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## Vilderavn ***Cursed and cursing, vilderavns are black knights errant marked by the Fey, gathering secrets and spreading misery. Whether a servant of the Unseelie Court or an independent agent, they are to be mistrusted and feared.*** ### Raven Knight's Might At 3rd level, you harbor a wellspring of baleful energy within yourself. This energy is represented by your unkindness dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various supernatural powers you have, which are detailed below.
Some of your powers expend the unkindness die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended unkindness dice when you finish a long rest. In addition, as a bonus action, you can regain one expended unkindness die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your unkindness dice increases: at 11th level (d8) and 17th level (d10).
The powers below use your unkindness dice. If any features from this subclass require a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.
***Fey Presence.*** When you make a Charisma ability check, you can expend one unkindness die and add the unkindness die to the ability check.
***Ominous Strike.*** Once on each of your turns, immediately after you hit a target with an attack and deal damage to it, you can expend one unkindness die, rolling it and dealing psychic damage to the target equal to the number rolled + your Charisma modifier.
In addition, the target must make a Charisma saving throw. If it fails, choose either attack rolls, ability checks, or saving throws. The next time within 1 minute the target makes that type of roll, it must roll 1d4 and subtract the number rolled from the result.
***Unravel Secrets.*** When you make an Intelligence (Investigation), a Wisdom (Insight), or a Wisdom (Perception) check, you can expend one unkindness die and add the unkindness die to the ability check.
#### Art Credit: Paizo, Rohland Demoss \columnbreak ### Dark Wings At 7th level, as a bonus action, you can explode into a flock of ravens until the end of the current turn. While you and your equipment are transformed, you gain a flying speed of 50 feet, are immune to being grappled, prone, and restrained, and your movement does not provoke opportunity attacks. You can also can move through creatures without them counting as difficult terrain and through any opening large enough for a Tiny raven. However, you cannot take the Attack action. You can end this form early (no action required).
Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend an unkindness die to take it again.
\pagebreak ### A Feast for Ravens Starting at 10th level, when using Dark Wings, you can empower it to physically and spiritually gorge yourself (no action required). When you move through a creature while transformed, it must make a Dexterity saving throw. On a failure, it takes one unkindness die plus half your fighter level of piercing damage. On a success, it takes half as much damage. You regain hit points equal to half the piercing damage you deal. You can affect a particular creature only once each time you use this feature.
While empowered, whenever you kill a creature or move through the same space of a corpse, you can learn its secrets. Time slows to an imperceptible crawl, and you can instantaneously ask it and receive answers to up to five questions as if you had cast *Speak with Dead* (no action required). No one other creature can hear the questions or answers. You can communicate with the target regardless of language or whether it has a mouth.
Once you use this feature, you cannot do so again until you finish a long rest. ### Bad to Worse Starting at 15th level, catastrophe breeds catastrophe when you're around. If a hostile creature within 30 feet of you makes an attack roll, ability check, or saving throw and rolls a 1 on the d20, it suffers some sort of terrible mishap and takes damage equal to your fighter level. The type of damage is determined by the DM and depends on the circumstances. For example, a monster that attempts to bite you may be impaled on your spear and take piercing damage, while a mage whose *Counterspell* goes awry might take force damage from arcane feedback. \columnbreak ### Mystical Mastery By 18th level, one of your supernatural abilities has reached its apex. You gain one of the following benefits.
***Always Feasting.*** Whenever you kill a creature or move through the same space as a corpse, you can learn its secrets as if affected by A Feast for Ravens.
***Calamity.*** When a hostile creature within 30 feet of you makes an attack roll, ability check, or saving throw and rolls a 20 on the d20, you can turn the result into a 1, activating Bad to Worse. Once you use this feature, you can't use it again until you finish a long rest.
***Consume Essence.*** When you use Ominous Strike, you regain hit points equal to half the psychic damage dealt.
***Ill-Favored Fortune.*** You can turn a 1 on an unkindness die into an 10. Once you use this feature, you can't use it again until you finish a short or long rest.
***Majesty of the Carrion-Eater.*** As an action, you can choose any number of creatures within 60 feet of you that can see or hear you. They must succeed on a Wisdom saving throw or be incapacitated until the end of your next turn as the shadows deepen and the cawing of ravens fills the air. Once you use this feature, you can't use it again until you finish a long rest.
***Veil-Piercing Eyes.*** You can see invisible creatures, and they gain no benefit from the condition against you. You can also see into the Ethereal Plane to a range of 60 feet.
***Ultimate Unkindness.*** Dark Wings lasts for 1 minute.
***As their power grows, vilderavns become increasingly twisted when they enter combat.***