Greater Aberrant Dragonmark Image
Prerequisite: 8th level, character must possess an aberrant dragonmark
 

Your aberrant dragonmark has grown in size and power. This has unlocked greater abilities for you, but also increased potency of your aberrant flaw.

  • Increase your Constitution score by 1, to a maximum of 20.
  • Choose a 2nd-level and a 5th-level spell from the sorcerer spell list. At least one of these spells must be from the evocation school. You learn these spells and can cast each of them at their lowest level. Once you cast one of these spells, you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells, and they are considered aberrant spells.
  • Select one metamagic option from the sorcerer metamagic list. You may only use this metamagic option when casting aberrant spells, using your Constitution in place of Charisma where applicable. Your aberrant mark fuels the metamagic with your own vitality, replacing each sorcery point cost with an equal cost in Hit Die. Immediately after you cast the metamagic spell, roll all of the Hit Die spent. You take damage equal to the number rolled.

The increased potency of your aberrant dragonmark has transformed your aberrant flaw into an Aberrant Torment, signifying the overflowing chaotic power that is being released from your mark involuntarily. The torment you suffer from depends upon the original flaw that you had when gaining the aberrant dragonmark.

  1. Torment of Pain: The constant physical pain caused by your mark is causing actual harm to your body. At the end of each short or long rest, make a constitution saving throw with a DC of 14. On a failure, you suffer 1d12 damage. This damage is applied after any healing that may have occurred during the short rest from hit die or other sources and always affects the hit point pool of the mark bearer, regardless of temporary hitpoints or other similar effects.
  2. Torment of Madness: The mark's whispers have become loud and maddening. Whenever you are in a secluded or quiet area for more than 1 hour, the lack of external sound to drown out the whispers begins to affect your sanity. At the end of each hour in such environments, make a Wisdom save of DC12. On a failure, you are under the effects a confusion spell for the next minute with no concentration required. During your confusion you may also babble in alien-sounding languages, act excessively paranoid, or even scream wildly at nothing.
  3. Torment of Chaos: Not only when stressed but seemingly at the most inopportune times, your mark tends to release random cantrip effects and even more powerful spells. Your DM will determine when a situation is either inopportune or stressful enough for this to occur, but it will typically not occur more than once per hour, giving the mark time to build its chaotic energy back up. Common examples include: an errant firebolt that releases from your mark toward flammable surfaces, a light spell that activates from your mark while attempting to be stealthy, nearby bath water becoming ice-cold in an instant, a grease spell being randomly cast at your feet while you are running, or a variety of other spell effects up to 1st-level. These spells do not expend your spell casts or spell slots, as they are the result of excess power spilling over. The DM may offer you, at their discretion, a DC12 Dexterity save in an attempt to quickly choose the target of the spell before it occurs, but you have no way of knowing which spell is being cast until it actually happens.
  4. Torment of Disfigurement: The unsightly area of skin around your aberrant mark has spread to cover a large portion of your body. You have disadvantage on all persuasion checks and any deception check made to disguise yourself as another person. However, you have advantage on intimidation checks. Guards will frequently stop you from entering higher-class urban areas for fear that you may carry some sort of disease or monstrous transformation. Whenever too much attention is drawn to your disfigurement, your mark may respond with a burst of energy at that moment, temporarily enhancing your grotesque appearance even further and causing anyone within 15 feet of you to make a DC10 Wisdom save or become frightened of you for up to 1 minute. This may cause them to call for more guards, sound an alarm, or otherwise cause additional chaos or a riot. Smaller villages may even form a mob with torches and pitchforks to drive you out of town.
  5. Torment of Isolation: Mundane animals and beasts of CR 1/4 or lower are frightened of you as long as they can see you. Humanoids have a difficult time trusting you as well. Once per hour when you are in a social situation, or around a crowd, make a DC12 Charisma save. On a failure, everyone you speak to for the next hour will take the meaning of your words in the worst possible way and assume that you are plotting to cause harm or chaos. Even if you do not speak, people and animals will attempt to avoid you for that hour to the best of their ability. Guards may call for backup and attempt to arrest you, claiming that you fit the description of a wanted criminal, or use some other excuse to get rid of you.
  6. Torment of Instability: Your mood swings have advanced to bouts of rage and depression. Up to once per hour when you become bored, angry, or sad, the DM may require you to make a DC12 Strength save. On a success, you take your frustrations out on a nearby wall or insignificant object. On a failure, you instead lose your sense of reason and become furious at the nearest creature to you for 1 round. You attempt to strike it with melee as hard as you can and gain advantage on the attack(s). If you cannot reach a creature within 1 round to strike it, you instead attack yourself out of frustration.
  7. Torment of Identity: Your appearance is changing so often now that you've lost a sense of your own identity. Whenever you look into a reflective surface, either intentionally or unintentionally, make a DC12 Intelligence save. On a failure, you don't recognize yourself and begin to panic. You are considered frightened of the reflective surface for the next minute. If you you see yourself in a reflective surface again within the next hour, you must expend 1 hit die and take damage equal to the number rolled. Once this damage is taken, you gain the effects of a disguise self spell that makes you look like your original, unmarked form for 1 hour. 
  8. Torment of Fear: The nightmares have faded to a degree, but only because the energy causing them is spilling out of you. Whenever you take a long rest without having used your aberrant spells or features during the past 24 hours, your excess energy spills into your dreams and the dreams of those around you, causing horrific nightmares. Everyone taking a long rest within 100 feet of you, including you, must make a DC14 Constitution save at the end of their long rest. On a failure, they don't regain any missing hit die for the upcoming day due to a lack of restful sleep. 

Sated Mark: Expending 4 or more hit die through aberrant features and taking the damage from those hit die once rolled will disable the effects of your aberrant torment for up to 24 hours, or until the end of your next long rest, while the mark replenishes the spent energy.

Greater Aberrant Dragonmark Image

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