Stille Veilborn

Your magic is not a gift. It is a curse. Marked at birth by the Dark Veil, you are barred from spellcasting, yet possess a potent, reality-warping force that unravels magic around you. As the sigils of your curse spread across your flesh, you become a living bane to spellcasters. Where others channel magic, you rupture it.

Adorcist Level Features

LevelFeature
1stVeilbitten Weapon, Dark Veil Curse (First Mark)
5thSpellshatter, Second Mark
10thCurse Transfer, Silvery Curse (Optional), Third Mark
15thArcane Suppression Field, Capstone Transformation

(1st Level)

Dark Veil Curse: First Mark

A black crescent sigil appears on your body, marking you as Veilborn.

  • Spellcasting Block: You cannot cast spells or take levels in spellcasting classes. You may still use Source Well Dice, pact magic, racial magic, and magic items.
  • Arcane Allergy: When a beneficial spell targets you, roll a d20. On a 1–5, the spell fails or warps (DM discretion).

Veilbitten Weapon

You may bind your curse to a weapon:

  • When you hit a spellcaster, they make concentration saves at disadvantage.
  • Until the end of their next turn, if they attempt to cast a spell, they must pass a casting check (DC = your Spell Save DC) or the spell fizzles.
  • Deals bonus force damage to summoned creatures or magical constructs equal to your proficiency bonus.

(5th Level)

Spellshatter

As a reaction, when a spell is cast within 60 ft:

  • Spend 2 Source Well Dice. Roll one.
  • If the result equals or exceeds the spell’s level, it is canceled with no effect.

Second Mark

Cursed script spreads across your chest. When you are targeted by a spell, the caster takes psychic damage equal to your proficiency bonus unless they pass a Charisma save (DC = 8 + Con mod + prof).

(10th Level)

Curse Transfer

When an ally within 30 ft is targeted by a spell, use your reaction to redirect the curse:

  • Your ally becomes untargetable by the spell. The spell automatically fails.
  • 1/long rest or spend 4 Source Well Dice to use again.

Silvery Curse

When a creature within 60 ft succeeds on a save or attack, you may use your reaction and 2 Source Well Dice to force them to reroll. If they fail, they also take psychic damage equal to your proficiency bonus.

Third Mark

Markings cover your body. You radiate passive disruption:

  • Concentration checks within 10 ft are made with disadvantage.
  • Passive magical effects (e.g. illusions, auras) flicker or become visible.

(15th Level)

 Arcane Suppression Field

When you drop to 0 HP or fall unconscious, you trigger a wave of pure Veil energy:

  • All spells in a 30 ft radius are canceled. Spellcasters must pass a Charisma save or lose their highest-level prepared spell or slot.
  • Once per long rest.

Capstone Transformation

You are erased from the weave.

  • Resurrection spells no longer function on you unless you choose to accept them.
  • You cannot be targeted by scrying, divination, or detect magic spells.
  • You may walk through antimagic zones unaffected.

Veilborn Surge

Your curse reacts violently to spellcasting and anti-magic use. You roll on the Veilborn Surge Table when you:

  • Use subclass features that call for a surge (e.g. Spellshatter, Curse Transfer)
  • Use Source Well Dice for anti-magic effects
  • Hit a spellcaster concentrating on a spell (once/turn)
  • End your turn within 10 ft of a spell being cast (once/round)

Veilborn Surge Table (1d12)

d12Effect
1The ground within 10 ft becomes magically deadened. No spells can be cast there until the end of your next turn.
2You become invisible to divination spells for 1 minute.
3Magic items within 10 ft dim or lose their glow until the end of the round.
4A random spell effect near you (DM's choice) fizzles. If no active magic is nearby, nothing happens.
5You gain temporary hit points equal to your Constitution modifier.
6Creatures concentrating on a spell within 10 ft must make a Con save or lose concentration.
7One summoned creature within 30 ft flickers, becoming incorporeal and stunned for 1 round.
8You teleport 10 feet in any direction, leaving behind a ripple of anti-magic.
9The next magic missile or force spell to target you does no damage.
10Your next melee hit against a caster deals double damage.
11Allies within 10 ft gain resistance to spell damage until your next turn.
12The next spell cast within 30 ft automatically fails.


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