Dark Urge
Once during a long rest, you may call upon the unknown power of your lineage. When invoking this power, make a DC 5 Wisdom saving throw. On a success, roll 1d6 on the Beneficial table. On a failed save, roll 1d6 on both the Beneficial and Detrimental tables.
Every time you invoke this power and its effects have resolved, the saving throw DC increases by 5, up to a maximum of 25. Whenever you slay a humanoid creature, the DC decreases by 5, to a minimum of 5.
Beneficial:
- Blood Frenzy: Upon giving in to the Urge, you gain a +2 bonus to Dexterity (maximum of 22) and a +1 bonus to Constitution for one minute.
- Soul Harvest: Within the next minute, when dealing the killing blow to a creature, you regain hit points equal to half the damage dealt. Additionally, for the next minute, you score critical hits on natural rolls of 19 and 20.
- Spectral Blades: Your attacks become infused with dark energies, dealing an additional 1d6 necrotic damage for one minute.
- Shadows Skulk: As a bonus action, you can teleport to an unoccupied space you can see within 30 feet. This effect lasts for one minute.
- Bloodstained Resilience: You gain resistance to all non-magical damage for one minute.
- Murderous Surge: You gain advantage on all attack rolls for one minute.
Detrimental:
- Dark Whispers: Upon succumbing to your violent nature, you are haunted by whispers urging you to commit further acts of murder, imposing disadvantage on all Wisdom saving throws for 1 hour.
- Bloodlust: If you start your turn with less than three-quarters of your total HP rounded down, you must succeed on a DC 15 Wisdom saving throw or be compelled to move towards the closest creature to you and make an attack roll. If you are concentrating on a spell, you automatically fail this saving throw. This effect ends after 1 minute or when there are no living creatures left in sight.
- Cursed Blood: Upon succumbing to your violent nature, you suffer a -2 penalty to all saving throws for 1 hour.
- Hemophiliac Onslaught: You gain vulnerability to slashing damage. Whenever you take damage from a single source, you take an additional 1d4 necrotic damage as your veins rupture. This effect lasts for 1 minute.
- Festering Wounds: For the next 10 minutes, you only heal for half the normal amount.
- Blessed by Father: The saving throw DC for Dark Urge increases by an additional 5.
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