Bearing this brand is a profound taboo. Those who are
scarred with this mark are fiercly hunted by all the noble
families of the Tritons, as the bearer always falls sooner
or later to the corruption of the Deep One, risking
plunging the Citadel of the Depths into the apocalypse.
Little is known on how one obtains such a brand in the
first place. The marks coil around the chest of its
wearer, ensnaring its heart. Perhaps this brand is
sought for; due to the power it grants, perhaps some
souls weren't given a choice. One thing is for certain, this
mark can never be removed, and only death will sever
the Deep One's influence over the mind of those who
bear it.
By bearing this brand you gain the following abilities:
Tentacle of the Depths. As a bonus action, you can
summon a tentacle to restrain your foes. They must
succeed on a Dexterity saving throw, DC equal 8+ twice
your proficiency or be restrained by the tentacle for 1
minute. A restrained creature can repeat the saving
throw at the end of each of their turns, ending the effect
on a success. You must concentrate on this ability as
you would concentrate on a spell. If a creature succeeds
on the save you can force them to reroll the saving
throw potentially causing it to fail. To do so you sacrifice
a number of hit points equal to the CR or level of the
creature you are fighting.
Once you've used this ability you cannot use it again
until you complete a short or long rest.
Cursed Regeneration. Upon getting this brand all your
wounds heal miraculously, even missing limbs or
organs will regrow, and any disease afflicting you will be
cured. In addition at the start of each of your turns, if
you have no more than half of your hit points left, you
regain 8 hit points. You don't gain this benefit if you
have 0 hit points. Each time you heal 20 hit points in
this way you gain one temporary madness. When you
have 2 of them you gain one long-term madness. A long-
term madness gained in such a way can only be cured
by a wish spell, or greater restoration spell cast at 9th
level. When you have accumulated 3 long-term madness,
you fall under the complete control of the Deep One.
Rule Variant.
You can choose to not use this regeneration despite
being under half hit points. To do so you need to
make a DC 15 Wisdom saving throw at the start of
your turn, when you are under half your hit point
maximum. On a success, the regeneration doesn't
activate for the next hour, unless you wish it to.
On a failure the regeneration activates.
Curse. One marked with this brand it can never be
removed until your death, short of a wish spell.
(All credit to MonkeyDM on Patreon.)
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