The path of vengeance is long, arduous, and unfortunately for you, too taxing. Through unfortunate circumstances the vessel of your soul has been shattered; partly destroyed by the Ughyiburo, and that which remains is promised to the Lady of Death. By pledging your everlasting service, you have received the means to go on, to mete out her will, and seek your vengeance. The Raven Queen has bestowed you with her greatest blessing by giving a piece of herself to you; so, with one half of your soul, and a fragment of her being, you are once again whole… in a manner of speaking.
Haunting Presence: You no longer feel completely alone in your own body, it’s an odd feeling, but you are still in control. Your brush with death and the beyond has given you otherworldly senses, the souls of your enemies are laid bare before you. You now have expertise with the intimidation skill. When attempting to intimidate, a creature with less than 15 hit points is paralyzed by your gaze, as if looking at death itself.
Specter of Death: Action, 1/long rest – Allow that which lies beyond to flow into and through you, the embodiment of death. The area around you in a 30’ radius takes on an unnatural hue, and the air becomes chill and stale. All creatures you choose within the area, or that enter the area for the first time on their turn, must succeed on a WIS save vs your spell DC or become horrified, which carries the frightened and paralyzed conditions, with a success requiring a second roll versus only the frightened condition. The creature can repeat the save at the beginning of its turn, ending ONLY the paralyzed condition on a success, and the frightened condition on a subsequent success. Once a creature has successfully saved against one of these conditions, they cannot be affected by it again for 24 hours. Creatures that are within 5 feet of you have disadvantage on any saves against this ability. Creatures that are immune to charm are immune to this ability.
Nether Edge: Your blade emanates an unnatural chill, frost coats the blade and the scabbard carries a like coat of frost. +2 to attack and damage rolls, and does an addition 2d4 cold damage on each attack. Sense undead within a 120’ radius.
Soul Drinker: You no longer hunger for a salted meat or thirst for a pint of ale, that which sustains you is…changed. With a being so broken, you must sustain yourself somehow. The spell Vampiric Touch can now be cast as either an action or bonus action, both for its initial and continuing affects, and does not require concentration. You can make the attack action on your turn as still use Vampiric Touch as a bonus action as if you were dual wielding a secondary weapon. Additionally, if you have no spell slots left, and you land the killing blow on a living enemy, you may siphon their vital energy to regain one spell slot (1/long rest).
Dominate Undead: With your closeness to death, you can bend the will of unintelligent undead. Action, 1/day, 30’ radius centered on self – All undead creatures of CR 1 or lower in range stop what they are doing and follow your next command until they are destroyed. Creatures of CR 2 and lower are incapacitated until their next turn. Creatures with greater than CR 2 must make a WIS save versus your spell DC or be incapacitated until the end of your next turn. Creatures of CR 4 and higher are not affected by this ability.
Comments