Eternal Servitude Image
Prerequisite: Level 19+
 

Ascendant Feat (Prerequisite: 1 T9 Feat)

Instead of ascending, Ember unlocks the ability to convert Cosmic Dust into Dendar's Favor. This is mechanically the same as Cosmic Dust and can be converted into Dendar's Favor at any time. This resource fuels his active abilities that grant him Foreboding.

Passive Ability: Trepidation - Ember may manifest nightmares in any unconscious creature he can see in range or a creature he has previously cast Detect Thoughts on. The creature gains trepidation against Ember, which grants Ember advantage on Intimidation and Persuasion checks as well as a +10 bonus for those skill checks against that creature as long as they are on the same plane of existence. He may do this a number of times equal to his proficiency bonus per long rest. 
Passive Ability: Foreboding - For every point of Dendar's Favor spent, Ember gains a corresponding amount of Foreboding that unlocks abilities at 200, 400, 700, and 1000 Foreboding.

BASELINE FOREBODING

Active Ability [Scion of Dendar - Spend 20 Dendar's Favor + 10 per additional weapon die beyond the initial] - Whenever Ember lands a hit with an attack, he may spend Dendar's Favor to amplify the weapon damage rolled for the hit.  He may add 2 extra die of the damage type of the weapon used in the attack, plus an additional die for each 10 Dendar's Favor he expends beyond the initial 20. If the target has Trepidation against Ember, he may add 2 additional die for each 10 Dendar's Favor he expends beyond the initial 20 instead. He may do this a number of times equal to his proficiency bonus per short rest. 

200 FOREBODING

Active Ability [Nightmare Fuel - Spend 30 Dendar's Favor] - Ember is able to utilize a small portion of Dendar's ability to glimpse dreams. As a bonus action, Ember can choose any number of creatures up to his proficiency bonus that he can see and they must make a Wisdom saving throw with a DC equal to his save DC. On a failure, he can learn the surface thoughts as well as one fear from each creature as if they cast Detect Thoughts. On a success, he only learns the surface thoughts, and they are aware that he has invaded their mind. On a success or failure, they have trepidation against Ember.

400 FOREBODING

Active Ability [Recurring Nightmare - Spend 60 Dendar's Favor] - As a bonus action, Ember can assault the psyche of target creature he can see within 120 ft, casting the Mental Prison spell without needing material components. If Ember knows one of the target creature's fears, the initial save DC increases by 5 and the spell ignores immunity to Charmed, Restrained, and psychic damage, and it can be cast as a free action.

700 FOREBODING

Passive Ability [The Great Work] - Ember has expanded the influence of Dendar to a point where nightmares themselves walk the mortal realms and commoners dread going to sleep near him without realizing it. Whenever Ember takes a short or long rest, all creatures within 120 ft. of him, or who have had trepidation against Ember must roll a d20. On a 5 or lower, they do not gain the benefits of the short or long rest. On a 10 or lower, they additionally gain trepidation against Ember if they don't already have it, and if they do already have trepidation against Ember, a CR appropriate Aberration or Monstrosity materializes that is hostile to that creature at the DM's discretion.

1000 FOREBODING

Passive Ability [Trim the Timeline] - Tenebrous the Watcher has been carefully watching Ember ever since agreeing to share time with him, and he has seen the future unfurl in the darkest of timelines. As soon as Ember reaches 1000 Foreboding, he recognizes that this timeline too, shall fall to darkness. The next time Ember would make a D20 Test, Tenebrous secretly shunts him to a different timeline so Ember may start anew, and hopefully make better choices. Ember gains the benefit of a long rest, and all of his debuffs are removed as if he did not have them, and his HP is restored fully. All exhaustion is cleared if he had any, and he may roll the D20 Test at advantage. 

When this happens, Ember's Foreboding is reset to 0, and he has no recollection of events subsequent to gaining this boon. When this effect happens, Ember gains the attention of a higher deity or planar power, noticing the formidable amount of power he wields and the jump in the timeline. At the DM's discretion, this entity may choose to intervene in this realm or another, following Ember's whereabouts as if the scrying spell were permanently cast on him. The scrying eye for such a spell is immune to effects that would dismiss, dispel, or destroy it, however a DC 40 Arcana check can ascertain that he is being watched.

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