Origin Feat
Long ago an order of paladins swore that they would defend a temple with their lives. But when the temple’s walls were breached, the paladins ran away. As punishment, their god placed a curse on these paladins and all their descendants, if they ever broke another promise they would turn to stone. As a carrier of this ancient curse, you gain the following benefits:
Courage. You have Advantage on Saving throws made to end or avoid the Frightened condition.
Integrity. You have Advantage on Wisdom saving throws made to avoid or end effects that would make you break a promise.
Curse of Honor. Whenever you willingly break a promise you made, you activate your curse. This does not need to be a formal promise, the curse treats anything you agree to do for another person as a promise. The only exception to this rule is that if you are forced to break one promise to fulfill another, you do not activate the curse.
When your curse is activated, you gain one level of Exhaustion as your body begins to petrify. When you take a Long Rest while the curse is active you don’t remove Exhaustion levels, instead you gain another level of Exhaustion. If you reach 6 Exhaustion levels while the curse is active you don’t die, instead you gain the Petrified condition. This effect can only be ended if you find a way to meaningfully atone for your actions. If you manage to atone, all the Exhaustion levels you gained from the curse disappear after your next Long Rest.
The Curse of Honor cannot be permanently removed by anything except a Wish spell or a deity. Any other effect that removes a curse removes one Exhaustion level and ends the Petrified condition, but has no other effect.
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