous laughter and faerie fire as an action once per long rest each. You also gain advantage on insight checks to determine if someone is lying or to see through a disguise.
Curse: You cannot willfully steal an item belonging to a creature, or loot a corpse. You gain the following flaw "I will cause mischief and sow discord wherever I go, playing tricks whenever I can.
Aym, Queen Avarice
Boon: Aym's gift is the power of unhindered movement and fiery retribution. You are not impeded by heavy armor and you can shroud yourself with a fiery halo for 1 minute as an action once per long rest. While shrouded in flames, you are immune to fire damage and any creature that hits you with a melee attack takes 1d6 fire damage. You can make a melee spell attack against a creature within 5 feet of you, dealing 2d6 fire damage on a hit.
Curse: You gain a star-shaped brand on the center of your forehead. You must give a gold coin to a dwarf you meet within one minute of learning his or her name or take 30d10 psychic damage and you gain the following flaw: "I am greedy and stingy with money, and dislike sharing wealth with others."
Balam, the Bitter Angel
Boon: Balam's gift is the power of cold and cunning. Once per long rest, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the d20 and must take the new result instead. Also you can turn your icy gaze towards a creature as an action. It must succeed on a DC 14 Wisdom saving throw or take 2d6 cold damage.
Curse: You have a small pair of flightless, gray wings growing from your back. You have a natural disdain for members of holy orders such as clerics or paladins, but will ally with yourself with them begrudgingly. Your voice is simultaneously hollow and guttural, you gain disadvantage on all Charisma checks against good aligned creatures as a result of your masked bitterness.
Belrond, the Crimson Fang
Prerequisite: 6th level
Boon: Belrond's gift is the power of vamprirism. This dark gift allows you to cast the spell vampiric touch as an action once per long rest. Additionally, during the night, at the start of each of your turns, you gain 1d4 hit points if you have at least 1 hit point remaining and you have not taken radiant damage since your last turn.
Curse: You exude an aura of dread and mistrust, you have disadvantage on Charisma (deception) checks, you have no reflection, and when you take radiant damage, it is treated as having rolled the maximum value possible.
Buer, Grandmother Huntress
Boon: Buer's gift is the power of superior healing and resistance against natural maladies. When you are the target of a healing spell, the dice are treated as having rolled their maximum value. You also gain advantage on saving throws to resist the effects of disease and poison.
Curse: Your feet turn into satyr's hooves, and as a result, you can't wear normal footwear. You gain disadvantage on the first attack roll that you make in combat, and you gain the following flaw: I have momentary lapses in memory, even things that should be common knowledge such as friends' names, or facts I learned only moments ago."
Chupoclops, Harbinger of Forever
Boon: Chupoclops' gift is the power of inflicting despair. This dark gift allows you to emanate an aura of despair. Any hostile creature within 10 feet of you gains a -3 penalty to attack rolls, ability checks, and saving throws. You can activate or deactivate this aura as an action.
Curse: Your lower jaw grows to twice it's size, and massive tusks jut out from it. They are non-functional and cannot be used to make natural attacks. You gain disadvantage on saving throws to resist the effects of the frightened condition, and you gain the following flaw "I see the hopelessness in my own efforts, I am doomed to failure, and those around me are as well."
CuSith, Lord of Wolves
Prerequisite: 9th level
Boon: CuSith's gift is the power of lycanthropy. You grow a thick coat of scraggy wolf-like fur, which grants you advantage on Constitution saving throws made to resist the effects of cold weather. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
Curse: You also develop a painful allergy and mental aversion to silver, which causes you to break out in blistering rashes on contact. You are vulnerable to weapons that are silvered, and when you are exposed to silver or in base physical contact with silver, you suffer disadvantage on all attack rolls and Dexterity checks for 1 minute.
Dagon the Trickster
Prerequisite: 8th level
Boon: Dagon's gift is the power of teleportation. This dark gift grants you the benefits of the Cape of Mountebank.
Curse: Your lungs burn as if from acute smoke inhalation, and you exhale wisps of smoke with every breath. You suffer disadvantage on all Strength (athletics) checks due to a constant, irritating cough brought on by this affliction.
Dahlver-Nar, He of the Many Teeth
Boon: Dahlver-Nar's gift is the power to live many lives. Upon receiving this dark gift, when you die, roll a d20. On a result of 11 or higher, you instantly become reincarnated as though you were the target of a reincarnate spell. The new body appears within 10 feet of the old one.
Curse: Dozens of teeth grow from your scalp, they can be hidden with hair or a hat, but a touch reveals their existance. You lose all of your teeth upon being reincarnated.
Dantallion, the Star Emperor
Boon: Dantallion's gift is the power of infinite wisdom and mind reading. You can cast the spell detect thoughts as an action. Also, you gain advantage on arcana and history checks to recall ancient historical and magical lore.
Curse: One of the faces of Dantallion grows on your chest. Most of the time it is quiet, but while you are reading the thoughts of others or recalling ancient lore, the eyes and mouth open, revealing starry voids within. If a target succeeds on it's Wisdom save from the detect thoughts spell, your mind is forcefully ejected from their thoughts, dealing 2d6 psychic damage to you. You also gain the following flaw "I am aloof and eccentric, and do not prefer the company of others."
Delban, the Star of Ice and Hate
Prerequisite: 8th level
Boon: Delban's gift is the power to unleash deadly cold. This dark gift allows you to cast the cone of cold spell as an action once per long rest. You also gain the benefits of a ring of warmth.
Curse: Your skin becomes icy-cold to the touch and appears frostbitten. You are vulnerable to fire damage and you gain the following flaw: "fire terrifies me."
Demetre, Vigilant of Doom
Boon: Demetre's gift is the power of vigilance. You grow an additional face on the back of your head. While the second face is uncovered you are considered proficient in Wisdom (perception) checks that rely on sight (if you are already proficient, your proficiency is doubled) and you cannot be surprised, except when incapacitated.
Curse: At inopportune times it begins to argue with you, giving you disadvantage on Intelligence (investigation) checks and you gain the following flaw: "I will run to preserve my own hide in combat when the going gets tough."
Drizlash, the Nine-Eyed Spider
Boon: Drizlash's gift is the power to walk on walls and ceilings. This dark gift allows you to climb difficult surfaces, including upside-down on ceilings without needing to make an ability check.
Curse: You grow 1d6+1 eyes on random locations all over your body. The eyes are blind and cannot open.
Eligor, the Dragon's Slayer
Prerequisite: 6th level
Boon: Eligor's gift is the power of elemental destruction. As a bonus action, you can charge one melee weapon you are holding with fire, cold, or lightning. It is considered a magic weapon and deals an additional 1d6 damage of the type you chose until the start of your next turn. Also, you deal maximum damage against dragons.
Curse: One of your arms is covered in the scales of a chromatic dragon (DM decides what color). The color of these scales changes daily at dawn. The scales grant you vulnerability against the type of damage associated with that dragon's breath weapon. (e.g. black dragon scales grants you vulnerability to acid damage.)
Erandul the Tortured Soul
Prerequisite: 8th level
Boon: Erandul's gift is the power of destroying life. Your hand grows sickly and exudes a pitch-black aura, and your nails grow to 6 inches in length. This dark gift allows your unarmed strikes to deal 1d4 necrotic damage and gain the properties of a nine lives stealer with 5 charges.
Curse: Each time you hit a creature with your unarmed strike, your hit point maximum is decreased by the damage dealt. You must finish a long rest to restore your hit point maximum to normal. Each time you expend a charge from your unarmed strike, a fingernail falls off. When the last charge is expended, your soul is claimed by Erandul the Tortured Soul.
Eurynome, Mother of the Material
Prerequisite: 3rd level
Boon: Eurynome's gift is the power of friendship with beasts. You can cast the spells speak with animals, locate animals or plants, and beast sense as rituals withot expending a spell slot, and can cast animal friendship as an action once per long rest.
Curse: Your skin becomes moist and clammy, granting you disadvantage on Dexterity (sleight of hand) checks, and Dexterity (acrobatics) checks made to catch falling or flying objects. Furthermore, you cannot attack a creature unless one of your allies has attacked it already. If none of your allies are present, this rule does not apply.
Fekre, Queen of Poxes
Prerequisite: 8th level
Boon: Fekre's gift is the power of spreading disease. This dark gift allows you to cast the contagion spell as an action once per long rest. Whenever you are hit with a melee attack you emit an involuntary cloud of stench and any creature within 5 feet of you must succeed on a DC 10 Consitution saving throw or be poisoned until the start of your next turn. On a successful save, a target is immune to your stench for 24 hours.
Curse: You reek of filth, creatures have advantage on Wisdom (perception) checks made to detect you that rely on smell.
Feldir, the Huntsman
Boon: Feldir's gift grants you the power of the hunt. This dark gift causes your face to lengthen and contort into a wolflike muzzle and the bones in your legs to elongate into powerful, canine limbs. Your speed increases by 10 feet. You are proficient with unarmed strikes and your claws are considered light melee weapons that deal 1d6 slashing damage on a hit.
Curse: You are often mistaken for a werewolf unless you take special care to conceal your deformities through use of a disguise kit, or are the target of a disguise self spell. Upon recieving this gift, you must eat and drink twice the normal amount each day.
Focalor, Prince of Tears
Prerequisite: 5th level
Boon: Focalor's gift is the power of psychic storms. You can exhale at a creature within 30 feet of you as an action. It must suceed on a DC 14 Constitution saving throw or be blinded until the start of your next turn. Furthermore, your despair is strong enough to create psychic storms. You can cast the spell call storm as an action once per long rest.
Curse: Your eyes constantly weep, regardless of your mood or thoughts. You become morose and grief-stricken, rarely finding cause to laugh or smile and gain the following flaw "I see so much despair in the world, I weep for the fallen, especially the foes whose lives I have cut short."
Geryon, the Deposed Lord
Boon: Geryon's gift is the power of devilish sight. You grow a pair of sulfuric devil eyes on your forehead with green eyelids. These eyes allow you to see in magical darkness to a distance of 60 feet. You can focus your gaze on a creature within 30 feet of you and cause it to erupt in acid as an action. The creature must succeed on a DC 14 Constitution Saving throw or take 2d6 acid damage.
Curse: You are difficult to trust others, and are constantly testing your allies' loyalty. When meeting someone new, you must make an insight check to determine if their are truthful, or determine their motives. Rolling below a 10 might cause you to distrust them, or glean innacurate information about their character or intentions.
Golgora, the Skinwalker
Boon: Golgora's gift is the power of subterfuge. You can cast the spell disguise self as an action.
Curse: You forget your true form, and must take the likeness of a humanoid you have seen before and gain the following flaw: "I have no identity, I feel like I do not fit in with any group."
Gorza the Defiler
Boon: Gorza's gift is the power of unfettered locomotion. You ignore difficult terrain and gain a climbing speed of 30 feet.
Curse: Your feet change to resemble those of an ape. You cannot wear shoes and your walking speed is reduced by 5 feet.
Great Taar Haak, the Five-Headed Destroyer
Boon: Taar Haak's gift is great strength. This dark gift grants you the effects of a gauntlets of ogre power and you gain advantage on Strength saving throws.
Curse: You gain the following flaw: "I like to bully others and make them feel weak and inferior."
Haagenti, Mother of Minotaurs
Boon: Haagenti's gift is the power of confusion and immutable form. You can cast the confusion spell as an action once per short or long rest. In addition, your form cannot be magically changed in any way.
Curse: You look roughly the same as you did before, but upon recieving this dark gift, you are inexplicably uglier. When you meet a new person, roll a d20. On a result of 11 or higher, you percieve the person as more attractive than you and gain disadvantage on all Charisma checks made to interact with them.
Halfax, the Angel in the Angle
Boon: Halfax's gift is the power of stone's endurance. You can cast the earthbind spell as an action once per short or long rest and you gain advantage on intelligence (history) checks made to glean information about architecture. Additionally, while you are below half health, you gain the benefits of the stoneskin spell but you gain 1 level of exhaustion and your speed is halved until you finish a long rest.
Curse: Your skin is tough like cracked stone, conferring no bonus to your AC. You are unable to feel emotions like shame or embarassment.
Haures, the Dreaming Duke
Prerequisite: 7th level
Boon: Haures' gift is the power to create deadly illusions. You can cast the phantasmal killer spell as an action once per long rest. The creature has disadvantage on it's Wisdom saving throw to resist the effects of this spell.
Curse: Your hands are backwards like those of a rakshasa. You become an eccentric, often speaking to yourself or an imaginary friend. You have disadvantage on saving throws made to see through illusions.
Ipos, Prince of Fools
Prerequisite: 6th level
Boon: Ipos' gift is the power to rend foes and sense invisible creatures. This dark gift allows you to cast the see invisibility spell as an action once per short rest. Your fingers become cold iron, and are tipped with elongated cold iron claws. Your fists are considered light melee weapons that deal 1d6 slashing damage on a hit. These claws are considered magical for the sake of overcoming resistances and deal maximum damage to invisible creatures.
Curse: Your eyes no longer have an iris or pupil, they are completely white. You become condescending and pseudo-intellectual (regardless of your actual intelligence score), showing contempt towards those who question your assumptions or conclusions. If someone shows interest in a subject you are knowledgable about, you must edify them.
Karsus, Hubris in the Blood
Boon: Karsus' gift is the power of magical knowledge. You can cast the spells detect magic and identify as an action. You also gain advantage on arcana checks to recall magical lore about arcane devices and artifacts.
Flaw: You bleed extremely easily, even the smallest cut causes a massive sanguine flow. Whenever you take slashing or piercing damage, you take an additional 1d6 damage of the respective type. You also gain the following flaw: "I am arrogant, and refuse to take the advise of others."
Kas, the Bloody Handed
Prerequisite: 5th level
Boon: Kas' gift is the power deal greivous injury and cheat death-dealing blows. When you receive this dark gift, you are resistant to critical strikes. When a hostile creature lands a critical hit against you, roll a d20. On a result of 11 or higher, the attack still hits but deals normal damage. Also, when you roll a natural 20 to hit another creature, you roll one additional damage die for the damage, and the creature is blinded permanently. Only a dispel good and evil, remove curse, greater restoration, or a wish spell can return a creature's sight. Additionally, you deal maximum damage to undead with any weapons you are wielding.
Curse: You grow eyes on your palms that cry tears of blood for 1d4 rounds whenever you land a critical hit against a hostile creature. While these eyes are crying, you have disadvantage on Dexterity (sleight of hand) checks and attack rolls made with melee weapons. You develop a seething hatred of corporeal undead, and must strike down any corporeal undead you can perceive.
Khirad, the Star of Secrets
Prerequisite: 8th level
Boon: Khirad's gift is the power of divination. This dark gift allows you to cast the scrying spell as an action once per long rest.
Flaw: Your voice becomes a low whisper, and your smile becomes evil and cruel.
Leraje, the Green Herald
Boon: Leraje's gift is the power to wound the prides of others and hide. You know the vicious mockery cantrip, and a creature you target it with has disadvantage on it's saving throw. Furthermore, you gain advantage on Dexterity (stealth) checks you make to hide while lightly obscurred.
Flaw: Your skin and hair turn pale white and your eyes turn into a crimson red as though you were afflicted with albinism. You feel a terrible guilt when attacking elves (all subtypes, includes half-elves) and suffer disadvantage on attack rolls against them as a result.
Lillethe, Master of the Mind
Prerequisite: 8th level
Boon: Lillethe's gift is the power of mental manipulation. This dark gift allows you to cast the telekinesis spell as an action once each per long rest.
Curse: One of your arms becomes ghostly and incorporeal, it cannot hold or manipulate objects. You must also make DC 12 Dexterity checks to do things that would normally require two hands, at your DM's discretion.
Malphas, the Turnfeather
Boon: Malphas' gift is the power of scouting and beguiling others. This dark gift allows you to cast the find familiar spell as an action once per long rest. The familiar summoned must take the form of a dove or a raven (it uses the raven statistics on page 335 of the Monster Manual) and it is a celestial instead of a fey. Additionally, after a minute of conversation with a humanoid, you can attempt to charm them. They must succeed on a DC 13 Charisma saving throw or be charmed by you.
Curse: Once you recieve this dark gift, your tongue and teeth turn black and you grow white and black fledgling feathers on your legs. Additionally, when you meet a creature of your preferred sex, roll a d20. On a roll of 11 or higher, you are enamored by this person, and attempt to win him or her over in any way you can. If your advances aren't reciprocated, you feel despondent and heartbroken, until another love interest comes your way.
Marchosias, King of Killers
Prerequisite: 3rd level
Boon: Marchosias' gift is the power of assassination. Once per turn, this dark gift allows you to deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weâpon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. You can't benefit from this sneak attack damage if you already have the sneak attack feature. Additionally, you can cast the misty step spell as a bonus action once per short or long rest.
Curse: Your pupils have a red-orange tint that has no effect on lighting or detection, but is disturbing for those who look upon you. Your demeanor becomes debonair and sly, as though you always have a trick up your sleeve.
Minarkos, the Gray-Scaled Thing
Boon: Minarkos' gift is the power of physical toughness. You gain a +1 bonus to AC and a +1 bonus to all saving throws.
Curse: Your body is covered in itchy, cracked, gray scales and you gain the following flaw: "I am wary and distrustful of members of other races."
Naberius, the Grinning Hound
Boon: Naberius' gift is the power of many trades. This dark gift allows you to gain proficiency in 3 skills of your choice. You can also cast the charm person spell as an action once per short or long rest.
Curse: Your voice deepens, and you acquire a gravelly, growling tone. You gain the following flaw "I love hearing myself talk, and frequently make speeches in front of others, if only to indulge myself."
Nargulzar, Mother of Rats
Boon: Nargulzar's power is summoning vermin. This dark gift allows you to summon a swarm of rats to an occupied space within 30 feet of you as an action (your DM has the game statistics for this creature).
Curse: You grow a massive rat tail that trails behind you and drags on the ground as you walk. You take any damage your rats take.
Norganas, the Finger of Oblivion
Prerequisite: 8th level
Boon: Norganas' gift is the power to turn life into undeath. This dark gift allows you to cast the finger of death spell as an action once per long rest.
Flaw: When you use this ability, you must succeed on a DC 15 Constitution saving throw or drop to 1 hit point. Your blood is pitch-black and viscid, like tar.
Orthos, Sovereign of the Howling Dark
Boon: Orthos' gift is the power of sunlight. One of your hands erupts with searing pain (which quickly fades to a dull throb), as a network of jagged, recently-healed wounds appears from wrist to elbow. As a bonus action, you can flex the muscles of your scarred limb causing the wounds to tear open and shed bright daylight in a 30-foot radius and dim light for an additional 30 feet and each creature that can see you within 5 feet must succeed on a DC 12 Constitution saving throw or be blinded until the end of your next turn. While shedding light, your arm is wracked with lancing pain making it impossible to hold or manipulate objects with the injured limb.
Curse: You always seem to be buffeted by a breeze that no one else can feel, even while indoors. The eerie wind makes no noise, but it tousles your hair and belongings, and frequently changes direction. You no longer have darkvision if you had it before, and you gain the following flaw: "I am terrified of the dark."
Otiax, the Key to the Gate
Boon: Otiax's gift is the power of unlocking secrets and producing fog. This dark gift allows you to cast the fog cloud spell as an action once per short or long rest and can see normally in areas heavily obscurred by mist or fog. Additionally, you gain proficiency with thieves' tools and you can cast the knock spell once per short or long rest.
Curse: You are covered by thin whisps of light blue fog, even in the strongest winds. You are transfixed and agitated by the potential secrets held within material things. When you see a locked door, window, or container, you are compelled to open it. While it is still locked, you have disadvantage on ability checks, attack rolls, and saving throws, except those made to unlock the locked object. If you have a key to something, you must find the corresponding lock it belongs to and open it. For each hour that passes while you have the key in your possession but have not yet used it, you gain one level of short term madness.
Oztogoth of the Great Beyond
Prerequisite: 7th level
Boon: Oztogoth's gift is the power to alter your own state of matter. This dark gift allows you to polymorph into a black pudding as an action once per long rest. This effect lasts up to 1 hour or until you drop to 0 hit points or polymorph back as a bonus action.
Curse: You Have disadvantage on Dexterity saving throws and you gain the following flaw: "I am extremely lazy, and would rather make others do hard work for me."
Paimon, The Dancer
Prerequisite: 5th level
Boon: Paimon's gift is the power dance through danger. This dark gift grants you advantage on Dexterity saving throws. Additionally, when an attacker that you can see hits you with an attack, you can use your reaction to halve the damage dealt to you. You gain advantage on Charisma (performance) checks made to dance.
Curse: One side of your mouth becomes wider than the other, as though it was stretched or pulled. That side of your mouth has a tendency to stay open, causing you to drool. When you hear music, you must dance, as though you were the target of otto's irresistable dance.
Petra, the Plague Maiden
Prerequisite: 8th level
Boon: Petra's gift is mastery over insects. This dark gift allows you to cast the spell insect plague as an action once per long rest. Countless insects have taken residence in your ears. As an action, you can pull an insect from your ear, which can be consumed by any character to restore a number of hit points equal to their level. A character can only benefit from eating one of these insects once per long rest (eating additional insects provides no benefit, and instead sickens the character).
Curse: You have disadvantage on Wisdom (perception) checks that rely on hearing and gain the following flaw: "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me."
Primus, the One and Prime
Prerequisite: 8th level
Boon: Primus' gift is unfaltering faith in the rule of law. You are immune to being charmed and frightened. You have advantage on any intelligence check made to recall laws or writen agreements. You can cast the wall of force spell as an action against a creature of any chaotic alignment once per long rest.
Curse: Your skin tuns to bronze and your alignment is lawful. You are ruthlessly efficient, and you cannot be distracted from your ultimate goal. When you die, you disintegrate into ash.
Quaarth, Envoy of the Crypt
prerequisite: 5th level
Boon: Quaarth's gift is the power to communicate with the dead. This dark gift allows you to cast the spell speak with dead as an action. You can also cast the animate dead spell as an action once per long rest.
Curse: The dead try to speak with you in your sleep. Whenever you take a long rest, roll a d20, on a result of 10 or less, the whispering dead won't allow you to sleep, and you gain only half of your hit dice back when you finish your long rest.
Rashegul, Gaze of the Void
Prerequisite: 3rd level
Boon: Rashegul's gift is the power of the gorgon. This dark gift allows you to turn a creature to stone as an action. A target that can see you within 30 feet must succeed on a DC 15 Wisdom saving throw or become petrified. (see pg. 291 in the Player's Handbook) You must finish a long rest before you can use this ability again.
Curse: You grow a grotesque third eye on your forehead and you have disadvantage on saving throws to resist the effects of spells.
Ronove, the Iron Maiden
Prerequisite: 6th level
Boon: Ronove's gift is the power to move like the wind. This dark gift allows you to dash as a bonus action on your turn. Additionally, you can cast the feather fall spell as a reaction. Your fists are blessed by Ronove, they deal 1d4 bludgeoning damage on a hit and are considered +1 magic weapons.
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Curse: When you finish a long rest, roll a d20. On a result of 10 or lower, your face settles into an immutable frown, on an 11 or higher, it is instead an immutable smile. While you are frowning, your Charisma score decreases by 2, while you are smiling, your Charisma score increases by 2. Your mood is unnafected whether or not you are smiling or frowning. You also gain the following flaw "Others constantly doubt my abilities, I must prove myself worthy to those that I associate with."
Savnok, the Inscrutible
Prerequisite: 8th level
Boon: Savnok's gift is the power to shield the mind. This dark gift takes the form of a mind blank spell cast on you.
Curse: Upon recieving this dark gift, you have disadvantage on Charisma (persuasion) checks and your eyes melt away, leaving empty sockets that can still see. You have blindsight out to a range of 60 feet, but are blind beyond this distance.
Sehna, the Huntswoman
Prerequisite: 3rd level
Boon: Sehna's gift grants you the power of keen senses. You develop a bestial awareness, granting you advantage on Wisdom (Perception) checks that rely on smell. You also have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Curse: Animals (wild and domestic) are threatened by you, and consider you hostile and predatory. You suffer disadvantage on all Wisdom (Animal Handling) rolls. Your nose is very sensitive, you have disadvantage on saving throws to resist the effects of inhaled poisons.
Senethal, the Dark One
Boon: Senethal's gift is the power of shadows. this dark gift allows you to to spawn a shadow as an action once per long rest. Your DM has the statistics for it in the monster manual. The shadow creature is your very own shadow, and it is thus linked to your lifeforce. The shadow's hit points are equal to half of your current hit points, and you retain the other half. If your shadow drops to 0 hit points, so do you. You can't dismiss your shadow, it magically reunites with you after 1 hour.
Curse: Once you recieve this gift, your heart beat slows until it nearly stops, beating once, maybe twice in a day.
Seriach, the Hell Hound Whisperer
Prerequisite: 5th level
Boon: Seriach's gift is the power to summon and control hell hounds. This dark gift allows you to summon a hell hound to an unoccupied space within 30 feet of you as an action once per long rest. The hell hound acts on your turn.
Curse: If the hell hound dies before slaying another creature, your hit point maximum is halved until you finish a long rest. You gain the ability to speak and understand infernal. Sulfurous smoke issues from your body when you speak it.
Shami-Amourae, the Lady of Delights
Boon: Shani-Amourae's gift is the power of persuasion. This dark gift allows you to cast the suggestion spell as an action once per short rest, and saving throws against the spell have disadvantage.
Curse: You gain an extra finger on each hand as well as the following flaw: "I can't get enough pleasure. I desire others to create beauty for me at all times."
Shax, Sea Sister
Boon: Shax's gift is the power of amphibiousness. This dark gift allows you to breathe underwater. While underwater, you are under the constant effects of a freedom of movement spell. Additionally, your fists are considered light melee weapons that deal 1d6 lightning damage on a hit, and an additional 1d6 lightning damage while underwater.
Curse: Your eyes and eye sockets grow twice their normal size, as your eyes become solid black. You grow gills on your neck and webbing between your toes and fingers. You must immerse yourself in a body of water for at least 1 minute at least once a day or you suffer one level of exhaustion.
Sykane, the Soul Hungerer
Prerequisite: 8th level
Boon: Sykane's gift is the power to raise the recently deceased. This dark gift allows you to cast the raise dead spell as an action once per long rest.
Curse: As soon as the dark gift is received, your eyes glow a sickly yellow and you also gain the following flaw: "If I help someone, I expect payment in return." If you raise a creature from the dead with this dark gift, you suffer the same penalties to all attack rolls, ability checks, and saving throws that the target creature suffers.
Tarakamedes, the Grave Wyrm
Boon: Tarakamedes's gift is the power of flight. As an action, you can grow skeletal wings. You gain a flying speed of 50 feet and each creature within 5 feet of you that sees you transform for the first time must succeed on a DC 12 Wisdom saving throw or be frightened until the start of your next turn. You can dismiss your wings as a bonus action on your turn.
Curse: You cannot grow your wings while wearing medium or heavy armor. You must eat bones or grave dirt to survive. At dawn, if you have not eaten at least 1 pound of bones or grave dirt in the past 24 hours, you drop to 0 hit points and you are unconscious but stable.
Tassidur, Hexenchanter
Prerequisite: 4th level
Boon: Tassidur's gift grants you the power of cursing. This dark gift allows you to cast the bestow curse spell once each per short or long rest. Additionally, the target has disadvantage on it's Wisdom saving throws made to resist the effects of this spell.
Curse: Upon recieving this gift, you become a genderless being. You become sterile and your voice echoes as if both a man and a woman were talking simultaneously. You also gain the following flaw: "I am indifferent to the happenings of life, and no material thing brings me pleasure."
Tenebrous, The Shadow That Was
Prerequisite: 4th level
Boon: Tenebrous' gift is the power to create immutable darkness. This dark gift allows you to cast the darkness spell as an action once per long rest and grants you the ability to see through magical darkness out to a distance of 30 feet. The darkness spell gains the following aditional properties:
- The darkness is crowded with shadows of the damned, and is considered difficult terrain.
- The shadows lash out at any hostile creature inside of the darkness. A creature must make a Constitution saving throw or take 1d6 necrotic damage and lose 2 points of Strength.
Curse: You cast no shadow and cannot sleep (but still gain the benefits of resting). You gain the following flaw: "I believe others seek to undo me, and covet all I have and have accomplished." Every time you cast the darkness spell using this dark gift, you must roll a d20, on a roll of 1, your vision fades to impenetrable darkness and you are considered blind. Only a remove curse, dispel evil and good, greater restoration, or a wish spell can restore your sight.
Terrantec, the Many-Faced Horror
Boon: Terrantec's gift is the power of caustic retribution. Your blood becomes a corrosive acid. A creature within 5 feet of you that hits you with a melee attack must succeed on a DC 12 Constitution saving throw or take 1d10 acid damage. You are immune to acid damage.
Curse: Your skin is covered in horrendous boils filled with acidic pus and blood and you gain the following flaw: "I am claustrophobic and abhor the close proximity of others."
Theros, Lord of the Fire Giants
Prerequisite: 5th level
Boon: Theros' gift is the power of fire. This dark gift allows you to imbue any weapon you wield with the properties of a flame tongue as an action by expending one hit die.
Curse: You are in constant writing pain, granting you disadvantage on Wisdom (perception) checks and Constitution checks made to maintain concentration on spells. When a weapon you wield is aflame, your hair falls out and your skin turns to burned and searing flesh, as though burnt by an invisible flame.
Vaund the Evasive
Boon: Vaund's gift is the power of evasion. This dark gift grants you the benefits of an amulet of proof against detection and location and a ring of evasion.
Curse: You become twitchy and nervous and gain the following flaw: "I can't give a straight answer to any question put to me."
Xarfur-Tel, the Watchful Eye
Boon: Xarfur-Tel's gift is the power of X-ray vision. This dark gift grants you the benefits of a ring of X-ray vision.
Curse: You suffer from debilitating migraines. You have disadvantage on Wisdom saving throws.
Xivec, Mother of Twilight
Boon: Xivec's gift is the power of invisibility. This dark gift allows you to cast the spell invisibility as an action once per short rest or long rest.
Curse: While invisible, you are vulnerable to all damage. You grow a thick patch of black fur on your tongue and all food you consume tastes foul.
Xaxukhath, the All Knowing
Boon: Xaxukath's gift is the power of arcane rituals. Strange runes appear on your skin as bloody scars. These are spells inscribed all over your body that only you can read. This dark gift allows you to cast any wizard spell with the ritual tag as a ritual. The spell's level can be no higher than one half your character level (rounded down).
Curse: Each time you cast a spell using this dark gift, the wound opens up and bleeds, causing you to take 5 (1d8) slashing damage. You also gain the following flaw: "everything is worth knowing, and I will pursue any amount of knowledge, no matter the price."
Yog the Invincible
Boon: Yog's gift is great physical resilience. Your hit point maximum increases by 3 times your level (this bonus increases as you level).
Curse: You have disadvantage on Dexterity (acrobatics) checks and oily black fur covers your face and body.
Yrrga, the Eye of Shadows
Prerequisite: 9th level
Boon: Yrrga's gift is the power of true-seeing. This dark gift grants you truesight out to a range of 30 feet.
Curse: Your eyes become starry voids and you gain the following flaw: "I believe that all life is pointless and look forward to death when it finally comes."
Zagan, Duke of Disappointment
Boon: Zagan's gift is the power of serpentine cunning. Your incisors grow into snake-like fangs, dripping with venom. Your tongue forks like that of a serpent. You can make a bite attack as an action dealing 1 piercing damage and 1d6 poison damage on a hit and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the start of your next turn. You can cast the fear spell as an action once per long rest.
Curse: Lying comes naturally, granting you advantage to all Charisma (Deception) checks, but imposing disadvantage to all Charisma (Persuasion) and Charisma (Intimidation) checks. You also gain the following flaw: "I will speak lies if they will benefit me in any way."
Zantras, the King Maker
Boon: Zantras' gift is power that comes from great presence and force of personality. This dark gift grants you the ability to cast the command spell once per short rest as well as advantage on all Charisma (indimidation) checks.
Curse: A mouth with jagged teeth grows on each of your hands. You have disadvantage on Dexterity (Sleight-of-hand) checks and you gain the following flaw: "I won't take no for an answer."
Zali'el the Ghost Raven
Boon: Zali'el's gift is the power of incorporealness. This dark gift allows you to spend 1 hit die to move through solid objects as though they were difficult terrain. A character who ends his or her turn inside an object takes 5 (1d10) force damage.
Curse: If you die, your soul is ripped from your body and you cannot be raised from the dead by any means. At all times, you are followed by 1d4 ominous ravens that await your death.
Zevrin, the Wings of Doom
Boon: Zevrin's gift is the power of keen hearing. This dark gift grants you advantage on Wisdom(perception) checks that rely on hearing and you gain tremorsense up to 60 feet.
Curse: You grow the large, dry, leathery ears of a giant bat. You are vulnerable to thunder damage, and particularly loud noises can force you to make a DC 10 Constitution saving throw or suffer the stunned condition, at your DM's discretion.
Zhudun, the Corpse Star
Prerequisite: 8th level
Boon: Zhudun's gift is the power of reanimation. This dark gift allows you to cast the create undead spell as an action once per long rest.
Curse: You look gaunt and fragile and your bones are brittle and weak. You have disadvantage on Strength and Constitution saving throws.
Zrin-Hala, the Howling Storm
Prerequisite: 7th level
Boon:Zrin-Hala's gift is the power to create lightning. This dark gift allows you to cast the storm sphere spell as an action once per long rest. You must choose the point you occupy as the epicentre of the spell and you are immune to it's effects.
Curse: As soon as this dark gift is recieved, one half of your face sags and loses all feeling. While you are concentrating on the storm sphere spell, you are deaf and cannot take reactions.
A Dark Price for Unlife
When creatures die, their souls are sent to an eternal resting place appropriate to their alignment or the supernatural bonds they made in life. The entities of the afterlife are hard-pressed to part with the souls of the departed. As a result, any attempt to resurrect a fallen comrade comes with a dark price.
At your discretion, when a player character dies, you can roll a d100 on the following table to determine the dark gift the PC is resurrected with. A PC can take each dark gift only once, but may gain any number of dark gifts. If the player character does not meet the prerequisites of the resulting dark gift, roll again.
d100 | Dark Gift |
---|---|
1 | Fekre, Queen of Poxes |
2 | Zrin-Hala, the Howling Storm |
3 | Sykane, the Soul Hungerer |
4 | Savnok, the Inscrutible |
5 | Tarakamedes, the Grave Wyrm |
6 | Shami-Amourae, the Lady of Delights |
7 | Drizlash, the Nine-Eyed Spider |
8 | Dahlver-Nar, He of the Many Teeth |
9 | Zantras, The King Maker |
10 | Delban, the Star of Ice and Hate |
11 | Khirad, the Star of Secrets |
12 | Yrrga, the Eye of Shadows |
13 | Great Taar Haak, the Five-Headed Destroyer |
14 | Yog the Invincible |
15 | Norganas, the Finger of Oblivion |
16 | Vaund the Evasive |
17 | Seriach, the Hell Hound Whisperer |
18 | Zhudun, the Corpse Star |
19 | Xivec, Mother of Twilight |
20 | Ahzrukahl the Unnering |
21 | Tenebrous, the Shadow that Was |
22 | Zali-El the Ghost Raven |
23 | Quaarth, Envoy of the Crypt |
24 | Theros, Lord of the Fire Giants |
25 | Golgora, the Skinwalker |
26 | Oztogoth of the Great Beyond |
27 | Dagon the Trickster |
28 | Rashegul, Gaze of the Void |
29 | Erandul the Tortured Soul |
30 | Petra, the Plague Maiden |
31 | Demetre, Vigilant of Doom |
32 | Gorza the Defiler |
33 | Alghul, the Mad Dog |
34 | Feldir, the Huntsman |
35 | Sehna, the Huntswoman |
36 | CuSith, Lord of Wolves |
37 | Terrantec, the Many-Faced Horror |
38 | Belrond, the Crimson Fang |
39 | Lillethe, Master of the Mind |
40 | Xarfur-Tel, the Watchful Eye |
41 | Tassidur, Hexenchanter |
42 | Minarkos, the Gray-Scaled Thing |
43 | Zevrin, the Wings of Doom |
44 | Senethal, the Dark One |
45 | Xaxukhath, the All Knowing |
46 | Nargulzar, Mother of Rats |
47 | Acererak, the Devourer |
48 | Agares, the Truth Betrayed |
48 | Amon, the Void Before the Alter |
50 | Andras, The Gray Knight |
51 | Andromalius, the Repentent Rogue |
52 | Aym, Quen Avarice |
53 | Balam, the Bitter Angel |
54 | Buer, Grandmother Huntress |
55 | Chupoclops, Harbinger of Forever |
56 | Dantallion, the Star Emperor |
57 | Eligor, the Dragon's Slayer |
58 | Eurynome, Mother of the Material |
59 | Focalor, Prince of Tears |
60 | Geryon, the Deposed Lord |
61 | Haagenti, Mother of Minotaurs |
63 | Halphax, the Angel in the Angle |
64 | Huares, the Dreaming Duke |
65 | Ipos, Prince of Fools |
66 | Karsus, Hubris in the Blood |
67 | Leraje, the Green Herald |
68 | Malphas, the Turnfeather |
69 | Marchosias, King of Killers |
70 | Naberius, the Grinning Hound |
71 | Orthos, Sovereign of the Howling Dark |
72 | Otiax, the Key to the Gate |
73 | Paimon, the Dancer |
74 | Ronove, the Iron Maiden |
75 | Shax, Sea Sister |
76 | Zagan, Duke of Disappointment |
77 | Kas, the Bloody Handed |
78 | Primus, the One and Prime |
79+ | reroll |
Credit Where
Credit is Due
All of these ideas are inspired by either the Curse of Strahd adventure module, the Dark Gifts Expanded Adventure League supplement, the Darker Gifts supplement by Igor Moreno (which you can find and download yourself on the DM's Guild.) or the 3.5 supplement Tome of Magic.
Some of these dark gifts are nearly identical to their initial iterations with vestige names added as needed and minor balancing or wording changes. Others have been completely reworked and reimagined. All credit goes to the original authors, I just put all of these ideas into one big supplement.
Cover Art: Gerald Brom