
Prerequisite: Requires seeing a cosmic evil, such as Atropus, Ityak-Ortheel, or The Eldest.
You saw what no one should. Your mortal mind, having witnessed incomprehensible dread on a cosmic scale, will forever be in a cold, indifferent mental prison that it has constructed for itself. You cope, but barely.
Learning to live with this burden grants you the following benefits:
- Increase your Wisdom or Intelligence ability score by 2, up to a maximum of 20. You must then decrease the other ability score by 2. The event that scarred you has left you either perpetually paranoid, or foolishly curious.
- No matter how terrifying the odds may seem, you've experienced far, far worse. You have advantage on saving throws against being frightened. Additionally, when you suffer psychic damage, you can use your reaction to gain resistance to psychic damage until the end of your next turn. This resistance also affects the triggering damage. Once you gain resistance to psychic damage in this way, you cannot do so again until you finish a short or long rest.
You also gain one of the following traits. You can choose the trait yourself, or allow the DM to choose one for you by rolling 1d10 on the table below.
Witness of the Great Beyond
d10 | Trait |
1 | You think you learned the Prestidigitation cantrip. When you "cast" it, only you can see its effects and are convinced it worked as intended. If you already have Prestidigitation learned, its effects can become harmlessly horrifying, at the DM's discretion. |
2 | You learn a language that consists of what is described to you by those you ask as mad gibbering. No one understands this langauge but you, and you are certain beyond doubt it is real. Writings in this language look like random rows of scratches. Creatures that attempt to learn this language from you will find it physiologically impossible to pronounce some of the sounds you can make when you speak it. At the DM's discretion, aberrations that can understand at least one language can also understand this language. |
3 | Whenever you kill an aberration, a celestial, or a humanoid, you must make a DC 12 Wisdom saving throw. On a failure, you enter a fit of inconsolable crying for 1 minute. You can still perform normally while crying inconsolably, but you can choose to be stunned for the duration, instead. |
4 | Your eyes become milky white, or pitch black (your choice). You retain all of your visual senses. |
5 | Food and drink taste like nothing to you. However, you still require sustenance to survive, unless you have an ability that negates normal nutritional necessities. |
6 | The voices speak to each other frequently about concurrent events and individuals you know. Nothing they say is ever situationally beneficial, and they never respond to you when you address them. |
7 | Your skin turns a transclucent, bluish gray hue, making your blood vessels and internal organs partially visible. |
8 | You speak in monotone, and your facial expressions become weaker than was normal for you. |
9 | You think dead creatures are never truly dead. |
10 | You lose the ability to sleep, and can only fall asleep by magical means. However, you still gain the benefits of completing short and long rests without sleeping, through wakeful resting, meditating, or keeping yourself busy with light activities. |
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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1/27/2020 7:54:57 PM
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34
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3
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Coming Soon
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4/13/2020 9:30:09 PM
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45
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2
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3.1
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Coming Soon
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Addendum: This is meant to be only attainable upon meeting the prerequisite, not on level up. You can rule otherwise, but bear in mind that most players would rather just take an ASI.