Escaped Fey Prisoner Image

You managed to break free from the Fey who had captured you many years ago. It's been so long that you almost forget the reason you were captured in the first place. Were you taken as a child, or did you perhaps not fulfill a promise? Regardless, your imprisonment is now over, and the suffering has ceased! Yet sometimes, you can almost sense the faint voice of your captor, like a whisper carried on the wind...

 
 
Fey Mark

During your time in the Feywild, you underwent a slight transformation and acquired a fey mark, which is determined by rolling on the Fey Mark table.

d10 Fey Mark
1 Your eyes swirl with iridescent colors.
2 You have a sweet scent, like that of nectar or honey.
3 Your skin sparkles in moonlight.
4 Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut.
5 Fresh, seasonal flowers sprout from your hair each dawn.
6 Horns or antlers sprout from your head.
7 Illusory butterflies flutter around you while you take a short or long rest.
8 Your laughter sounds like bells.
9 Your nails change colour each dawn.
10 Your canine teeth are now sharp and pointed.
 
Feature: Waking Nightmares

Years held captive in the Feywild have twisted your thoughts, plunging you into a realm of living nightmares. Ever so often, your memories will surge and bewilder you, casting shadows of fear upon you.

Once per short rest, when making a saving throw in response to a spell, roll on the Waking Nightmare Table. 

d20 WAKING NIGHTMARE SURGE
1 You collapse in a coma, as in under the effects of the Sleep spell. While asleep you are immune to psychic damage and are considered unconscious. You remain trapped in a hellish nightmare until you take damage, or someone uses an action to shake or slap you awake. 
2-10 Your consciousness is torn between past and present, paralysing you with fear. You are incapacitated and cannot move or speak. While in this state, attack rolls against the you have advantage and any attack that hit you are a critical hit if the attacker is within 5 feet of you. You also automatically fail Strength and Dexterity saving throws. At the end of your turn, you may roll a Wisdom saving throw. On a 10 or higher you save, ending your Haunted condition. On a 9 or lower you remain Haunted and continue to roll saving throws at the end of your turns.
11-19 Those who hurt you can't control you. You are unaffected by the memories that threaten to consume you; your next attack or spell attack deals an additional 1d6 psychic damage.
20 You are steeled against the past. You deflect your pain back on the caster to deal 1d12 psychic damage +1d12 for each level of the spell cast against you. Until the end of their next turn, they can't cast another spell.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/9/2024 5:48:11 PM
8
1
--
Coming Soon
Escaped Fey Prisoner Image

Comments

Posts Quoted:
Reply
Clear All Quotes