Jester David
Hero
Dark Shadows
Some people become a hero despite an unnatural infliction, but some people become a hero because of one
Dark Shadows are my answer to the Ravenloft feats from 3e, and some of the kits from 2e's Champions of the Mists. Dark Shadows add a little extra gothic drama to characters and add a little unique twist to Ravenloft characters. But they shouldn't be a huge mechanical part of the character.
Many of these were things - like Cold One or Second Sight - were little flavourful elements more for story than mechanical definition. These options are too small to make good feats in 5e. Most were poor feats in 3e, being more akin to Pathfinder's Traits or 4e's Backgrounds.
I had the idea for "dark shadows". Little curses, afflictions, or corruptions that make a character not entirely normal. These might include the aforementioned Cold One (no body heat but invisible to undead), Gravesight (see ghosts), Reincarnated (memory of past lives), and Hollow (lacking a soul).
As these include both a bonus and a penalty they're optional; characters that take one *should* be equal to ones who don't.
Most options exist as Dark Shadows because I thought they would make poor Backgrounds. Backgrounds are a method of gaining skills, and any option that would not easily provide skill training thus makes for a poor Background. You can imagine an "addict" background, but what skills does an addict know that aren't covered by the criminal or urchin backgrounds?
Similarly, Dark Shadows are something that can be added/removed during play. You might be bitten by a vampire and then cured, or become haunted by a fallen ally. Gaining a new background halfway through play seemed off, as was losing your background.
Mechanically, Dark Shadows modify the Inspiration mechanic. They provide an alternate use for inspiration other than granting advantage. Thus, the benefit from the Dark Shadow should be roughly equal to advantage.
This does mean having a Dark Shadow is not advantageous, as it grants you more options, which is a form of power creep. But it's somewhat self-regulating as the DM is the one who awards inspiration, so if the power is being abused it can be cut-off.
Addict
You have a physical addiction to a substance such as alcohol, tobacco, cocaine, or opiates like laudanum or opium. You might be a regular user, a recovering addict, or casual user that has unknowingly become dependant on the drug.
Benefit
Accustomed to being intoxicated, if you are poisoned you can spend your inspiration to remove the condition.
Additionally, you know unsavory people and possess some underworld contacts. Even if your particular vice is legal, you have crossed paths with unseemly characters and know how to get in touch with them. You can spend your inspiration to gain information from an illicit source or sway the opinions of a disreputable individual
Bitten
You have been savaged by the natural attacks of a supernatural creature such as a werebeast, vampire, or ghoul. Having recovered from any initial assault (and any related infection) the attack has left deeper scars than the ones that mar your flesh, tainting you with unnatural magic.
Benefit
By unleashing your inner beast your senses become heightened, increasing your vision, hearing, and sense of smell. You can spend your inspiration to be considered proficient in the Perception, Investigation, and Survival skills for 1 minute. If the check is related to the subject of your hunger, you add double your proficiency bonus.
Cat’s Eyes
You were born with bright yellow eyes and slightly ovoid pupils, which catch the light and appear to glow in dim illumination. This rare trait is found only in folks hailing from Vaasi
-speaking nations. It is most common among the Valachani, but the eyes are sometimes found in Nova Vaasans. The cause is unknown but there are many superstitions. Some believe a cat took some of your soul as an infant, others believe you have the blood of a werebeast, and still others believe you are the reincarnated spirit of a feline
Benefit
You can spend your inspiration to speak with felines. You can communicate freely with cats for 1 minute, as is using the spell speak with animals. The cat is under no obligation to help or share information with you.
Cold One
An undead creature drained you of your life energy, almost killing you and turning you into an unliving monstrosity. Your assailant might have been a spectral undead, like a wraith or ghost, or a corporeal, like a wight or vampire. Since the attack, you have regained your strength and vigor, but not your humanity and vitality: some ineffable part of your soul is absent.
Benefit
If frightened, you can spend your inspiration to remove the condition.
Additionally, animated undead such as zombies and skeletons pay you little attention. You can spend your inspiration to make a Dexterity (Stealth) check as if you were heavily obscured. This effect last 1 minute or until you take any action.
Cursed
A malicious hag, dark cleric, or vindictive Vistani has cursed you. You might have been cursed by an evil creature for attempting to stop them, or cursed by a good or neutral individual as punishment for misdeeds. The nature of this curse varies dramatically; you might suffer from misfortune, a wasting disease, a weakened sword arm, repulse people of the opposite sex, or any number of lesser or greater afflictions.
Benefit
Having been plagued by misfortune for years, you have learned to to limit the impact chance has on your actions. You can spend your inspiration before making an ability check to roll 3d6 instead of a d20. If you have advantage on the check, you instead roll 5d6 and use the total of the the three highest rolls.
Gravesight
The spirits of people and events are visible to you as vague mist-like outlines. You can see both ghosts and the imprint strong emotions and dramatic events left on a location. You are able to find places of ethereal resonance and witnessing events from decades past. This power is limited to sight and you have no special ability to hear or interact with ghosts.
Benefit
You can spend your inspiration to witness the ethereal resonance a recent event. The event must have had some emotional significance and have occurs in your current location. Watching the ghostly reenactment might offer some clue as to what happened or provide new information regarding the past. This might call for the normal Horror check for witnessing a disturbing event.
Alternatively, you can spend your inspiration to partially see an invisible undead creature. Make a Wisdom (Perception) check to locate the creature as if it were only lightly obscured.
Haunted
The ghost of a loved one or family member follows you around, seldom leaving your side. You cannot see other spirits and no one else can see your ghost, but you can interact with the ghost as if it were a regular person.
Benefit
You can consult with your spirit, learning otherwise unknowable knowledge. Pick one skill: History, Investigation, Perception, or Survival. Once you pick a skill you cannot change it until after you take a long rest. You can spend your inspiration to gain proficiency in that skill for 1 minute. If already proficient, you instead double your proficiency bonus.
Hollow
You are lacking a soul. You might have been born without a true soul or lost most of your soul as the result of a near death experience. As you lack a soul you cannot be ressurected by magic, and will not experience an afterlife.
Benefit
You can spend your inspiration to make a new saving throw against being charmed or stunned. You can do this when it is not your turn by using your reaction. If the effect is related to emotions, you are considered proficient with that saving throw and add double your proficiency bonus.
Lunatic
Your emotions are tied to the cycle of the moon. You grow increasingly excited and energetic during gibbous moons but become lethargic and depressive during waning moons.
Benefit
During periods of where the moon is half-full you can spend your inspiration to add your proficiency bonus to your initiative. Alternatively, you can spend your inspiration to act in a surprise round.
Possessed
You are the victim of fiendish or undead possession. The will of another entity imposes itself on you, pushing you to take actions that are not of your choosing. The other will cannot yet take full control of your body, and you retain your free will and independence but it is a constant struggle. The entity cannot simply take control during a moment of weakness, such as when you are sleeping or injured, but you must surrender some control or give into its wishes.
Benefit
You can confer with your possessing spirit, learning some forbidden knowledge. Pick one skill: Arcana, History, Nature, or Religion. Once you pick a skill you cannot change your choice until after you take a long rest. You can spend your inspiration to gain proficiency in that skill for 1 minute. If already proficient, you instead double your proficiency bonus.
Redheaded
Having been touched by the fey, witchcraft, or other magical forces you possess a minor magical talent. While not all redheads are touched by otherworldly forces - the majority simply have red hair - all those similarly "blessed" possess vibrant crimson hair. The superstitious believe you are the harbinger of ill fortune, or made a pact with infernal forces.
Benefit
You can spend your inspiration to gain the thaumaturgy cantrip for 1 minute. Wisdom is your spellcasting ability for this cantrip.
Redeemed
After a lengthy inner struggle your have escaped corruption. Your past misdeeds were so foul as to leave a physical or spiritual stain, which you have finally managed to erase.
Benefit
Having earned redemption once you are strong willed and refuse to give up or surrender. You can spend your inspiration to add your proficiency bonus to Wisdom saving throws or death saving throws for 1 minute or until you fail a Wisdom or death saving throw.
Reincarnated
Caught in a choice of death and rebirth, this is not your first life and you have returned from the grave into a new body. You only dimly recall the events of your past life in a dream-like haze but occasionally you experience intense memories, feelings, and urges.
Benefit
Tapping into the knowledge of a past life, you can spend your inspiration to be considered proficient in a skill or tool of your choice for 1 round.
Alternatively, you can spend your inspiration to recall memories from a past life, potentially recalling some details of a person you have never met or place you have never been.
Second Sight
You have the ability to catch glimpses of the future, through visions, prophetic dreams, reading fortunes, or divining signs. You might rely on tools, such as bones or tarokka cards, or patterns found in tea leaves or chicken entrails.
Benefit
You can take advantage of your foreknowledge to succeed at simple tasks. You can spend your inspiration to treat a d20 roll as an 11.
Alternatively, you can use your gift to gain a brief vision of the future. This vision is cryptic and often veiled in metaphor, but useful when otherwise lacking direction.
Originally posted here.
Some people become a hero despite an unnatural infliction, but some people become a hero because of one
Dark Shadows are my answer to the Ravenloft feats from 3e, and some of the kits from 2e's Champions of the Mists. Dark Shadows add a little extra gothic drama to characters and add a little unique twist to Ravenloft characters. But they shouldn't be a huge mechanical part of the character.
Many of these were things - like Cold One or Second Sight - were little flavourful elements more for story than mechanical definition. These options are too small to make good feats in 5e. Most were poor feats in 3e, being more akin to Pathfinder's Traits or 4e's Backgrounds.
I had the idea for "dark shadows". Little curses, afflictions, or corruptions that make a character not entirely normal. These might include the aforementioned Cold One (no body heat but invisible to undead), Gravesight (see ghosts), Reincarnated (memory of past lives), and Hollow (lacking a soul).
As these include both a bonus and a penalty they're optional; characters that take one *should* be equal to ones who don't.
Most options exist as Dark Shadows because I thought they would make poor Backgrounds. Backgrounds are a method of gaining skills, and any option that would not easily provide skill training thus makes for a poor Background. You can imagine an "addict" background, but what skills does an addict know that aren't covered by the criminal or urchin backgrounds?
Similarly, Dark Shadows are something that can be added/removed during play. You might be bitten by a vampire and then cured, or become haunted by a fallen ally. Gaining a new background halfway through play seemed off, as was losing your background.
Mechanically, Dark Shadows modify the Inspiration mechanic. They provide an alternate use for inspiration other than granting advantage. Thus, the benefit from the Dark Shadow should be roughly equal to advantage.
This does mean having a Dark Shadow is not advantageous, as it grants you more options, which is a form of power creep. But it's somewhat self-regulating as the DM is the one who awards inspiration, so if the power is being abused it can be cut-off.
Addict
You have a physical addiction to a substance such as alcohol, tobacco, cocaine, or opiates like laudanum or opium. You might be a regular user, a recovering addict, or casual user that has unknowingly become dependant on the drug.
Benefit
Accustomed to being intoxicated, if you are poisoned you can spend your inspiration to remove the condition.
Additionally, you know unsavory people and possess some underworld contacts. Even if your particular vice is legal, you have crossed paths with unseemly characters and know how to get in touch with them. You can spend your inspiration to gain information from an illicit source or sway the opinions of a disreputable individual
Bitten
You have been savaged by the natural attacks of a supernatural creature such as a werebeast, vampire, or ghoul. Having recovered from any initial assault (and any related infection) the attack has left deeper scars than the ones that mar your flesh, tainting you with unnatural magic.
Benefit
By unleashing your inner beast your senses become heightened, increasing your vision, hearing, and sense of smell. You can spend your inspiration to be considered proficient in the Perception, Investigation, and Survival skills for 1 minute. If the check is related to the subject of your hunger, you add double your proficiency bonus.
Cat’s Eyes
You were born with bright yellow eyes and slightly ovoid pupils, which catch the light and appear to glow in dim illumination. This rare trait is found only in folks hailing from Vaasi
-speaking nations. It is most common among the Valachani, but the eyes are sometimes found in Nova Vaasans. The cause is unknown but there are many superstitions. Some believe a cat took some of your soul as an infant, others believe you have the blood of a werebeast, and still others believe you are the reincarnated spirit of a feline
Benefit
You can spend your inspiration to speak with felines. You can communicate freely with cats for 1 minute, as is using the spell speak with animals. The cat is under no obligation to help or share information with you.
Cold One
An undead creature drained you of your life energy, almost killing you and turning you into an unliving monstrosity. Your assailant might have been a spectral undead, like a wraith or ghost, or a corporeal, like a wight or vampire. Since the attack, you have regained your strength and vigor, but not your humanity and vitality: some ineffable part of your soul is absent.
Benefit
If frightened, you can spend your inspiration to remove the condition.
Additionally, animated undead such as zombies and skeletons pay you little attention. You can spend your inspiration to make a Dexterity (Stealth) check as if you were heavily obscured. This effect last 1 minute or until you take any action.
Cursed
A malicious hag, dark cleric, or vindictive Vistani has cursed you. You might have been cursed by an evil creature for attempting to stop them, or cursed by a good or neutral individual as punishment for misdeeds. The nature of this curse varies dramatically; you might suffer from misfortune, a wasting disease, a weakened sword arm, repulse people of the opposite sex, or any number of lesser or greater afflictions.
Benefit
Having been plagued by misfortune for years, you have learned to to limit the impact chance has on your actions. You can spend your inspiration before making an ability check to roll 3d6 instead of a d20. If you have advantage on the check, you instead roll 5d6 and use the total of the the three highest rolls.
Gravesight
The spirits of people and events are visible to you as vague mist-like outlines. You can see both ghosts and the imprint strong emotions and dramatic events left on a location. You are able to find places of ethereal resonance and witnessing events from decades past. This power is limited to sight and you have no special ability to hear or interact with ghosts.
Benefit
You can spend your inspiration to witness the ethereal resonance a recent event. The event must have had some emotional significance and have occurs in your current location. Watching the ghostly reenactment might offer some clue as to what happened or provide new information regarding the past. This might call for the normal Horror check for witnessing a disturbing event.
Alternatively, you can spend your inspiration to partially see an invisible undead creature. Make a Wisdom (Perception) check to locate the creature as if it were only lightly obscured.
Haunted
The ghost of a loved one or family member follows you around, seldom leaving your side. You cannot see other spirits and no one else can see your ghost, but you can interact with the ghost as if it were a regular person.
Benefit
You can consult with your spirit, learning otherwise unknowable knowledge. Pick one skill: History, Investigation, Perception, or Survival. Once you pick a skill you cannot change it until after you take a long rest. You can spend your inspiration to gain proficiency in that skill for 1 minute. If already proficient, you instead double your proficiency bonus.
Hollow
You are lacking a soul. You might have been born without a true soul or lost most of your soul as the result of a near death experience. As you lack a soul you cannot be ressurected by magic, and will not experience an afterlife.
Benefit
You can spend your inspiration to make a new saving throw against being charmed or stunned. You can do this when it is not your turn by using your reaction. If the effect is related to emotions, you are considered proficient with that saving throw and add double your proficiency bonus.
Lunatic
Your emotions are tied to the cycle of the moon. You grow increasingly excited and energetic during gibbous moons but become lethargic and depressive during waning moons.
Benefit
During periods of where the moon is half-full you can spend your inspiration to add your proficiency bonus to your initiative. Alternatively, you can spend your inspiration to act in a surprise round.
Possessed
You are the victim of fiendish or undead possession. The will of another entity imposes itself on you, pushing you to take actions that are not of your choosing. The other will cannot yet take full control of your body, and you retain your free will and independence but it is a constant struggle. The entity cannot simply take control during a moment of weakness, such as when you are sleeping or injured, but you must surrender some control or give into its wishes.
Benefit
You can confer with your possessing spirit, learning some forbidden knowledge. Pick one skill: Arcana, History, Nature, or Religion. Once you pick a skill you cannot change your choice until after you take a long rest. You can spend your inspiration to gain proficiency in that skill for 1 minute. If already proficient, you instead double your proficiency bonus.
Redheaded
Having been touched by the fey, witchcraft, or other magical forces you possess a minor magical talent. While not all redheads are touched by otherworldly forces - the majority simply have red hair - all those similarly "blessed" possess vibrant crimson hair. The superstitious believe you are the harbinger of ill fortune, or made a pact with infernal forces.
Benefit
You can spend your inspiration to gain the thaumaturgy cantrip for 1 minute. Wisdom is your spellcasting ability for this cantrip.
Redeemed
After a lengthy inner struggle your have escaped corruption. Your past misdeeds were so foul as to leave a physical or spiritual stain, which you have finally managed to erase.
Benefit
Having earned redemption once you are strong willed and refuse to give up or surrender. You can spend your inspiration to add your proficiency bonus to Wisdom saving throws or death saving throws for 1 minute or until you fail a Wisdom or death saving throw.
Reincarnated
Caught in a choice of death and rebirth, this is not your first life and you have returned from the grave into a new body. You only dimly recall the events of your past life in a dream-like haze but occasionally you experience intense memories, feelings, and urges.
Benefit
Tapping into the knowledge of a past life, you can spend your inspiration to be considered proficient in a skill or tool of your choice for 1 round.
Alternatively, you can spend your inspiration to recall memories from a past life, potentially recalling some details of a person you have never met or place you have never been.
Second Sight
You have the ability to catch glimpses of the future, through visions, prophetic dreams, reading fortunes, or divining signs. You might rely on tools, such as bones or tarokka cards, or patterns found in tea leaves or chicken entrails.
Benefit
You can take advantage of your foreknowledge to succeed at simple tasks. You can spend your inspiration to treat a d20 roll as an 11.
Alternatively, you can use your gift to gain a brief vision of the future. This vision is cryptic and often veiled in metaphor, but useful when otherwise lacking direction.
Originally posted here.
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