Violent Ends Image

Your reborn mind is fractured and incomplete, your past a tangle of vague recollections and brief glimpses. You gain the following features.

Echoes of the Past. You gain echo points that represent your progress toward recovering your memories and flashes of insight from your past. Echo points do not expire until they are used or lost. You gain 1 echo point every time you succeed on an investigation or insight check, and you gain an additional 1d4 echo points if you succeed on the check by more than 5. You can gain these additional points a number of times equal to your proficiency bonus. If you roll a 20 when you make an investigation or insight check, you gain 1d6 echo points in addition to any other echo points gained.

For Once, Then, Something. As a Magic action, you can spend your echo points in the ways listed on the following table. If you would cast a spell in doing so, use your spell save DC, and no material components are required.

Ability Echo Point Cost
Gain Advantage on the next Investigation or Insight check you would make in the next 60 seconds. 1
Cast Borrowed Knowledge. 2
Hauntingly Familiar. Once per long rest, you can make a DC 15 Wisdom check to tap into your intuition and roughly glean information about your surroundings or current situation. You might, for instance, try to determine if an object or area seems dangerous or benign, whether or not you are safe from immediate harm, or whether a path or idea is leading you in the right direction. 3
Trigger a minor Epiphany. 5
Trigger a major Epiphany. 10


Fractures.
 The lingering deleterious effects of being reborn cause sporadic mental strain that hinders your recovery, particularly during times of stress or hardship. You accrue fractures according to the table below. Every time you take a long rest, remove 1d6 fractures. If you use your downtime during a long rest to focus on restoring yourself, you can remove all of your fractures instead. During a short rest, you can expend your hit dice to remove 1d4 fractures per die expended instead of hit points.

Trigger Fractures Accrued
Fail an Investigation or Insight check. 1
Critically fail an Investigation or Insight check. 1d4
Witness an ally or companion fall unconscious. 1d4
Witness an ally or companion die. 10

When you have at least 3 fractures, you take a 1d4 penalty to any Intelligence or Wisdom checks. When you have at least 6 fractures, you have disadvantage on any attack rolls you make. When you have at least 10 fractures, you gain the severed condition.

Epiphanies. A minor epiphany allows for asking the DM a question about your background, which the DM will provide a truthful answer about. The answer may come in the form of a narrative, a riddle, or a direct answer. A major epiphany allows for a more detailed version of the same as well as a free use of [spells]Commune[/spell], provided all questions are related to information revealed in the epiphany or other relevant narrative details. When you gain a minor epiphany, you also gain 1 fracture. When you gain a major epiphany, you gain 2 fractures.

Severance. Excessive fractures lead to a temporary mental breakdown, causing a dissociation from reality and the severed condition. While you have this condition, your conduct becomes unpredictable, chaotic, and illogical, and you are compelled to take one of the following actions, rolling a D6 at the start of each round to determine your behavior:

  • 1: You expound vociferously and insistently upon random conspiracy theories that could not possibly be true.
  • 2: You loudly describe in lurid detail the most morally reprehensible and socially unacceptable behavior conceivable given the current social situation you find yourself in.
  • 3: You grab the nearest ally or companion and drags them to safety. If they are unwilling, you attempt to force them to do so, becoming angry if they refuse to comply.
  • 4: You physically attack the nearest creature you can perceive, accusing them of attempting to murder you and foiling your schemes.
  • 5: You remove all of your clothing while laughing hysterically and run streaking in a random direction while screaming a treasured childhood lullaby.
  • 6: You begin digging yourself a shallow grave while wailing about the imminent demise of all that is holy and good in the world.

This behavior continues until you are knocked unconscious or until you are restored to your senses via a greater restoration spell or other similar magical effect. When the severed condition ends, you gain one level of exhaustion.

Violent Ends Image

Comments

Posts Quoted:
Reply
Clear All Quotes