Stay strong. They can never break us!
- Origin Daemon
- Class Psychic
- Kit Warlock
- Culture Muraian
- Faction Zozma
- Ethos Radical
You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.
You can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.
Your pact with a dark patron has enhanced your maleficence with eldritch power. You roll damage caused by your maleficence with advantage. For 2 MP, apply a weapon tactic of your choosing to your maleficence attack.
Bare Fists or Feet +6
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
You psychically transform yourself or your target to blend in with your environment. Roll a spell check with advantage to determine your stealth score. If you are exposed, opponents trying to detect or reveal you do so with disadvantage.
You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
You unleash a web of ectoplasm through your maleficence, coating the area of effect with magic webs. The web is vulnerable to fire and slashing. All those who attempt to move through the webs are stuck in the ectoplasm and must spend their action cutting their way out; they are only entitled to a spell check if the web does not pre-exist and is cast upon them. The web is permanent until destroyed.
You steel your mind to become a trap for physical harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of physical damage from each source of harm, which you may release at a later time as a bonus to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends, or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.
You or your targets are able to see the full spectrum of light and are immune to blindness for the duration of the spell. This includes the ability to perceive radio waves, microwaves, infrared, ultraviolet, x-rays, and gamma rays.