Devil Mark, Legendary (requires attunement)

Devils Mark

Wrath: When you take 25% (round up) of your max health in one turn there is a chance the devil residing in the mark will try to take control, causing the mark to spread throughout the body, make a DC 17/19/22 Wisdom Save or lose control for 1d4 rounds gaining +3 to hit and damage rolls, as well as +5 to AC. When attacking with unarmed strikes in this state the target must make a DC 10/13/15 Strength Save or be grappled, you can only have one target grappled at a time in this way. In this state you cannot use bonus actions to attack or damage others, has advantage on Strength/Dexterity/Constitution saving throws and disadvantage on Wisdom/Intelligence/Charisma saving throws as well as immunity to being feared or charmed. the DM picks the targets in this state or pick at random.


Dormant

Grants a +1 to attack and damage rolls made for the wearer of this mark.


Death Ward - When you would be reduced to 0 hit points, you drop to 1 hit point instead (Causing another wisdom save for Wrath with disadvantage). Once used, this benefit can’t be used again until you finish a long rest.

Deceptive Guise - As an action, you can use the mark to take on different appearances. You cast disguise self (DC 13) from it, once this ability is used in this way it can not be used again until you finish a long rest.

|Dormant

1

Awakened

The bonus to attack and damage rolls increases to +2.


Enhanced Guise: Deceptive Guise is replaced by Alter Self.


True Counter - When you take damage, you can use your reaction to completely nullify the attack (unless this attack is a critical) and as part of the reaction make one melee weapon attack against the attacker. Once used, this reaction cannot be used again until you finish a long rest.


Ethereal Nature - The mark has 3 charges, and it regains all expended charges after a long rest. As a bonus action, you can expend 1 of the mark’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and
    slashing damage from nonmagical attacks.

  • You can move through creatures and solid objects
    as if they were difficult terrain. If you end your
    turn in a solid object, you take 1d10 force damage.
    If the effect ends while you are inside a solid
    object, you instead are shunted to the nearest
    unoccupied space, and you take 1d10 force
    for every 5 feet traveled.

  • You can’t be grappled or restrained.

|Awakened

2

Exalted

The bonus to attack and damage rolls increases to +3.


Changeling - Alter Self can now be used at will.


Dark Empowerment -The mark evokes fury in this form, you gain the following benefits:

  • Your attack rolls score a critical hit on a d20 roll of 19 or 20.
  • When you score a critical hit you can choose to automatically succeed in grappling your opponent if you have a free hand, or shoving your opponent if both hands are in use.
  • When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll.


Eclipsed Sun - As a bonus action magical darkness spreads from your mark, creating a 30-foot-radius sphere for 1 minute or until dismissed as a bonus action. The darkness
spreads around corners. A creature with
darkvision can’t see through this darkness.
Nonmagical light, as well as light created by
spells of 8th level or lower, can’t illuminate
the area. The mark causes shrieks,
gibbering, and mad laughter can be heard
within the sphere. Whenever a creature
starts its turn in the sphere, it must
make a DC 17 Wisdom saving throw, taking
8d8 psychic damage on a failed save, or
half as much damage on a successful one
as they are assaulted by the power of the
devil within the mark. Once used, this
effect cannot be used again until you
finish a long rest.

|Exalted

3

Nephalem

There are many stories that tell of what happens when the blood of angels and demons mix, these offspring are referred to as Nephalem. They are powerful beings, but that power more often than not turns on them, unable to reconcile the war that rages within them. If it does not destroy them it may very well destroy everything around them.

Atavism of Twilight

Mixing Divine and Demonic energy inside ones
body causes a powerful transformation. In this
form both heritages will show in extraordinary
ways, this could be in the form of a dark halo,
change in skin color, having different kinds
of wings, horns, etc. in any case the change
is clear and noticeable. As an action, for
10 minutes you gain the following powers:

Your size category goes up by one.


Extra action, that action can be
used only to take the Attack (one
weapon attac⁠k only), Dash, Disengage,
Hide, or Use an Object action.

Gain advantage on ability checks and saves
that rely on Wisdom or Charisma.

Regain 2 hit points at the start of each of
your turns. Severed body parts (fingers, legs,
tails, horns and so on), if any, are restored
after 1 minute. If you have the severed part
and hold it to the stump, instantaneously
causes the limb to knit to the stump.

Abilities

Celestial Interposition - If a creature you can see within 30 feet of you takes damage, you can use your reaction to move up to your remaining speed to the ally and reduce the damage by 2d6 (you take the excess damage). This move does not trigger Attacks of Opportunity.


Confluence of light and shadows - As an action, create beam of energy forming a line 100 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a DC 17 Dexterity saving throw. A creature takes 6d12 force damage on a failed save, or half as much damage on a successful one. This ability can be used 1 time.


Eclipse Body - As an action, create a blinding, burning light, each creature of your choice in a 60 foot cone must make a DC 17 Constitution saving throw, taking 3d6 radiant damage plus 3d6 necrotic damage and be blinded until the end of their turn on a failed save, or half as much damage on a successful one. This ability can be used 1 time.


At the end of the transformation take 2 points of exhaustion (Can not be magically removed) and this ability cannot be used again until dawn of the next day.

|Nephilim

4