Prestige 2: (works everywhere):
Who said Money can’t buy happiness? It’s all so closely intertwined, isn’t it? With money comes power… material desires fulfilled, with which often comes happiness, if only temporary
Ability 1 - Hoarder: After having spent years upon years training a dragon of your own, you’ve learnt how to apply some of their secrets to grow your own wealth. Every day, you gain 5% of your total money as ‘hoard money’. This hoard money can be used for any purpose except one that involves transference to another PC (money or items bought with it, trades and the like).
Ability 2 - Anguished Existence: The shadowfell has transformed your soul, and your body along with it, in order to handle the anguish it supplies you with on a daily basis, giving you ways to both give to and take that of others. Firstly, the effects of the charmed and frightened condition on you are suppressed, as you overpower them. Effects that rely on these conditions such as the geas spell fail. Secondly, you are always under the effects of glibness. Lastly, you may touch a willing creature. If unwilling, they may make a Spellcasting DC charisma saving throw. If they fail, or are willing, you can inflict one of two effects. You may, as a bonus action, either 1. Imbue an enemy with hopelessness, inflicting them with the prone and stunned conditions until the end of their next turn, or 2. Remove their anguish and despair, imbuing them with motivation, giving them advantage on attack rolls, saving throws and ability checks for a minute.
Prestige 4: (Works in native realm and realms where you have roots. Ex. Domain):
You. Your friends, your loved ones, your guild, your possessions… your world. What did it all originate from? What will it end in? Darkness, every time, forever
Ability 3 - Money = Power: You gain a much stronger bond to your most valuable equipment, allowing it to empower you even beyond its normal strength. Now, for each 300k worth of items you own (refer to loot list; if none, refer to mins) you gain a +1 to saves, checks, and AC.
Ability 4 - Body of Shadow: Your body has become so naturally incorporeal, you can disperse your physical essence into the shadows that you were born into. You are constantly under the effects of your "Umbral Form" ability, though your appearance may vary. You are always considered in dim light, unless marked affected by a spell or an ability that would state otherwise. When you take damage whilst you are in dim light or darkness, you can you your reaction to melt away into the shadows and your physical form temporarily disappearing until the end of the attackers turn. As a part of the same reaction you may use your shadow step feature.
Prestige 6: (Works in certain parts of the native realm):
Magic is such a strange thing. Why does it work the way it works? It’s so strict, and yet, can be altered… still, so minimally. Well, as long as it makes me money, I don’t mind
Ability 5 - Currency Sage: Your money becomes imbued into your magic itself. You may cast fabricate or creation at will, though you are only able to create currency. You are considered proficient in the tools to make such currency. Any currency created with creation vanishes in one day, and the spell does not require material components. You may, instead of a spell slot, expend 2000 gold pieces for each level of the casting of a spell. Lastly, for each 500k you have in items and gold, your spell attack and damage modifier increases by two, and your spell save DC by one.
Ability 6 - Shadow Travel: Darkness is a singular entity, one that can be folded and opened as a door to those skilled enough. Your shadow step becomes a free action, and its range increases to line of sight. Anti-teleport abilities cannot stop this. You can cast plane shift as a bonus action, either going to or from the shadowfell a number of times equal to your proficiency modifier a day. This recharges on a long rest.
Prestige 8: (works in domain or with explicit DM approval):
Bear arms against me at your own discretion; Blasphemers will not be tolerated. Feel the weight of your sins my money upon you
Ability 7 - Economic Resilience: Your max hp is equal to the amount of gold you own, plus the amount the items you own are worth (refer to loot list for prices. If N/A, refer to pinned mins). For each million, you are able to automatically succeed on one ability check or saving throw.
Ability 8 - Lair of Hopelessness: On initiative count 20 (losing initiative ties), you may take a lair action to cause one of the following effects; you can’t use the same effect two rounds in a row:
- Each creature hostile to you or those you deem allies is infected with cancerous misery, only growing the more they show hostility. For one minute, every attack they make, save or check they force, or otherwise damage or negatively affect, they gain a stacking -1 to attack rolls, saves, AC, and checks. If they reach -10, they fall unconscious for one hour, unable to handle the ever growing anguish. If they summon, conjure, or otherwise create a creature, it is afflicted with the same effect, at the same penalty.
- A wave of sorrow ripples throughout the domain. Hostile creatures to you must succeed on a DC 15 charisma saving throw or else be invaded by a feeling of simple hopelessness; losing their ability to take actions of any sort, ending in one minute. This wave then comes back as a tsunami. All creatures who succeeded must succeed on a DC 30 charisma saving throw or be utterly rendered useless as a wave of despondency washes over them. They crumple to the floor, growing unaware of their surroundings, unable to move or act. This ends when you dictates so.
- You focus the torment of your domain upon those you deems unworthy of your presence. They must succeed a spell save DC charisma saving throw without using any feature that would cause them to automatically pass the save, or else feel the brunt of your suffering. On a success, they are momentarily disillusioned with this reality, incapacitating them until the next lair action taken. On a failure, they fall victim to despair incarnate. They lose sight of life itself, their hit points becoming inconsequential. Their current and max hit points are considered 0 for all intents and purposes. They act in a semi-conscious state, living perpetually on the edge of wishing for death, and yet praying for a glimmer of hope that their misery may end. Their speed is quartered, any action they would take takes an entire turn’s action economy (action, ba, reaction(s)). Finally, they may take no hostile action towards any creature besides themselves. These effects can be lifted by your will alone; they will always apply regardless of immunities or other similar abilities. If one would attempt to remove such an effect by means lesser than a wish, they simply sink deeper into their own ever growing anguish.
Previous Versions
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7/3/2024 8:45:49 PM
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