Unique Boon Feat (Prerequisite: Level 20 & 500 RoV)
"What's the matter, kitten~? You cannot truly believe that you have achieved such status without my involvement, right~? Well, since you have been such a good little subject, perhaps I can bestow upon you a mere taste of what an Archfey is capable of... just don't disappoint me~ You know what happens when you upset me, my devious feline~!"
[Offense]
Restrained Retaliation
"Oh, come on now~ Surely you didn’t expect me to give you any sort of means of inflicting harm after all this time, do you~? Oh kitten, you always find ways to make this Archfey laugh~ No, you will not get anything from me in that aspect. You should be thankful that I am giving you anything at all."
[Defense]
Destined Draw
"It's quite humorous seeing you truly believe that you can twist fate at the mere pull of a card... however, I believe I can make that a bit of a reality~"
{1} As an Action, Faerûn can draw a singular card from her tarot deck and roll a 1d10 to determine the effects of the drawn card. Any card drawn can be activated at any time (no action required) unless the effect states otherwise. If Faerûn attempts to draw a new card while in possession of another card, the previously drawn card shatters into pieces and loses its magic. Regardless if a card shatters or is activated, any consumed cards magically reappears back into the deck, allowing the same cards to be drawn multiple times.
Faerûn can draw a number of cards equal to her proficiency bonus and regains all expended uses whenever she finishes a Long Rest.
| 1d10 | Effect |
|---|---|
| 01 | The Fool: You or an ally gain complete immunity to the next instance of damage you would take, whether from an attack, spell, or environmental hazard. |
| 02 | The Magician: Faerûn gains the ability to cast any spell of level 5 or lower without expending a spell slot. |
| 03 | The Empress: You or an ally can restore a number of Hit Points equal to half of their respective maximum hit points. |
| 04 | The Emperor: You or an ally gain a shield of divine force that absorbs damage equal to twice your Warlock level. This shield remains intact until depleted or the duration ends, preventing all damage taken. This effect lasts for an hour. |
| 05 | The Chariot: You or an ally gain a +2 bonus to AC, and have their movement speed doubled for 1 minute. Additionally, they can Dash as a bonus action. |
| 06 | Strength: You or an ally are imbued with a burst of power. The recipient gains a +2 to attack rolls made with the Strength modifier and also have advantage on Strength-based checks for 10 minutes. |
| 07 | The Wheel of Fortune: You can reroll any failed attack roll, saving throw, or ability check, (you must use the new result) once. Additionally, you gain a +1 bonus to all rolls (attacks, saving throws, and ability checks) for 8 hours. |
| 08 | The Moon: You or an ally are granted True Sight for 1 minute. |
| 09 | The Sun: You or an ally gain immunity to the Blinded, Deafened, and Poisoned conditions for 1 hour. In addition, the recipient can cast Sunbeam once during the duration without expending a spell slot. |
| 10 | The World: You or an ally gain the ability to sense the emotional state and intentions of a creature you can see within 30 feet. For 1 minute, you can gain a general sense of whether they are hostile, neutral, or friendly and any specific emotional influences (such as fear, joy, or anger). Additionally, you gain advantage on Wisdom (Insight) checks to understand the motives or feelings of others during this time. |
Memento Mori
"You have an expiration date kitty~ Just because I extended your lifespan does not mean I will keep you alive forever~"
{2} Anytime Faerûn drops to 0 hit points and is not killed outright, she rolls a 1d6 and consults the table below. If Faerûn rolls a 1 and dies, this effect is disabled until the next long rest. The effects occur immediately after rolling them:
| 1d6 | Effect |
|---|---|
| 01 | Hyrsam believes its time to remind the feline that she is indeed mortal. Eyes of Faerûn dies instantly. |
| 02 | No special effects occur, Faerûn suffers the typical rules for dropping to 0 Hit Points. |
| 03 | Although Hyrsam does not want to appear too forgiving towards Faerûn, he can't help but nudge the odds a bit in her favor. Faerûn gains Advantage on death saving throws until she regains consciousness or is killed, whichever comes first. |
| 04 | The Archfey prevents another death, accompanying her mind with a bit of laughter as she withstands the attack. Faerûn drops to 1 Hit Point instead of 0. |
| 05 | Faerûn has got enough spunk to even win over the mischievous heart of Hyrsam himself. Feeling incredibly generous, the powerful fey instead restores up to half of Faerûn's Hit Points and does not allow her to drop prone from initially hitting 0 Hit Points. |
| 06 | Faerûn instead regains all her missing Hit Points and does not drop prone as illusory satyr horns sprout from her head for 1 round. While the horns remain, her appearance takes on a mischievous fey charm, a sign that the Archfey is favoring her antics. |
Glimmering Guard
“Oh, my dear, nothing is as it seems. Time to remind the Material Plane that they can't even trust what they sense before them~"
{3} Once per long rest, as a reaction, you can unravel a portion of the Feywild’s chaotic energy to shield yourself from harm. When a creature within 60 feet of you hits you with an attack, you can create an illusory copy of yourself to take the brunt of the blow. The attack is redirected to the copy, which is immediately destroyed, and you suffer no damage or effects from the attack that triggered this feature.
[Utility]
Incessant Illusions
“You sure enjoy your deception magic, huh? Well, it is amusing witnessing you attempting to do such. Go wild~”
{4} Whenever Faerûn casts an illusion spell, she can cast that spell without expending a pact slot. The spell must be prepared and must belong to the illusion school of magic.
Augmented Advances
“Talk about making an entrance and exit~ You want to live? Figure out a way yourself, I won’t give you the direct answer to live~”
{5} Eyes of Faerûn’s Steps of the Fey feature has been empowered, now reading the following:
Refreshing Step: Immediately after you teleport, any creatures of your choice that you can see within 10 feet of yourself gains 1d10 plus your Warlock level in Temporary Hit Points.
Taunting Step: Creatures of your choice within 10 feet of the space you left or enter must succeed on a Wisdom saving throw against your Spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn. Creatures that are not immune to the Charmed condition make this saving throw with Disadvantage.
Disappearing Step: You become Invisible until the start of your next turn. If this feature is activated using Misty Escape or remains active at the end of your turn, you gain the effects of the blink spell until the start of your next turn.
Trickster’s Twist
“Oh, what fun! Twist the threads of fate, my dear, and watch how they snap back when you least expect it!"
{6} Fate is not always set in the cards, however, changing it is not always certain. Thankfully, being an Oracle has its perks.
Faerûn can call upon Hyrsam’s favor to alter fate itself. She may choose to reroll any roll (attack, saving throw, ability check, or damage roll) after the result is known. However, you must immediately roll a d6 to determine the effect. This feature can be used a number of times equal to her proficiency bonus.
| 1d6 | Effect |
|---|---|
| 01-02 | The reroll succeeds, but the outcome is reversed. For example, if you were to deal damage, you heal instead; if you were to succeed on a saving throw, you fail. |
| 03-04 | The reroll has no effect—the original roll stands, and you become disoriented, granting disadvantage on your next roll. |
| 05-06 | The reroll is a success, and the result is doubled. If you roll a critical success, you can immediately take another turn. |
[Drawbacks]
Belated Bloodline
"You were born in the Feywilds after all, about time you identify as one properly~"
{1} Faerûn’s creature type becomes Fey, gaining the drawback and benefits from any abilities, attacks, spells, or other features that target Fey creatures.
False Feline
"You knew what you signed up for Faerûn~ Just be thankful I didn’t ask for your tongue! After all, normally it’s the other way around, no~?"
{2} Faerûn has had her claws stripped away from Hyrsam with no way to regain them. She can no longer benefit from the Cat’s Claw racial feature, {3} nor can she benefit from the climbing speed that her racial feature grants.
Harmless Hero
“Y’know, I gave you these early on to see if you’d violate the rule. You haven’t, so this is no longer fun to give. I’ll be taking these back now~”
{4} Eyes of Faerûn loses her ability to use Deadful Step. {5} In addition, her Beguiling Defenses ability can no longer deal damage back at the attacker that triggered the effect.
Wonky Warping
"There's a bit of fun in unpredictability, no~?"
{6} Whenever you use Fey Step or a similar teleportation ability, there's a chance that you teleport to an unintended location. Roll a 1d6, on a 1 Faerûn teleports in a completely different direction of the DM's choice.
Loser's Luck
"There's a bit of fun in unpredictability, no~?"
{7} Whenever you roll a natural 1 on a D20 Test, Hyrsam’s influence causes you to utter a nonsensical riddle or perform an embarrassing action. Faerûn suffers Disadvantage on the next D20 Test she makes within the next 10 minutes.
Maternal Mayhem
"It's your fault he's gone, y'know~ I wonder what he's up to now...~?"
{8} After the loss of her son back in Waterdeep, Eyes of Faerûn struggles with maintaining focus when any kinds of young creatures are involved. Anytime a child gets harmed, mistreated, or disregarded... Faerûn must make a DC 20 Wisdom saving throw or have herself impulsively intervene regardless of the circumstance. She already messed up once... she can't afford to do so again.
Elderly Ebb
"You should work out, Fae~ Those wobbly arms can hardly carry anything anymore~"
{9} Faerûn isn't getting any younger. Her brittle bones makes it difficult to do things that involve more physical means. She has Disadvantage on any Strength checks. {10} In addition, Faerûn's dragging, lifting, pushing, and carrying capacity is halved.
Priced Promises
"You think that YOU can choose when to talk to me~? Ohoho, that's adorable. I'm happy to see you try regardless~"
{11} Faerûn's Contact Patron feature no longer automatically succeeds on the saving throw. Instead, Faerûn has to provide a convincing reason as to why Hyrsam should even consider aiding the feline and her party. The success is now dictated by the DM. If the DM deems that Faerûn's attempt is not convincing enough, she instead fails the save and takes max damage instead.
Sadistic Satyr
"Uh oh, it seems you’ve been quite the naughty lass now haven’t you, Faerûn~? Let’s see, how shall I punish you this time~?"
{12} Faerûn’s signed a pact with Hyrsam, one that she is unable to break from. The feline is only alive thanks to Hyrsam, and as a result… he established ground rules. One of those major rules is that she cannot inflict direct harm upon another.
Whenever Faerûn deals any points of damage, she must make a D20 test on the following table to determine Hyrsam’s punishment. This roll cannot be changed or altered in any form.
| 1d20 | Effect |
|---|---|
| 01 | Hyrsam declares Faerûn’s existence a cosmic punchline. Faerûn dies instantly, her soul whisked to the Feywild for an eternity of mockery. Revival requires Wish, True Resurrection, or a Revival Quest (DM’s Discretion). Upon revival, she gains disadvantage on all saving throws until the next long rest. |
| 02 | Hyrsam needs some quick amusement, and what better than use his most amusing subject? Faerûn no longer benefits from any of the features of this boon until the next long rest. |
| 03 | If you don't want to lose your toys, then you shouldn't break them. Faerûn loses all her Warlock spell slots and cannot regain them for the rest of the current session. |
| 04 | Some people unfortunately learn the hard way, and Hyrsam firmly believes this mindset. Faerûn becomes haunted by the cries of pain and sorry from Squeaks of Joy’s voice, imposing disadvantage on all saving throws and ability checks for the next 1d4 hours. |
| 05 | Hyrsam needs Faerûn to suffer for her actions. Feeling quite devious, Hyrsam doesn’t hold back. Faerûn is teleported into the Feywild, hunted by a pack of displacer beasts for Hyrsam’s amusement. Return to the Material Plane is possible only after a successful Plane Shift or similar spell, or after 1 minute. |
| 06 | The Archfey would expect this kind of ignorance from a newly signed pact bearer... not from one as experienced as her. Hyrsam decides to siphons energy from Faerûn’s pact to make her more in line with how she's acting, reducing her spell save DC by 3 for 1d6 hours. |
| 07 | As if disciplining a mere kit, Hyrsam confiscates one of Faerûn’s attuned items. The item vanishes into a pocket dimension, reappearing after 1d4 hours. These items cannot be retrieved by any other means than Hyrsam himself. |
| 08 | Breaking a pact is no laughing matter... however, Hyrsam can make it one. Faerûn is cursed with uncontrollable laughter whenever she casts a spell, requiring a Wisdom save (DC 15) to avoid losing concentration or failing the spell for the next hour. |
| 09 | Hyrsam feels as if she needs to have something else taken away from her, even if temporary. Faerûn cannot cast any illusion spells or use her Fey Step class feature for the next 10 minutes. |
| 10 | Faerûn sure does love her evasive and sneaky tools... shame that violating a very clear rule requires an impactful reminder to remain obedient. Small, colorful dancing lights follow Faerûn, making stealth impossible for the next hour. |
| 11 | Hyrsam decides to remind Faerûn what happens when she makes the wrong decision. The Archfey projects an awful memory into her mind, causing the feline to be Paralyzed until the end of her next turn. |
| 12 | If the tabaxi seems eager to violate rules, then she should be eager to be reeducated on how to follow them. The next time Faerûn attempts a Short Rest, Hyrsam fills her mind with various scolding and ridicule. Faerûn gains no benefit from that Short Rest. |
| 13 | Seems the higher being needs to keep the feline on a tighter leash. Hyrsam imposes a task Faerûn must complete before the next long rest, such as “sing a song to every ally” or “walk backward for the entire day.” Failure triggers another roll on this table. (DM Discretion). |
| 14 | Oops! It seems Hyrsam's pact is conveniently faltering at the most inopportune times. Whenever Faerûn uses Misty Step or Fey Step, she arrives 5 feet off-target in a random direction, potentially in an inconvenient position (e.g., atop a barrel or in a puddle). This effect lasts for the next ten minutes. |
| 15 | Hyrsam finds it somewhat humorous if the cat gets a taste of her own medicine. Faerûn temporarily loses her immunity to the Charmed condition and instead becomes Charmed by the target that she inflicted damage to. She loses the Charmed condition and regains her immunity to the Charmed condition at the end of her next turn. |
| 16 | It's difficult to avoid bad luck when you yourself are the black cat... The next time Faerûn rolls a natural 20, the result is instead treated as a natural 1. |
| 17 | Hyrsam finds that the kitty cat is always so cynical and depressing... let's change that! To appease his frustration, Faerûn is magically compelled to help every creature she sees, friend or foe, for 1d4 hours. |
| 18 | If she can forget the rules so easily, then perhaps she should forget other things that are just as important. Faerûn loses all knowledge of the current quest or her companions for 24 hours, treating them as strangers or enemies. |
| 19 | A bit of amusement might sway the satyr in disregarding this rule break. As a result, Faerûn can only speak in rhyme for 1d4 days. Failure to do so causes a random harmless magical effect (e.g., flowers bloom around her or her fur turns neon pink). |
| 20 | It seems Hyrsam is in high spirits at the moment. Faerûn suffers no negative penalty asides for the fact that she must thank the satyr and proclaim her appreciation for his considerably gratitude. |
Total abilities: 6
Total flaws: 12
Ratio: [6:12]
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/27/2025 5:57:55 AM
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39
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1
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Rough Draft V1
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Coming Soon
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