General Feat (Prerequisite: Level 4+, Charisma 13 or higher)
You have transformed into a banshee – a sorrowful, spectral female entity of death and woe. This change is permanent and grants you a suite of supernatural abilities tied to curses, wails, flight, and regeneration.
Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
Gender Transition. When you take this feat, you become female regardless of your original gender. This change is magical and permanent – no magic short of a wish spell can reverse it. Your appearance is slightly enhanced (facial features become more refined and alluring), and you gain advantage on Charisma (Persuasion) checks made to seduce or charm.
Flight. You sprout a pair of brown‑feathered wings from your back. You gain a flying speed equal to your walking speed. You cannot fly while wearing heavy armor unless the armor is specifically designed to accommodate wings.
Regeneration. At the start of each of your turns while you have at least 1 hit point, you regain a number of hit points equal to your proficiency bonus (minimum 1). This regeneration does not function if you have taken radiant damage since the end of your last turn, or if you are in direct sunlight.
Weakening Curse. As an action, choose one creature within 30 feet that you can see. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become cursed for 1 minute. While cursed, the target has disadvantage on Strength and Constitution saving throws and on melee attack rolls. You can use this curse a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Death Wail. Once per long rest, as an action, you can unleash a terrifying wail. Each creature of your choice within 30 feet that can hear you must make a Constitution saving throw. A creature under the effect of your Weakening Curse makes this save with disadvantage.
- Effect on failure:If the creature has 50 hit points or fewer, its hit points drop to 0 (it becomes unconscious but stable). If it has more than 50 hit points, it takes 8d6 necrotic damage.
- Effect on success:The creature takes half damage (or no damage if it had 50 HP or fewer; instead it takes 4d6 necrotic damage on a success).
This wail does not affect constructs, undead, or creatures immune to the frightened condition.
Banshee Shriek. As an action, you can emit a sharp, piercing shriek in a 15‑foot cone. Each creature in that area must make a Wisdom saving throw (same DC as above). On a failure, the creature is stunned until the end of your next turn. On a success, it is not stunned but has disadvantage on its next Wisdom saving throw before the start of your next turn. You can use this shriek a number of times equal to your proficiency bonus, regaining all expended uses after a short or long rest.
Evil Summoning. You can summon lesser evil entities from beyond the Astral Barrier. As an action, you can cast the summon lesser demons spell (or summon shadowspawn, your choice) without material components. The summoned creature’s CR cannot exceed your proficiency bonus – 2 (minimum CR 1/4). You can use this ability once per long rest. Additionally, you can perform a 10‑minute ritual to summon a single evil spirit (use specter or shadow stat block) that obeys your commands for 1 hour. This ritual requires no resources but can be used only once per long rest.
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