The Dark Exile 1-2
Prestiges 1-2: (works everywhere):
"But in their hearts, they never forgot the Light. Disdain for the Mage Eye burns in their veins like fire, and echoes in their teachings."
Dark Side Teachings 1 - Your intelligence score is set to 30 and can’t be reduced. You gain a special resource called Dark Incantations. You have a total number of Dark Incantations equal to half your Intelligence modifier. You may spend a Dark Incantation to perform one of the following special abilities either on your turn or at the end of another creature’s turn. You regain your Dark Incantations at the start of your turn..
Dark Scream. As an action on your turn, you call upon the Dark Side of the Weave to scream its fury. All creatures within 120 feet of you must succeed on an Intelligence saving throw. On a failed save, they are stunned and take 20d6 necrotic and psychic damage, or half as much damage on a successful save. On a failed save, non-evil aligned creatures also become unable to cast spells until the end of your next turn as they are deafened to the light side of the weave. Good aligned creatures take full damage if they succeed on the save.
Dark Storm. As an action on your turn, you call forth a storm of pure Dark Side Energy to ravage an area you can see within one mile of you for one minute. The storm has a radius of 200 feet. Non-evil aligned creatures where the storm manifests or who start their turn within the storm take 20d6 force and 20d6 psychic damage. Non-evil aligned creatures reduced to 0 hit points this way have their alignment changed to Evil (if it was Lawful Good it becomes Lawful Evil, it is Chaotic Neutral, it becomes Chaotic Evil). Evil creatures in the storm may make a Constitution save against these effects to avoid taking the damage on a success or if you choose, instead regain 10d6 hit points as the dark forces empower them.
Dark Shroud. As a bonus action on your turn, you shroud yourself in pure Dark Side energy for one minute. You gain immunity to necrotic and radiant damage. Whenever a non-evil aligned creature damages you, they suffer hit point loss equal to your Intelligence modifier. Three times per round when a non-evil aligned creature casts a spell that effects you, you may choose to ignore its effects.
Dark Utterance. As an action on your turn, you utter a dread word of power. Non-evil aligned creatures within 120 feet of you of your choice must succeed on an Intelligence, Wisdom, and Charisma Saving throw. Depending on which saving throw they fail, the following occurs. A creature at the end of its turn may make a save again for each of the effects to end them.
Confusion (Intelligence) - The creature’s mind becomes clouded as their minds cannot comprehend the light for one minute. They lose concentration on their spells. Whenever they would cast a spell or use a magical ability, they roll a d6. On a 4+, the spell fails.
Despair (Wisdom) - The creature’s perception becomes clouded as their minds struggle to see past their immediate despair and misery for one minute. Their senses only extend to a 30 foot radius for one minute. Beyond that radius, the rest of the world is shrouded in utter darkness.
Rage (Charisma) - The creature falls into despair and hatred as they grow to hate their allies for one minute. On that creatures turn, it must spend its turn attacking creatures of your choice with the full intent to kill them.
Dark Renewal. At the end of the turn, you may regain a combination of expended spell-slots equal to your Intelligence modifier.
Dark Chronurgy 2 - You may cast Temporal Shunt at will in response to anything and is considered master crafted. It is always considered to be cast at the highest level you can cast. Its ranges and number of creatures you can shunt is multiplied by your prestige level.
Your Convergent Future no longer grants levels of exhaustion and you can no longer have or gain levels of exhaustion. When a creature succeeds on a saving throw, attack roll, ability check, or a roll for success/failure even when there is no roll or target for success/failure within 120 feet of you, you may choose to steal their success, replacing it with failure regardless of the number rolled. You may store their Stolen Victory for one minute, and if you would fail a saving throw, ability check, or attack roll, or another type of roll, you may choose expend the Stolen Victory to succeed instead regardless of the number rolled. You are immune to any negative effects that come from changes in timelines or time magic.
The Dark Lord 3-4
Prestiges 3-4: (Works in native realm and realms where you have roots.):
It is their tenets that stifle life... their adherence to the will of the Weave.
Dark Weave Mastery 3 - You have learned additional Dark Incantations that require further energies of the Dark Side. The total number of Dark Incantations you have rises to 10.
Time Drain. As a reaction when a creature reaches 0 hit points that you can see, you can forcibly extract their remaining time. The creature dies and you may gain the benefits of a long rest. If the creature is protected from instant death effects, it instead detonates with dark energy, dealing half its maximum hit points as hit point loss to all creatures of your choice within 60 feet of it.
Eye of Darkness. As a bonus action on your turn, you affix your gaze onto a creature you can see. A beam of psionic energy blasts it. Make a ranged spell attack against the creature. On a hit, the creature takes 12d8 psychic and force damage and loses spell-slots or resources equal to your Intelligence modifier. They can only regain resources spent this way on a long rest.
Dark Seal. As an action on your turn, you can attempt to imprison a creature within the Dark Side of the Weave itself. The creature must succeed on a Wisdom saving throw or become imprisoned within a realm of dark energy. While imprisoned this way, the creature takes a quarter of its maximum health as hit point loss at the start of its turn and cannot take actions. It may make a save at the end of its turn to end this effect. Creatures who drop to 0 hit points while imprisoned are disintegrated.
Weave Destruction. As a bonus action on your turn, you can rip a gaping hole in the Weave that pulls magic into it to restore balance. All creatures of your choice within 200 feet of you come under the effects of a 9th level Dispel Magic that can also remove beneficial magical effects. For each beneficial magical effect removed from a creature, that creature loses 3d8 hit-points. If that creature is non-evil aligned, it loses 6d8 hit-points instead. If the creature's spells or magical effects cannot be dispelled, the creature must expend a hit die per beneficial spell or magical effect on it as their life force is forfeit.
Hatred of the Light 4 - You gain a bonus to your attack rolls, damage, spell save DC, ability checks, and saving throws equal to your Intelligence modifier. Non-evil creatures cannot have advantage on saving throws you cause and you cannot have disadvantage on attacks against them. You are immune to effects that would specifically effect evil creatures. Creatures cannot determine your alignment, read your mind, and they cannot compel you to act against your own will. If a creature attempts to forcibly change your alignment, the Dark Side rebukes them. The attempt fails and they take your Intelligence score d20 hit point loss. If this effect reduces the creature to 0 hit points, their soul is taken to your domain before any pre-existing claims on it.
The Dark Side 5-6
Prestiges 5-6: (Works in certain parts of the native realm):
"The power of the Dark Side does not debilitate the practitioner so much as it debilitates those who lack it. The power of the dark side is an illness no true mage would ever wish to be cured of."
Sever the Light 5 - When you defeat a Mage Eye faction member in battle, you can choose to forcibly sever their connection to the Light Side of the Weave. For as long as their alignment remains non-evil, they lose access to their Spellcasting feature and cannot cast spells. They also cannot attune to a lightsaber such as a Saber of Light, Sunblade, Lightsaber, Moonblade, e.t.c as the crystal defeans itself to their call. Only a ritual to reconnect them to the Weave conducted by a Mage Eye who holds the rank of Master or Grandmaster can undo this effect (duration of the ritual and what is required at DM discretion).
You also instantly know if any Mage Eye member breaks the tenets. For 24 hours after they break one of the tenets, you may whisper to them psionically. Effects such as Mind Blank do not protect against these whispers.
True Dark Mastery 6 - You have learned to call upon the most powerful and esoteric dark side arts. Your total number of Dark Incantations rises to 20 and you may use an additional Dark Incantation as a free action on your turn and at the end of another creature's turn. Your ability scores, ability score maximums, maximum hit points, and other statistics cannot be reduced.
Engulfing Darkness. As an action on your turn, you can engulf the surrounding area for a mile in pure dark side weave energy. The area itself is treated as desecrated ground, and non-evil creatures standing upon it become unable to teleport or use planar travel. They cannot use divination spells to peer into the area nor can they use spells or other abilities to communicate with creatures outside of the area. At the start of a nonevil creature's turn in the area, it takes 5d8 psychic, force, and necrotic damage as their life force is gradually ripped from them. Nonevil creatures cannot heal within this area.
Dark Alchemy. As a bonus action on your turn, you can utilize the Dark Side of the Weave to transmute essence for one minute. You may choose a creature within 60 feet of you. You may change one of that creature's condition immunities to either grant it immunity to a condition or take it away. If you select a damage resistances, damage immunity, or damage absorption, you can choose for it be to either be one stage higher (neutral becomes resistance, resistance becomes immunity, immunity becomes absorption) or one stage lower (neutral becomes vulnerable, resistance becomes neutral, immunity and absorption become resistance).
Anathema. You manifest a wasting echo of Dark Side degradation as a bonus action. Until the end of your next turn, all creatures of your choice have a penalty to saving throws and ability checks equal to your Intelligence modifier. Whenever a non-evil creature fails a saving throw, ability check, or misses with an attack roll, they gain a stack of Despair that lasts for an hour. If a creature accumulates stacks of Despair equal to their Charisma score, they become comatose and can only be wakened by means of a Wish spell or an ascended being of good alignment casting Greater Restoration or a similar spell at 9th level.
Darkness Itself
Prestiges 7-8: (works in domain or with explicit DM approval):
"The dark side of the Force is a pathway to many abilities some consider to be…unnatural."
Previous Versions
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4/13/2024 2:03:44 AM
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4/13/2024 3:12:52 AM
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4/13/2024 6:09:46 AM
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2/16/2025 10:46:23 PM
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2/16/2025 11:17:53 PM
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2/17/2025 12:57:32 PM
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2/17/2025 1:11:30 PM
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