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Darkest Gifts

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ertain gods are willing to bestow powerful CuSith, Lord of Wolves
abilities to mortals they deem worthy of their
favor. These abilities are called dark gifts. They Prerequisite: 8th level
grant unnatural powers to their beneficiaries, but CuSith's gift is the power of lycanthropy. You grow a thick
at a price. coat of scraggy wolf-like fur, which grants you advantage on
Constitution saving throws made to resist the effects of cold
At certain levels, your class gives you the Ability Score weather. You also gain resistance to bludgeoning, piercing,
Improvement feature. Using the optional dark gifts rule, you and slashing damage from nonmagical weapons that aren't
can forgo taking that feature to take a dark gift of your choice silvered.
instead. You can take each dark gift only once, but may take You also develop a painful allergy and mental aversion to
any number of dark gifts. silver, which causes you to break out in blistering rashes on
These choices may not be for everyone's game, they're contact. You are vulnerable to weapons that are silvered, and
geared more for a gothic horror or Lovecraftian setting but when you are exposed to silver or in base physical contact
they could reasonably be apart of any universe. This with silver, you suffer disadvantage on all attack rolls and
supplement is more for those of you that would like player Dexterity checks for 1 minute.
death to be meaningful without necessarily being final, or
those who would like to give players the option to delve into Dagon the Trickster
more occult pursuits. Prerequisite: 8th level
Dagon's gift is the power of teleportation. This dark gift
Ahzrukahl the Unnering grants you the benefits of the Cape of Mountebank.
Ahzrukahl's gift is to read and understand all languages. This Your lungs burn as if from acute smoke inhalation, and you
dark gift allows you to read all writing and understand all exhale wisps of smoke with every breath. You suffer
languages and you gain telepathy out to a range of 30 feet. disadvantage on all Strength (athletics) checks due to a
Upon recieving this gift, your mouth melts away leaving a constant, irritating cough brought on by this affliction.
smooth patch of skin where your mouth was. You can no
longer eat or drink, nor do you require it to survive. Dahlver-Nar, He of the Many
Teeth
Alghul, the Mad Dog Dahlver-Nar's gift is the power to live many lives. Upon
Alghul's gift is the power of foresight. You hear whispers from receiving this dark gift, when you die, roll a d20. On a result
an unseen malevolent source which taunt you with truth, of 11 or higher, you instantly become reincarnated as though
mistruth, and horrors beyond reason. Once per long rest, you you were the target of a reincarnate spell. The new body
can attune to these voices, granting you the benefits of an appears within 10 feet of the old one.
augery spell. You lose all of your teeth upon being reincarnated.
Each time you attune to the voices you must succeed on a
DC 12 Wisdom saving throw or gain one random effect of Delban, the Star of Ice and Hate
long-term madness as determined by your DM. (see page 260 Prerequisite: 8th level
of the Dungeon Master's guide.) Delban's gift is the power to unleash deadly cold. This dark
gift allows you to cast the cone of cold spell as an action once
Belrond, the Crimson Fang per long rest. You also gain the benefits of a ring of warmth.
Prerequisite: 8th level Your skin becomes icy-cold to the touch and appears
Belrond's gift is the power of vamprirism. This dark gifts frostbitten. You are vulnerable to fire damage and you gain
grants you the power to cast the gaseous form spell once per the following flaw: "fire terrifies me."
long rest. During the night, at the start of each of your turns,
you gain 1d4 hit points if you have at least 1 hit point Demetre, Vigilant of Doom
remaining and you have not taken radiant damage since your Demetre's gift is the power of vigilance. You grow an
last turn. additional face on the back of your head. While the second
You exude an aura of dread and mistrust, you have face is uncovered you are considered proficient in Wisdom
disadvantage on Charisma (deception) checks, you have no (perception) checks that rely on sight (if you are already
reflection, and you are vulnerable to radiant damage. proficient, your proficiency is doubled) and you cannot be
surprised, except when incapacitated.
At inopportune times it begins to argue with you, giving you
disadvantage on Intelligence (investigation) checks and you
gain the following flaw: "I will run to preserve my own hide in
combat when the going gets tough."
Drizlash, the Nine-Eyed Spider Great Taar Haak, the Five-Headed
Drizlash's gift is the power to walk on walls and ceilings. This Destroyer
dark gift allows you to climb difficult surfaces, including Taar Haak's gift is great strength. This dark gift grants you
upside-down on ceilings without needing to make an ability the effects of a gauntlets of ogre power and you gain
check. advantage on Strength saving throws.
You grow 1d6+1 eyes on random locations all over your You gain the following flaw: "I like to bully others and make
body. The eyes are blind and cannot open. them feel weak and inferior."
Erandul the Slayer Gwynevere, Aegis of the Dawn
Prerequisite: 8th level Gwynevere's gift is the power of sunlight. One of your hands
Erandul's gift is the power of destroying life. This dark gift erupts with searing pain (which quickly fades to a dull throb),
allows your unarmed strikes to deal 1d8 necrotic damage and as a network of jagged, recently-healed wounds appears from
gain the properties of a nine lives stealer with 10 charges. wrist to elbow. As a bonus action, you can flex the muscles of
Your Constitution score decreases by 2 and your nails grow your scarred limb causing the wounds to tear open and shed
to 6 inches in length. Each time you expend a charge from bright daylight in a 30-foot radius and dim light for an
your unarmed strike, a fingernail falls off. When the last additional 30 feet and each creature that can see you within 5
charge is expended, your soul is claimed by Erandul the feet must succeed on a DC 12 Constitution saving throw or
Slayer. be blinded until the start of your next turn. While shedding
light, the character’s arm is wracked with lancing pain
Fekre, Queen of Poxes making it impossible to hold or manipulate objects with the
Prerequisite: 8th level injured limb.
Fekre's gift is the power of spreading disease. This dark gift You no longer have darkvision if you had it before, and you
allows you to cast the contagion spell as an action once per gain the following flaw: "I am terrified of the dark."
long rest. Khirad, the Star of Secrets
You reek of filth, creatures have advantage on
Wisdom(perception) checks made to detect you that rely on Khirad's gift is the power of divination. This dark gift allows
smell. Whenever you are hit with a melee attack you emit an you to cast the scrying spell as an action once per long rest.
involuntary cloud of stench and any creature within 5 feet of Your voice becomes a low whisper, and your smile becomes
you must succeed on a DC 10 Consitution saving throw or be evil and cruel.
poisoned until the start of your next turn. On a successful
save, a target is immune to your stench for 24 hours. Lillethe, Master of the Mind
Feldir, the Huntsman Prerequisite: 8th level
Lillethe's gift is the power of mental manipulation. This
Feldir's power grants you the power of the hunt. This dark gift dark gift allows you to cast the detect thoughts and
causes your face to lengthen and contort into a wolflike telekinesis spells as an action once each per long rest.
muzzle and the bones in your legs to elongate into powerful, One of your arms becomes ghostly and incorporeal, it
canine limbs. Your speed increases by 10 feet. You are cannot hold or manipulate objects. You must also make DC
proficient with unarmed strikes and your claws are 12 Dexterity checks to do things that would normally require
considered light melee weapons that deal 1d6 slashing two hands, at your DM's discretion.
damage on a hit.
You are often mistaken for a werewolf unless you take Minarkos, the Gray-Scaled Thing
special care to conceal your deformities through use of a Minarkos' gift is the power of physical toughness. You gain a
disguise kit, or are the target of a disguise self spell. Upon +1 bonus to AC and a +1 bonus to all saving throws.
recieving this gift, you must eat and drink 6 times the normal Your body is covered in itchy, cracked, gray scales and you
amount each day. gain the following flaw: "I am wary and distrustful of
Golgora, the Skinwalker members of other races."
Golgora's gift is the power of subterfuge. You can cast the
spell disguise self as an action.
You forget your true form, and must take the likeness of a
humanoid you have seen before and gain the following flaw:
"I have no identity, I feel like I do not fit in with any group."
Gorza the Defiler
Gorza's gift is the power of unfettered locomotion. You ignore
difficult terrain and gain a climbing speed of 30 feet.
Your feet change to resemble those of an ape. You cannot
wear shoes and your walking speed is reduced by 5 feet.

Great Taar Haak, the Five-Headed


2
Minnerva, Dark Weaver Quaarth, Envoy of the Crypt
Minnerva's gift is the power to create immutable darkness. Quaarth's gift is the power to communicate with the dead.
This dark gift allows you to cast the darkness spell as an This dark gift allows you to cast the spells speak with dead
action once per short rest and grants you the ability to see and zone of truth as an action.
through magical darkness out to a distance of 60 feet. Your skin is sickly and necrotic, and you cannot willfully tell
You cast no shadow and gain the following flaw: "I believe a lie.
others seek to undo me, and covet all I have and have
accomplished." Every time you cast the darkness spell using Rashegul, Gaze of the Void
this dark gift, you must roll a d20, on a roll of 1, your vision Rashegul's gift is the power of the gorgon. This dark gift
fades to impenetrable darkness and you are considered blind. allows you to turn a creature to stone as an action. A target
Only a greater restoration or a wish spell may restore your that can see you within 30 feet must succeed on a DC 15
sight. Wisdom saving throw or become petrified. (see pg. 291 in the
Nargulzar, Mother of Rats Player's Handbook) You must finish a long rest before you
can use this ability again.
Nargulzar's power is summoning vermin. This dark gift You grow a grotesque third eye on your forehead and you
allows you to summon a swarm of rats to an occupied space have disadvantage on saving throws to resist the effects of
within 30 feet of you as an action (your DM has the game spells.
statistics for this creature).
You grow a massive rat tail that trails behind you and drags Savnok, the Inscrutible
on the ground as you walk. You take any damage your rats Savnok's gift is the power to shield the mind. This dark gift
take. takes the form of a mind blank spell cast on you.
Norganas, the Finger of Oblivion Upon recieving this dark gift, you have disadvantage on
Charisma (persuasion) checks and your eyes melt away,
Prerequisite: 8th level leaving empty sockets that can still see. You have blindsight
Norganas' gift is the power to turn life into undeath. This out to a range of 60 feet, but are blind beyond this distance.
dark gift allows you to cast the finger of death spell as an
action once per long rest. Sehna, the Huntswoman
When you use this ability, you must succeed on a DC 15 Sehna's gift grants you the power of keen senses. You develop
Constitution saving throw or drop to 1 hit point. Your blood is a bestial awareness, granting you advantage on Wisdom
pitch-black and viscid, like tar. (Perception) checks that rely on smell. You also have
Oztogoth of the Great Beyond advantage on attack rolls against a creature if at least one of
your allies is within 5 feet of the creature and the ally isn't
Prerequisite: 8th level incapacitated.
Oztogoth's gift is the power to alter your own state of Animals (wild and domestic) are threatened by you, and
matter. This dark gift allows you to polymorph into a black consider you hostile and predatory. You suffer disadvantage
pudding as an action once per long rest. This effect lasts up on all Wisdom (Animal Handling) rolls. Your nose is very
to 1 hour or until you drop to 0 hit points or polymorph back sensitive, you have disadvantage on saving throws to resist
as a bonus action. the effects of inhaled poisons.
You Have disadvantage on Dexterity saving throws and you
gain the following flaw: "I am extremely lazy, and would Senethal, the Dark One
rather make others do hard work for me." Senethal's gift is the power of shadows. this dark gift allows
Petra, the Plague Maiden you to to spawn a shadow as an action once per long rest.
Your DM has the statistics for it in the monster manual. The
Prerequisite: 8th level shadow creature is your very own shadow, and it is thus
Petra's gift is mastery over insects. This dark gift allows linked to your lifeforce. The shadow's hit points are equal to
you to cast the spell insect plague as an action once per long half of your current hit points, and you retain the other half. If
rest. Countless insects have taken residence in your ears. As your shadow drops to 0 hit points, so do you. You can't
an action, you can pull an insect from your ear, which can be dismiss your shadow, it magically reunites with you after 1
consumed by any character to restore a number of hit points hour.
equal to their level. A character can only benefit from eating Once you recieve this gift, your heart beat slows until it
one of these insects once per long rest (eating additional nearly stops, beating once, maybe twice in a day.
insects provides no benefit, and instead sickens the
character).
You have disadvantage on Wisdom (perception) checks that
rely on hearing and gain the following flaw: "I remember
every insult I've received and nurse a silent resentment
toward anyone who's ever wronged me."

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Seriach, the Hell Hound Whisperer Tenebrous, Dusk Seer
Seriach's gift is the power to summon and control hell Tenebrous' gift is nightly vigilance. This dark gift grants you
hounds. This dark gift allows you to summon a hell hound to advantage on all Wisdom (perception) checks made at night
an unoccupied space within 30 feet of you as an action once and disadvantage on Wisdom (perception) checks made
per long rest. The hell hound acts on your turn. during the day. This effect persists even indoors. You gain
If the hell hound dies before slaying another creature, your darkvision out to a range of 60 feet, or, if you already had
hit point maximum is halved until you finish a long rest. You darkvision, the range increases to 120 feet.
gain the ability to speak and understand infernal. Sulfurous You cannot sleep (but still gain the benefits of resting) and
smoke issues from your body when you speak it. you gain the following flaw: "I am infuriated by the slightest
annoyance."
Shami-Amourae, the Lady of
Delights Terrantec, the Many-Faced Horror
Shani-Amourae's gift is the power of persuasion. This dark Terrantec's gift is the power of caustic retribution. Your blood
gift allows you to cast the suggestion spell as an action once becomes a corrosive acid. A creature within 5 feet of you that
per short rest, and saving throws against the spell have hits you with a melee attack must succeed on a DC 12
disadvantage. Constitution saving throw or take 1d10 acid damage. You are
You gain an extra finger on each hand as well as the immune to acid damage.
following flaw: "I can't get enough pleasure. I desire others to Your skin is covered in horrendous boils filled with acidic
create beauty for me at all times." pus and blood and you gain the following flaw: "I am
claustrophobic and abhor the close proximity of others."
Sykane, the Soul Hungerer
Theros, Lord of the Fire Giants
Prerequisite: 8th level
Sykane's gift is the power to raise the recently deceased. Theros' gift is the power of fire. This dark gift allows you to
This dark gift allows you to cast the raise dead spell as an imbue any weapon you wield with the properties of a flame
action once per long rest. tongue as an action by expending one hit die.
As soon as the dark gift is received, your eyes glow a sickly You are in constant writing pain, granting you disadvantage
yellow and you also gain the following flaw: "If I help on Wisdom(perception) checks and Constitution checks
someone, I expect payment in return." If you raise a creature made to maintain concentration on spells. When a weapon
from the dead with this dark gift, you suffer the same you wield is aflame, your hair falls out and your skin turns to
penalties to all attack rolls, ability checks, and saving throws burned and searing flesh, as though burnt by an invisible
that the target creature suffers. flame.
Tarakamedes, the Grave Wyrm Vaund the Evasive
Tarakamedes's gift is the power of flight. As an action, you Vaund's gift is the power of evasion. This dark gift grants you
can grow skeletal wings. You gain a flying speed of 50 feet the benefits of an amulet of proof against detection and
and each creature within 5 feet of you that sees you location and a ring of evasion.
transform for the first time must succeed on a DC 12 You become twitchy and nervous and gain the following
Wisdom saving throw or be frightened until the start of your flaw: "I can't give a straight answer to any question put to
next turn. You can dismiss your wings as a bonus action on me."
your turn.
You cannot grow your wings while wearing medium or Xarfur-Tel, the Watchful Eye
heavy armor. You must eat bones or grave dirt to survive. At Xarfur-Tel's gift is the power of X-ray vision. This dark gift
dawn, if you have not eaten at least 1 pound of bones or grave grants you the benefits of a ring of X-ray vision.
dirt in the past 24 hours, you drop to 0 hit points. You suffer from debilitating migraines. You have
disadvantage on Wisdom saving throws.
Tassidur, One with the Cosmos
Tassidur's gift grants you the power of cursing. This dark gift Xivec, Mother of Twilight
allows you to cast the hex and bestow curse spells once each Xivec's gift is the power of invisibility. This dark gift allows
per long rest. you to cast the spell invisibility as an action once per short
Upon recieving this gift, you become a genderless being. rest
You become sterile and your voice echoes as if both a man While invisible, you are vulnerable to all damage. You grow
and a woman were talking simultaneously. You also gain the a thick patch of black fur on your tongue and all food you
following flaw: "I am indifferent to the happenings of life, and consume tastes foul.
no material thing brings me pleasure."

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Xaxukhath, the All Knowing Zevrin's gift is the power of keen hearing. This dark gift
grants you advantage on Wisdom(perception) checks that rely
Xaxukath's gift is the power of arcane rituals. Strange runes on hearing and you gain tremorsense up to 60 feet.
appear on your skin as bloody scars. These are spells You grow the large, dry, leathery ears of a giant bat. You are
inscribed all over your body that only you can read. This dark vulnerable to thunder damage, and particularly loud noises
gift allows you to cast any sorcerer, warlock, or wizard spell can force you to make a DC 10 Constitution saving throw or
with the ritual tag as a ritual. The spell's level can be no suffer the stunned condition, at your DM's discretion.
higher than one half your character level (rounded down).
Each time you cast a spell using this dark gift, the wound Zhudun, the Corpse Star
opens up and bleeds, causing you to take 5 (1d8) slashing Prerequisite: 8th level
damage. You also gain the following flaw: "everything is worth Zhudun's gift is the power of reanimation. This dark gift
knowing, and I will pursue any amount of knowledge, no allows you to cast the create undead spell as an action once
matter the price." per long rest.
Yamato, the White Serpent You look gaunt and fragile and your bones are brittle and
weak. You have disadvantage on Strength and Constitution
Your incisors grow into snake-like fangs, dripping with saving throws.
venom. Your tongue forks like that of a serpent. You can make
a bite attack as an action dealing 1 piercing damage and 1d6 Zrin-Hala, the Howling Storm
poison damage on a hit and the target must succeed on a DC
10 Constitution saving throw or be poisoned until the start of Prerequisite: 8th level
your next turn. Zrin-Hala's gift is the power to create lightning. This dark
Lying comes naturally, granting you advantage to all gift allows you to cast the storm sphere spell as an action
Charisma (Deception) checks, but imposing disadvantage to once per long rest. You must choose the point you occupy as
all Charisma (Persuasion) and Charisma (Intimidation) the epicentre of the spell and you are immune to it's effects.
checks. You also gain the following flaw: "I will speak lies if As soon as this dark gift is recieved, one half of your face
they will benefit me in any way." sags and loses all feeling. While you are concentrating on the
storm sphere spell, you are deaf and cannot take reactions.
Yog the Invincible
Yog's gift is great physical resilience. Your hit point maximum
increases by 3 times your level (this bonus increases as you
level).
You have disadvantage on Dexterity (acrobatics) checks
and oily black fur covers your face and body.
Yrrga, the Eye of Shadows
Yrrga's gift is the power of true-seeing. This dark gift grants
you truesight out to a range of 30 feet.
Your eyes become starry voids and you gain the following
flaw: "I believe that all life is pointless and look forward to
death when it finally comes."
Zantras, the King Maker
Zantras' gift is power that comes from great presence and
force of personality. This dark gift grants you the ability to
cast the command spell once per short rest as well as
advantage on all Charisma (indimidation) checks.
A mouth with jagged teeth grows on each of your hands.
You have disadvantage on Dexterity (Sleight-of-hand) checks
and you gain the following flaw: "I won't take no for an
answer."
Zari'el the Ghost Raven
Zari'el's gift is the power of incorporealness. This dark gift
allows you to spend 1 hit die to move through solid objects as
though they were difficult terrain. A character who ends his
or her turn inside an object takes 5 (1d10) force damage.
You are considered undead for the purpose of spells and
effects (such as turn undead). At all times, you are followed by
1d4 ominous ravens that await your death.
Zevrin, the Wings of Doom
5
A Dark Price for Unlife 65,66
67,68
Demetre, Vigilant of Doom
Gwynevere, Aegis of the Dawn
When creatures die, their souls are sent to an eternal resting
place appropriate to their alignment or the supernatural 69,70 Gorza the Defiler
bonds they made in life. The entities of the afterlife are hard- 71,72 Alghul, the Mad Dog
pressed to part with the souls of the departed. As a result, any
attempt to ressurect a fallen comrade comes with a dark 73,74 Feldir, the Huntsman
price. 75,76 Sehna, the Huntswoman
At your discretion, when a player character dies at 4th level 77,78 CuSith, Lord of Wolves
or beyond, you can roll a d100 on the following table to
determine the dark gift the PC is resurrected with. A PC can 79,80 Terrantec, the Many-Faced Horror
take each dark gift only once, but may gain any number of 81,82 Belrond, the Crimson Fang
dark gifts. If the player character does not meet the
prerequisites of the resulting dark gift, roll again. 83,84 Lillethe, Master of the Mind
85,86 Xarfur-Tel, the Watchful Eye
Dark Gift
d100 Dark Gift 87,88 Tassidur, One with the Cosmos
1,2 Fekre, Queen of Poxes 89,90 Minarkos, the Gray-Scaled Thing
3,4 Zrin-Hala, the Howling Storm 91,92 Zevrin, the Wings of Doom
5,6 Sykane, the Soul Hungerer 93,94 Senethal, the Dark One
7,8 Savnok, the Inscrutible 95,96 Xaxukhath, the All Knowing
9,10 Tarakamedes, the Grave Wyrm 97,98 Nargulzar, Mother of Rats
11,12 Shami-Amourae, the Lady of Delights 99,100 reroll
13,14 Drizlash, the Nine-Eyed Spider
15,16 Dahlver-Nar, He of the Many Teeth Credit
17,18 Zantras, The King Maker All of these ideas are inspired by either the Curse
of Strahd adventure module, the Dark Gifts
19,20 Delban, the Star of Ice and Hate Expanded Adventure League supplement, or the
21,22 Khirad, the Star of Secrets Darker Gifts supplement by Igor Moreno (which
you can find and download yourself on the DM's
23,24 Yrrga, the Eye of Shadows Guild.)
25,26 Great Taar Haak, the Five-Headed Destroyer Some of these dark gifts are nearly identical to
their initial iterations with vestige names added as
27,28 Yog the Invincible needed and minor balancing or wording changes.
29,30 Norganas, the Finger of Oblivion Others have been completely reworked and
reimagined. All credit goes to the original authors, I
31,32 Vaund the Evasive just put all of these ideas into one big supplement
33,34 Seriach, the Hell Hound Whisperer containing 49 of these dark gifts for those who
would be interested in implementing them in their
35,36 Zhudun, the Corpse Star games.
37,38 Xivec, Mother of Twilight
39,40 Ahzrukahl the Unnering
41,42 Tenebrous, Dusk Seer
43,44 Zari-El the Ghost Raven
45,46 Minnerva, Dark Weaver
47,48 Quaarth, Envoy of the Crypt
49,50 Theros, Lord of the Fire Giants
51,52 Golgora, the Skinwalker
53,54 Oztogoth of the Great Beyond
55,56 Dagon the Trickster
57,58 Rashegul, Gaze of the Void
59,60 Erandul the Slayer
61,62 Yamato, the White Serpent
63,64 Petra, the Plague Maiden

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