Origin Feat
You have spent the majority of your life thus far deep beneath the earth, whether in a city like the scheming and infamous Menzoberranzan, in a town like a gentle fishing village on the banks of the Glimmersea, or in the wilderness of winding tunnels. Whatever your upbringing, the Underdark has left its mark on you--whether you like it or not.
Daring Tenacity. You survived the trials and tribulations of the Underdark, whether by lies and subterfuge in the City of Spiders, by braving a rickety boat in inky waters to catch your next meal, or by honing your knowledge of poisonous fungi in untrodden caverns. You gain proficiency in one of the following skills: Deception, Nature, Persuasion or Survival. Additionally, you gain proficiency in Common Sign Language, necessary for communication around dangers that rely on keen hearing in the dark.
Faerzress Surge. Your time below the earth has left you suffused with faerzress, the ancient and mysterious magical energy of the Underdark. Immediately after you roll a 1 on a D20 Test, the faerzress suffused within you surges forth. Roll on the Faerzress Surge table to determine the effect of this magical emanation. Once one of these effects occurs, the faerzress lies dormant within you and does not manifest again until you finish a Short or Long Rest.
When you reach 5th Level, your control of the faerzress within you grows. As a Bonus Action, you can choose to roll on the Faerzress Surge table without having to roll a 1 on a D20 Test beforehand.
| 1d6 | Effect |
|---|---|
| 1 | You emanate Dim Light in a 10-foot radius and cannot benefit from the Invisible condition for the next minute. |
| 2 | For the next minute, any creature attempting to teleport into, within, or outside of a 30-foot radius centred on you must make a DC 15 Constitution saving throw. On a failed save, the creature takes 1d10 Force damage and the teleportation attempt fails. |
| 3 | Illusory mushroom spores and small light-refracting crystals dance and drift through the air within 10 feet of you for the next minute. |
| 4 | For the next minute, you and all creatures within 30 feet of you have Advantage on saving throws against Divination spells. |
| 5 | A Flumph appears in a random unoccupied space within 10 feet of you, drawn to the concentrated faerzress energy. The creature is under the DM's control, is Friendly toward you and your allies, and vanishes after 1 minute. Subsequent rolls on this table will summon the same creature each time, unless it has died, in which case a different Flumph will appear. See the Monster Manual for the creature's stat block. |
| 6 | For the next minute, you gain Darkvision with a range of 120 feet. If you already have Darkvision, its range increases by an additional 60 feet. This sight can also see through magical Darkness as if it were nonmagical. |
Previous Versions
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11/14/2025 4:57:07 AM
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1.0
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Coming Soon
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