A dark power stirs within you, a connection forged in secrecy and deceit. Unbeknownst to your allies—and perhaps even yourself—you are a pawn in a greater plan, a sleeper agent for an enigmatic and malevolent force. Whether through whispers in your dreams, strange compulsions, or moments of inexplicable rage, the entity's influence seeps into your life, threatening to unravel your sense of self. You gain the following:
Unleashed Potential
With the entity sharing its influence, you can spontaneously embrace its power willingly or unknowingly. For 1 minute, you gain the following benefits:
- Your melee and spell attacks deal an additional 1d8 necrotic damage.
- You gain resistance to psychic damage.
- You gain darkvision out to 60 feet (or an additional 30 feet if you already have darkvision).
After this effect ends, you gain one level of exhaustion.
Sleeper Awakens
At the end of every long rest, roll a d100. If the result is equal to or less than your character level, you temporarily become an NPC under the DM's control for 1d4 hours. During this time, the entity uses your body to act in its interests. The DM determines your actions, which may include covert sabotage, espionage, or even direct attacks.
After regaining control, you may roll a Wisdom saving throw (DC 18). On a success, you recall fragmented memories of what occurred while the entity controlled you. These memories might include cryptic visions, vague sensations, or distorted recollections that hint at the entity's motives or plans.
Breaking the Influence
The Void's influence is a curse, but it is not immutable. If your character becomes aware of the entity's control (such as through numinous recalling fragments of your actions, receiving warnings from allies, or uncovering clues), you may attempt to remove this feat through the following means:
- Casting Remove Curse: If the spell remove curse is cast on you, the feat is removed, severing the connection to the entity. The curse cannot be removed unless your character is fully aware of the influence and consents to the ritual.
- Roleplay Challenge: Removing the feat might also require additional steps determined by your DM, such as facing the entity in a trial of will, destroying a cursed object, or fulfilling a specific condition tied to the source of the curse or a contested roll is required against the entity's DC.







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