
At some point in your life, something happened. You, a being most powerful, were conscripted into a pact with a a persuasive mortal and for one reason or another, a last second change of mind; one too many words misspoken; your new charge's death during the process, the deal went wrong. And now you and your charge suffer the after effects of this unforseen and horrid dissappointment.
Be it a body swap or a full blown soul binding, the patron is now stuck inside your body. The duration of this room mate scenario, unknown.
Choose a charge/patron and work with your DM to detail the nature of your failed pact.
- Skill Proficiencies: Arcana, Religion, Investigation
- Tool Proficiencies: Alchemist supplies, Playing Cards Set.
- Languages: Two of your choice, one must be of your background bound patron.
- Equipment: A tome/grimoir related to your patron's magic, origins and nature, five sticks of incense, a magically closed off tote bag containing a mystery item that is up to your DM's discretion to decide on.
As a practitioner and subsequent survivor, of sorts, of a deal gone wrong you have developed a sixth sense when it comes to the arcane and those, who have devoted themselves to it in it's many forms. Whenever you enter the presence of another spell caster your DM will ask you to make an investigation roll with advantage on whether you can spot the caster or not. After a long rest, whenever you study local lore on spellcasters, unexplained magical occurances and events, magic born animals and the like, you can do so with advantage as many times up to your Inteligence modifier, before you have to do another long rest. This skill cannot be restored via artificial means and you must spend an actual long rest.
You gain a + 1 to your Constitution, Dexterity and Spellcasting Ability scores.
Whenever you enter a battle with another spellcaster or magical being, you have advantage on your first attack roll on every creature you hit with a spell. On a critical roll, you can add your Inteligence modifier to the spell's effect roll.
Those, who aspire to hire you, due to your talents, are compelled to reward you all the more for a successful work done for them. Depending on your allignment, strange animals may or may not want to approach you, up to your DM's discretion.
Once per week you can add your INT modifier to a roll to see whether or not you can find a direct method of subduing a magic practitioner or creature. On a success you enter a 10 minute long trance, within which you are given steps to dealing with such a being and must take an entire week, until you can try this again. On a failure you lose this feature for an entire month.
Spell List
As a sort-of compensation for the unfortunate circumstance you find yourself in, you learn five spells (Evard's Black Tentacles, Hex, Imprisonment, Legend Lore and Plane Shift), which do not count against your known number of spells.
When you reach the appropriate spellcasting level to learn the spells (Hex = Level 1; Evard's Black Tentacles = Level 7th; Legend Lore = 9th, Plane Shift = 13th, Imprisonment = 17th ), they automatically get added to your known number and once per day you can cast each of them, without expending a spell slot. Every subsequent use thereafter, before a long rest will require spending 1 slot per the required level.
Intelligence is your spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your acquired spells.
Spell Level | Spells |
---|---|
1st | hex |
4th | evard's black tentacles |
5th | legend lore |
7th | plane shift |
9th | imprisonment |
Suggested Characteristics
To be bound to another in a "Normal" supernatural deal already has it's ins and outs. To be share a body and mind after a failed deal has it's... quirks. Arcane curiosities have already been peaked and yet, there's that hunger for more, be it positive or negative.
d8 | Personality Trait |
---|---|
1 | I quote (or misquote) sacred texts and proverbs in almost every situation. |
2 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
3 | My life before the deal was good (or bad) and now things are the reverse. This has had a profound negative/positive effect on my personality. |
4 | I distrust my "companion" and plot against him/I trust my companion and try to appease him. |
5 | I was bored with the usual repetition of life, so I decided body hopping would be a nice change of pace. My new companion is/is not amused by this. |
6 | Due to the imperfect deal, I can now share memories with my companion. It can get very awkward for the both of us. |
7 | I have a strong sense of superiority over my party members, due to my unique situation. I tend to flaunt it around them every now and then as a reminder. |
8 | A whole new world of possibilities has opened up before my very eyes. I will use it to the fullest, after the kind of life I've lived. |
d6 | Ideal |
---|---|
1 | Power. I hope to one day rise to the top of the ladder, regardless of who comes in my way (Neutral) |
2 | Aspiration. I seek to prove myself worthy of the power I've been bestowed with and I will train myself, until I am. (Any) |
3 | Change. Life is too long and boring, when you're an all powerful being. A little bit of madness never hurt anyone, right? (Chaotic) |
4 | Determination: I've been imprisoned in this fleshy cell by a foe, be it known or unknown. I will escape and make them regret this! (Any) |
5 | Charity: An old deity/new deity is trying to re/gain their holy powers and I am the instrument for their rescue. I will gladly help them! (Good/Evil) |
6 | Power: So many walk around me without this gift. I must protect them,for their own good. (Good/Neutral/Evil) |
d6 | Bond |
---|---|
1 | I've lost too much and many to let others suffer, without a chance of rectifying their woes. |
2 | A former follower of mine did this to us. Somehow I know it. I must find him to fix this. |
3 | The outcome of this pact drove away the person I love. I strive to win back the love I’ve lost. |
4 | Somewhere in the world, I hear familiar chanting. The melody compells me to point our body towards the it. |
5 | There’s evil in me, I can feel it. It must never be set free. |
6 | Truth is, I've grown attached to the mortal I exist within. I want to give them the best life imaginable, thus I am willing to shrare more of my power with them. |
d6 | Flaw |
---|---|
1 | I have certain rituals that I must follow every day. I can never break them. |
2 | I've seen many come and go. I feel no compassion for the dead, for death is meaningless. |
3 | I am a purveyor of doom and gloom who lives in a world without hope. |
4 | I talk to spirits that no one else can see. |
5 | I have trouble trusting in my companion's allies. Something never seems quite right about them, but it may just be the paranoya of a de-powered being. |
6 | Sometimes I get carried away, when I let loose on people in battle. I forget how fragile meatbags can be. |
Contacts
The Mortal: As someone interested in the occult, one way or another you have acquired one or multiple allies over the time you've been studying, pre-pact. Be they an old wiseman or a follower of the being, searching to expand the roster of worshippers, you know at a minimum one such person, per your Investigation modifier. Someone, who pointed you in the right direction. Someone, who handed you the pamphlet, the book, the map, whatever it was that set you on the path.
The Patron: As an ancient and powerful being, you've acquired a number of followers over your existence. Given the circumstances you find yourself in now, some may have left, some may have remained with strengthened resolve to aid you in whatever your goal is from here. Young Acolytes will give you safe passage and sanctuary to rest your physical form in their homes. Messengers will take time out of their mundane life to ride across the land and deliver your letters and parcels to allies. Guards will protect you in your sleep and those, Adept in the arcane will aid you in your rituals.
Whenever you seek material components for your spells, you spend half the time and/or half the normal price to acquire them.
In exchange, however, your contacts and allies will require favors from you that you may accept or refuse to accomplish. If you refuse, you must make a Persuasion check, first time with advantage, or lose some of their affinity for you. On a fail their trust in you or your cause will waver and on multiple refusals and fails (up to your DM's discretion), you will lose that contact. Accepting to help your contact will give you advantage on every roll you make regarding the ally, if it involves their well being and you gain a temporary + 1 to your Spellcasting ability for the duration of the task you perform for them.
Previous Versions
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