The Domains of Dread are home to many ancient and powerful witches, warlocks, and sorcerers. Through your countless journeys and travels across the Domains of Dread, you have learned the forbidden arts, spells, secrets, and skills of witchcraft. By acquiring the knowledge and skills from witches across the Domains of Dread, this powerful relic comes in the form of a strange metallic pentagram. Upon attuning to it, the pentagram burns itself into your skin and melds with your flesh, remaining a part of your very soul. You cannot un-attune to this item unless a Remove Curse or similar magic is cast upon you.
The treasure grows as you progress through the ranks of the Survivor's Enclave faction (starting at Explorer), requiring the wielder to complete a quest and acquire unique materials to evolve the blessing to its next stage.
Explorer (T3):
Tools of Witchcraft: You gain proficiency in Alchemist’s Supplies and Enchanter’s Tools. If you already have proficiency, it becomes expertise instead.
Witch's Hex: As a bonus action, you can cast Hex on a creature at the highest level you can cast (minimum of one), except it does not require concentration. You may use this feature a number of times equal to your proficiency bonus before requiring a long rest to regain expended uses.
Haunt Hunter (T4):
Your save DC for spells and abilities increases by 1 (does not stack with other items or caster attunements). You gain a +1 bonus to attacks.
Domain Delver (T5):
Knowledge of the Covens: You have advantage on checks made with Alchemist’s Supplies and Enchanter’s Tools.
Sapping Curses: Creatures cursed or hexed by you have disadvantage on saving throws against your spells and abilities.
Enclave Expert (T6):
Your save DC for spells and abilities now increase by 2 (does not stack with other items or caster attunements). You gain a +2 bonus to attacks.
Foundation Facilitator I (T7):
Bubble, Toil, and Trouble: You may add a d6 to checks you make with your Alchemist’s Supplies, Enchanter’s Supplies, and Calligrapher’s Supplies. You also gain expertise in Calligrapher’s Supplies.
Enduring Curses: Creatures cannot be immune to curses, hexes, or diseases you inflict upon them and must succeed on an Intelligence saving throw against your Spell Save DC when attempting to remove them otherwise the attempt fails.
Foundation Facilitator II (T8):
Your save DC for spells and abilities now increase by 3 (does not stack with other items or caster attunements). You gain a +3 bonus to attacks.
Foundation Facilitator III (T9):
Master of Witchcraft: You may add your Intelligence modifier (minimum bonus of 1) to any checks you make with Enchanting Tools, Alchemist’s Supplies, and Calligrapher’s Supplies.
Vile Curse: As a bonus action, you can choose to afflict a creature within 120 feet of you with one of the following curses. The creature must succeed on a Constitution saving throw against your Spell Save DC or 10+your proficiency bonus+your Intelligence modifier or suffer one of the following curses. At the end of the creature’s next turn, it may make a constitution saving throw against your Spell Save DC or 10+your proficiency bonus+your Intelligence modifier. On a success, the curse ends.
Blinding Sickness: Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Curse of Enfeeblement: A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Curse of Rot: The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Curse of Confusion: The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Curse of Trembling: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Curse of Blood: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is incapacitated until the end of its next turn.
Paranormal Paragon (T11):
Iggwiliv's Legacy: When you see a creature within 60 feet of you casting a spell, you may interrupt it. If the creature is casting a spell using a spell slot of 8th level or lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a saving throw against your Spell Save DC or 10+your proficiency bonus+your Intelligence modifier, or the spells fails and has no effect. You may only take this reaction once per round.
Notes: Member of the Survivor's Enclave
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