d6 Dark Gift, Tier 1
1 A Sixth?! A sixth digit painfully bursts forth on each of the character’s hands and feet. The character gains advantage on Strength (Athletics) checks, but also gains disadvantage on Dexterity (Sleight of Hand) checks.
2 All are Prey… The character’s pupils are now vertical slits like a cat’s. He or she can now dash as a bonus action, but only if both hands are free and the character dashes on all fours.
3 Undying Fortitude. There is no physical difference in the character. The character no longer needs to eat or drink to stay alive. Furthermore, if the character does try to eat or drink, he or she must make a DC 13 Constitution Save to keep it down.
4 A Wolf Among Sheep. The character now emits a musky smell in a 5’ radius. He or she can now speak to wolves at will as the Druid spell Speak with Animals. The character now has disadvantage on Charisma (Persuasion) checks when speaking to other humanoids.
5 An Alchemist’s Touch. The character has open sores on both of his or her hands. Any food or drink the character touches becomes poison. The character is not immune to this poison.
6 A Sick Appetite. The character’s smile now seems twisted and cruel. He or she immediately gains +2 hit points to the character’s maximum hit point total. He or she must now consume raw meat at least once a day.
7 See No Evil. The character’s eyes melt away, leaving empty sockets. He or she has disadvantage on Charisma (Persuasion) checks, but gains blindsight out to a range of 60 feet. The character is blind beyond this distance.
8 A Breath of Fresh Air. The character develops gills. He or she can breathe underwater, but has disadvantage on Constitution saving throws when not fully submerged.
9 Unyielding Corpse. The character’s skin is cold and clammy to the touch. The character gains resistance to cold damage and vulnerability to fire damage.
10 Ghost’s Will. At night, the character can 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. The character counts as an undead creature for the purpose of spells and effects such as turn undead.
D20 Dark Gift, Tier 2
1 Snake Lies. The character’s tongue forks like that of a serpent. The character cannot speak the truth. Lying comes naturally, granting the character advantage to all Charisma (Deception) checks, but imposing disadvantage to all Charisma (Persuasion) and Charisma (Intimidation) rolls.
2 Insect Burrow. Countless insects have taken residence in the character’s ears, imposing disadvantage to Wisdom (Perception) checks that rely on hearing. As an action, the character can pull an insect from their ear, which can be consumed by any character to restore 1 hit point. A character can only benefit from eating one of these insects once per long rest (eating additional insects provides no benefit, and instead sickens the character).
3 Wild Awareness. The character develops a bestial awareness, granting the character keen sight advantage on Wisdom (Perception) checks that rely on sight and hearing. Animals (wild and domestic) are threatened by the character, and consider him or her hostile and predatory. The character suffers disadvantage on all Wisdom (Animal Handling) rolls.
4 Can You Hear Me? The character awakens with a parched feeling in their throat, and their face has lost any semblance of a mouth. The character no longer needs to eat or drink and gains the ability to communicate telepathically with any creature within 30 feet with whom they share a language, but otherwise cannot speak.
5 He Who Shall Not Be Named. The character grows an additional face on the back of their head. At inopportune times it begins to argue with the character, giving him or her disadvantage on Charisma (Persuasion) and Dexterity (Stealth) checks. While the second face is uncovered the character cannot be surprised, except when incapacitated.
6 Bell Ringer. The character awakens with a hunched back. This condition gives the character advantage on Charisma (Intimidation) rolls, but disadvantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
7 I Am Death. The character’s lungs burn as if from acute smoke inhalation, and the character exhales wisps of smoke with every breath. The character suffers disadvantage to all Dexterity (Stealth) checks due to a constant, irritating cough brought on by this affliction. As an action, the character may cough up a billowing cloud of foul-smelling smog in a 10 ft. radius. This smog heavily obscures the area, and dissipates after 1 minute (or 1 round in a moderate wind). Once this ability has been used, the character must finish a short or long rest before it can be used again.
8 Undead Rot. The character’s body emits a putrid odor that smells of heavy spices, mixed with an undertone of rot. The character gains resistance to poison damage, but emits an involuntary cloud of stench whenever they are hit by a melee attack. Any creature within 5 feet of the character must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the character’s stench for 24 hours.
9 Brightling Curse. The character’s hand of choice erupts with searing pain (which quickly fades to a dull throb), as a network of jagged, recently-healed wounds appears from wrist to elbow. As a bonus action, you can flex the muscles of your scarred limb causing the wounds to tear open and shed bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour. While shedding light, the character’s arm is wracked with lancing pain making it impossible to hold or manipulate objects with the injured limb. The character must finish a short or long rest before it can be used again.
10 Familiar With the Jungle. The character’s feet change to resemble those of a giant ape. Due to this change, the character is unable to wear footwear. The character’s speed is reduced by 10 ft., but they now ignore difficult terrain while their feet are bare.
11 The Voices Told Me To. The character hears whispers from an unseen malevolent source, which taunts the character with truth, mistruth, and horrors beyond reason. One per long rest the character can listen to the voices. Doing so gains them the benefits of an augury spell.
12 Toil and Trouble. Itchy, cankerous boils and cysts erupt over the character’s body. These sores are a constant distraction, and impose disadvantage on Wisdom (Perception) checks. When subject to an attack that deals acid damage, the fluid in a few of the cysts drains away, granting resistance to the attack.
13 Seasoned Alchemist. The character’s nose lengthens and becomes pointed. The constant flow of mucus and sniffling to keep the snot from dripping to the floor causes the character to suffer disadvantage on all Intelligence (Investigation) checks, and grants advantage on saving throws versus inhaled poisons.
14 Death Touch. The character’s hands become icy cold and take on a sickly grey complexion. The character’s unarmed attacks now deal cold damage instead of their normal damage type. Additionally, their hands are nearly numb from the cold; as a result, they suffer disadvantage on Dexterity checks that rely on the use of their hands, but gain resistance to cold damage themselves.
15 Better to Kill You With. The character’s face lengthens and contorts into a wolflike muzzle and the bones in their legs elongate into powerful, canine limbs. While this increases the character’s speed by 10 ft., the character is often mistaken for a werewolf unless they take special care to conceal their deformities through use of a disguise kit, or the target of a disguise self spell.
16 Better to Endure With. The character grows a thick coat of scraggy wolf-like fur, which grants them advantage on Constitution saving throws made to resist the effects of cold weather. They also gain resistance to bludgeoning damage from nonmagical weapons that are not made of silver. Unfortunately, the character also develops a painful allergy and mental aversion to silver, which causes them to break out in blistering rashes on contact. When exposed to silver or in base physical contact with silver, the character suffers disadvantage on all attack rolls and Dexterity checks for 1 minute.
17-20. Roll Again.
d10 Dark Gift, Tier 3
1 Tied to the Land. The character’s fate is now bound with Hades. He or she can magically sense the presence of Hades or a follower of Hades when he or she is within 5 miles of the character. The character knows the general direction but not the exact location. Followers of the Greek Pantheon are aware of the character, but does know his or her exact location.
2 Blighted. The character is becoming as twisted as the land. As a bonus action, the character can cause his or her arms to become loose and ropy. The character automatically drops what he or she was holding and can only make an unarmed strike as their action. Instead of 1 + Strength modifier, this attack does 1d6 + Strength modifier bludgeoning damage and a Large or smaller target is grappled (escape DC 8 + Strength modifier + Proficiency bonus). Until this grapple ends, the target is restrained and the character cannot attack other targets.
3 One Foot in the Grave. The character has a growing affinity with the undead. The character has advantage on Constitution and Wisdom saves while within 60 feet of an undead creature. The character has disadvantage on attack rolls while in bright sunlight or when in contact with spells that replicate sunlight.
4 Le Pacte de Lute. Songs of sorrow fill the character’s soul. When using a Charisma (Performance) check to sing, the character can now add his or her Proficiency bonus. If the character is already proficient in Charisma (Performance), then his or her bonus is doubled when singing.
5 Umbral Soul. The darkness building in the character’s soul is starting to surface. The character gains Darkvision 60’. If the character already has Darkvision, his or her previous range is doubled. The character also gains advantage on Dexterity (Stealth) checks when hiding in shadows.
6 A Taste for Flesh. The character has broadened his or her appetite. The character gains immunity to the Poison and Exhaustion conditions.
7 Reconstituted. The character can graft flesh from the recently fallen to repair damage body parts. As an action the character can remove the flesh from a beast, giant, or humanoid that has died in the last 10 minutes to heal the character as if it has spent a Hit Die during a short rest. The character presses the recently dead flesh against the wounded area and the two meld together. This does not work using living flesh. This ability does not replace missing limbs or appendages nor does it grant any new abilities the recently dead creature may have had. This ability resets after a short or long rest.
8 Evil Eye. The character has an innate sense of the immediate future. The character can no longer be surprised at the beginning of combat. The character also gains the Foresee ability. The Foresee ability acts as the Halfling trait Lucky.
9 Forgotten Lore. While dead the character was witness to the Dark Powers’ plan, but once pulled back into the body the knowledge was locked away to preserve the character’s sanity. The character gains proficiency in two Intelligence based skills.
10 Traveler of the Mist. Can make a Dexterity (Stealth) check as a bonus action to hide if in the mist, even if only lightly obscured. The character’s speed is increased by 10 while in the mist.