Jeff Of Jeff Image

P1: Soul of Jeff


Death is synonymous with your time as a mortal. All spells, abilities, and effects within a 60-foot radius that include the word "Death" now have that word replaced with "Jeff."

Soul Ward:
You can bestow a blessing called a Soul Ward upon a number of willing creatures equal to your proficiency bonus, provided they each have at least one Epic Boon. You can use this ability once per day. A creature can bear only one Soul Ward at a time, and the ward lasts until your next long rest.

If a creature with a Soul Ward would be reduced to 0 hit points or die, they are instead restored to their maximum hit points, and the Soul Ward is consumed. Any effects that would trigger as a result of their death or their hit points being reduced to 0 do not take place. When a creature loses its Soul Ward in this way, they must choose one of the following consequences, which persist until their next long rest:

• They require one fewer failed death saving throw to die.

• They gain one level of exhaustion.

P2: Doorman of the Dead

If you would drop to 0 hit points or be subjected to an effect that would instantly kill you, you can expend a spell slot to either negate the effect entirely or drop to 1 hit point instead, depending on the trigger. Your deep connection to the cycle of life ensures that your healing is immutable—any healing you give or receive cannot be reduced or negated by any means.

Your bond with the cycle of life and death grants you the unique ability to guide souls back to life. You learn the Reincarnate spell and can cast it while on hallowed ground without expending material components. When performing a reincarnation in this sacred space, the soul journeys with you through the cycle. Roll on the variant reincarnation table a number of times equal to your Wisdom modifier, and the soul may choose its new form from among the rolled results. During this process, any curses, madness, or lingering ill effects tied to the soul are removed, granting the individual a purified new beginning.

P3: The True Jeff

The blue dragon blood coursing through you, combined with your divine essence, unlocks your true form. As a free action, you can transform into a blue greatwyrm, with stronger stats and proficiencies overriding weaker ones. In this form, your spell save DC becomes the new DC for your abilities, and attack rolls use your weapon specialist bonus. Any damage dealt as a blue greatwyrm also adds an additional (Wisdom modifier)d10 Jeff Damage. Mythic Actions, Legendary Actions and any dragon shapechange are now unlocked and can be used freely.

P4: Mass Power

The full depths of the arcane are now open to you. All wizard spells are considered cleric spells for you. Additionally, you can cast any wizard spell using your spell slots, even if it is not prepared or on your class spell list.All spells, abilities, and effects that include the word “Death” in their name no longer cost resources when used within 60 feet of you.Whenever your hit points are reduced, all allies within 60 feet of you immediately gain the effects of Power Word Heal.

P5: One With Our Inner Jeff

Having gone through many forms throughout your existence, you now have an unparalleled ability to connect with your allies and help them find their inner Jeff. Any ally within 60 feet of you gains access to all spells, abilities, and effects that contain the word "Death" (distributed at your discretion), provided they don’t already possess them. If they already have such abilities, their effectiveness and duration doubled.

Additionally, creatures within this effect who make death saving throws automatically roll a 20 on the die.

 P6: Mass Graves

Your wisdom, born from your many deaths, empowers you to share the experience of death with your enemies. You gain a special spell attack called Shared Jeff. This ability has a range of 120 feet and can target any creature within sight.

The target must make a Wisdom saving throw against your spell save DC. On a failure, the creature experiences a death that Jeff has endured, immediately dropping to 0 hit points. If the creature succeeds on the saving throw or resists the effect, they are instead afflicted with Jeff Madness.

A creature suffering from Jeff Madness cannot take actions, cannot understand any spoken language, cannot read, and can only speak incoherently in gibberish. This condition persists until it is removed by a Wish spell.

P7: Running Up That Death

It is often said that the only certainty in life is death—but you prove them wrong. Within your domain, you alone decide who lives and who dies. Spells can only take effect if their caster strikes a deal with you, and your permission is granted.

As an action, you can exchange the abilities of one creature with those of another creature within 120 feet of you. This swap includes all features, traits, and proficiencies but excludes memories, alignment, and hit points. This exchange lasts until you choose to end it (no action required) or until either creature dies.

P8: The Book of Jeff

You wield unparalleled control over magic and fate. All cleric and wizard spells can be cast at will without expending spell slots and cannot be countered or interrupted.

Creatures targeted by your spells or abilities succeed or fail saving throws at your discretion. If a creature attempts to use an immunity to negate your effects, they are instead transformed into a book. To be freed from their book form, a Wish spell must be successfully cast once per hit die the creature possesses. This transformation bypasses any and all immunity to effects or spell that alter shape of the creature.

Additionally, your Divine Intervention can now be used once per turn as a free action. When used, you can dictate the result of any dice roll, regardless of the circumstances.

Previous Versions

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12/7/2024 11:36:00 AM
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