Starting at 2nd level, you can pick one of the following Transformation Boons. You also gain this level’s Transformational Flaw.
Transformation Boon: Brand of the Chainer’s Gaze
As a bonus action on your turn, you can brand a creature within 60 feet of you with a fiery mark that diminishes their resolve. The target must make a Wisdom saving throw, and on a failed save they are branded. Whenever a creature branded in this way makes a saving throw, they must roll 1d6 and subtract the result from their saving throw. A creature remains branded this way for 1 minute. The brand disappears if the creature is knocked unconscious, enters hallowed ground, or is targeted by the remove curse spell. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.
Transformation Boon: Brand of the Tyrant’s Hellfire
As a bonus action on your turn, you can brand a creature within 60 feet of you with a fiery mark that exudes hellfire. The target must make a Charisma saving throw, and on a failed save they are branded. Whenever you hit a creature branded in this way with an attack, you deal an additional 1d6 fire damage.
A creature remains branded for 1 minute. The brand disappears if the creature is knocked unconscious, enters hallowed ground, or is targeted by the remove curse spell. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.
Transformation Boon: Brand of the Deceiver’s Guile
As a bonus action on your turn, you can brand a creature within 60 feet of you with a fiery mark that twists their senses and perspective. The target must make an Intelligence saving throw, and on a failed save they are branded. Whenever a creature branded in this way attempts to attack you, they must roll 1d6 and subtract the result from their attack roll.
A creature remains branded this way for 1 minute. The brand disappears if the creature is knocked unconscious, enters hallowed ground, or is targeted by the remove curse spell. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.
Transformation Boon: Brand of the Slaver’s Leash
As an action, a flaming whip appears in your hand and lashes out at a creature you can see within 10 feet of you. That creature must make a Dexterity saving throw against your Transformation Save DC. On a failed save, the creature takes 2d4 fire damage and is inflicted with a searing brand.
While branded in this way, the creature is tied to you with a wreathing leash of flame and cannot use its movement to move more than 10 feet away from you. On your turn, you may use a bonus action to drag the creature up to 10 feet in any direction. You may also use your reaction to prevent any event that would take the creature out of range. For example, if the branded creature uses the misty step spell to move out of the 10 feet radius, or an ally of the target attempting to physically drag their ally out of the leash’s range, the attempt fails.
Spells that have the ability to teleport multiple people, like dimension door, work as intended for all involved except for the branded creature.
A creature remains branded this way for 1 minute. The brand disappears if the creature is knocked unconscious, enters hallowed ground, is targeted by the remove curse spell, or if the creature is more than 10 feet away from you at the end of any turn.
Transformation Flaw: Hideous Appearance
Your appearance has grotesquely transformed. Your skin becomes red and leathery, and vicious horns, teeth and nails erupt through the surface of your skin. You can suppress this form and present the appearance of the humanoid you once were, but this is taxing and requires concentration. Moments of stress are likely to reveal your true nature. In the following situations your true form is revealed:
• Concentrating on a spell.
• Gaining the unconscious condition.
• Entering hallowed ground.
• Choosing to reveal yourself.
In events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.
Non-evil creatures that witness your true form become instantly hostile to you, unless the GM decides otherwise.
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