HeavenlyBoon . . . by ?: * '''''Honesty.''''' When you tell a lie of any severity – from giving a fake name or making a Deception roll to acting a role in a performance – you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. If you failed a D20 test as a part of this, you do not gain a Willpower, but do not lose hit dice. * '''''Purity.''''' When you gain the Charmed, Frightened, or Poisoned conditions, or gain the effects of a curse or disease, you must expend a Willpower instead of gaining one. If you do not, you gain one level of Exhaustion. If you got the condition without failing a D20 test, you also lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. If you become immune to three or more of these conditions, your DM may make you choose a different detriment.
FiendTouched . . . by ?: * '''''Envy.''''' When you make a D20 test at the same time as others, and roll below over half of the others who rolled (rounded down), you must expend a Willpower (and do not gain a Willpower back if it was a failure). If you do not, you gain one level of Exhaustion. If the check was a success, and you do not expend Willpower, you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. * '''''Sloth.''''' When you roll initiative and roll a 16 or higher on the die, or when you take the Dash action, you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough left. * '''''Wrath.''''' The first time you reduce a creature to 0 hit points and don't kill it in each combat, or every time if the creature's CR is over half your level (rounded up), you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough left. If you do not personally reduce one or more creatures to 0 during combat, but contribute and allow them to be spared by your allies, the DM may enforce this.
Therianthropy . . . by ?: ||style="width:90%;margin:auto"
FeyBlessing . . . by ?: * '''''Fey Resistance.''''' Choose @@one@@ of the following damage types: %fire%fire%%, %cold%cold%%, %lightning%lightning%%, %poison%poison%%, %psychic%psychic%%, or %thunder%thunder%%. You have resistance to the chosen damage type. If you choose %poison%poison%%, you have %adv%Advantage%% on saving throws you make to avoid or end the '__Poisoned__' condition on yourself.
Vampirism . . . by ?: * [[Feats/Dark Adaptation]] ''(Requires 3rd level)'' * [[Feats/Child of the Night]] ''(Requires 9th level)''
DragonBlooded . . . by ?: * [[Feats/Half Dragon]] ''(Requires 3rd level)'' * [[Feats/Soul of the First World]] ''(Requires 9th level)''
Wight . . . by ?: * '''''Natural Weapon.''''' You have sharp claws or teeth, or deathly strength which are natural weapons with the Finesse property that you can use to make unarmed strikes. When you hit with them, the weapon deals 1d6 + your Strength or Dexterity modifier %physical%bludgeoning, piercing, or slashing damage%%.
WyrmBlessed . . . by ?: (:title Supernatural Gift: Wyrm-Blessed:) Either via blessings, proximity, or birthright, you have been changed by exposure to the awesome power of dragons, granting you the following benefits: * '''''Elemental Infusion.''''' As a '__Bonus Action__', you can touch a simple or martial weapon and infuse it with one of the following damage types: %acid%acid%%, %cold%cold%%, %fire%fire%%, %lightning%lightning%%, or %poison%poison%%. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this '__Bonus Action__', you can't do so again until you finish a long rest. * '''''Protective Wings.''''' You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your '__Reaction__' to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this '__Reaction__' a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. * '''''Reactive Resistance.''''' When you take %acid%acid%%, %cold%cold%%, %fire%fire%%, %lightning%lightning%%, or %poison%poison damge%%, you can use your '__Reaction__' to give yourself resistance to that instance of damage. You can use this '__Reaction__' a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.