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Diamondless Revivify

In a moment where all seems lost - a friend lies dead before you, your components pouch empty - you can choose to invoke the Diamondless Revivify, resurrecting your friend without the components needed to properly focus the spell and make your plea to Vanth.   All of the standard rules of Revivify still apply in this moment, with the exception of the 300gp diamond requirement. A check using your spellcasting modifier of DC 10 + (number of deaths, not counting the current situation) must still be met for this to work, and the body cannot be destroyed in the case of a spell like Disintegrate.   If no one in the party is currently able to cast Revivify, a caster with access to it on their spell list (Cleric, Paladin, Artificer, Wildfire Druid, Celestial Warlock, Divine Soul Sorcerer, and a Bard that is beyond level 10) can choose to suffer from three levels of exhaustion to cast it without having it prepared.   When casting this incantation without the proper spell focus, the soul will return to the body that still suffers from the means that felled it. A creature can be brought back in this way only once. The following tables describe the possible effects of a creature revived in this way, the only way to remove one of these effects is with a healing spell cast at seventh level or greater:

d8 Acid:
1 Your sweat becomes highly acidic, and physical exertion triggers it. Due to the pain that results from this, all Athletics and Acrobatics checks will be made at disadvantage.
2 The acid has leached into your lungs, making it more difficult to breathe properly. All saving throws against gaseous effects will be made at disadvantage, and the number of rounds you can survive while submerged before drowning is halved.
3 Your touch becomes highly corrosive. If your bare skin comes into contact with non-magical metals (steel, iron), they begin to rust and grow brittle. If you come into direct contact with non-magical weaponry, the weapons will break after 1d8 hits.
4 Your stomach fills more quickly with acid, which makes its way to the esophagus in inconvenient moments. You gain a vulnerability to poison damage when ingested.
5 The acid has caused your skin to peel in terrifying ways, giving you a gruesome visage. You now have disadvantage on all Persuasion checks.
6 The hormones secreted when you enter a stressful situation have taken on an acidic quality. When you enter initiative, you suffer from 2d8 acid damage.
7 You feel constantly dehydrated from the acid leaching water from your body. Whenever you see a water source for the first time, you must make a DC 10 Wisdom saving throw or use all of your movement to approach the water and drink.
8 The burns from the acid have rendered one of your limbs unusable. Work with your DM to see what would be the most appropriate limb to fall into disuse.
d8 Bludgeoning:
1 Your lower back has developed chronic pain, inhibiting your speed on the battlefield. Your movement is reduced by 10 feet.
2 Although crudely knit back together by magical means, the place where you were bludgeoned to death has become infected. Upon reaching half of your maximum hit points (or lower), you are now inflicted by the poisoned condition.
3 The bone fracture caused significant nerve damage, which creates an irritating, tingly feeling throughout the body. Due to the distraction of this pain, all Perception and Insight checks will be made at disadvantage.
4 Your bones healed in a rapid, rudimentary way that makes them fragile and weak. You develop a vulnerability to bludgeoning damage.
5 Your joints begin to swell, causing stiffness and rigidity. All dexterity-based checks (Acrobatics, Sleight of Hand, Stealth) will be made at disadvantage.
6 The impact to your chest caused damage to your lungs, which no longer inflate in a healthy way. All saving throws against gaseous effects will be made at disadvantage, and the number of rounds you can survive while submerged before drowning is halved.
7 Your joints and tendons have become susceptible to elemental interference. Upon suffering from cold or lightning damage, you must make a DC 10 Constitution saving throw or become paralyzed until the end of your next turn.
8 One of the major bones in your body has shattered to a point that it cannot be healed without extensive magical care. Work with your DM to see which bone is the most appropriate in this situation.
d8 Cold:
1 Your core body temperature has significantly lowered. Upon taking cold damage, you must make a DC 10 constitution saving throw or suffer from one level of exhaustion.
2 A thin layer of frost has crusted over your skin, giving it an ethereal appearance. You are now vulnerable to fire damage.
3 The constant cold you feel has slowed down the speed at which you can recall information. All Intelligence-based checks (Arcana, History, Investigation, Nature, Religion) are made at disadvantage.
4 You cannot stop shivering from an ever-present cold that no one else seems to feel. All ranged weapon attacks will be made at disadvantage.
5 You develop a variant of trench foot, causing every step to be extraordinarily painful. Your movement is halved.
6 Your touch freezes non-magical water. Upon being completely submerged, ice completely encases you; you begin drowning immediately.
7 The cold no longer allows you to rest as you once did. All HP restored by hit die is halved, and levels of exhaustion cannot be removed upon a long rest.
8 Frostbite has eaten away at one of your limbs, rendering it unusable. Work with your DM to see which limb would be the most appropriate in this situation.
d8 Fire:
1 Your core body temperature has significantly raised. Upon taking fire damage, you must make a DC 10 constitution saving throw or suffer from one level of exhaustion from your brain overheating.
2 Your skin has begun to emit a faint sheen of smoke and heat. You are now vulnerable to cold damage.
3 The fire has heightened your emotions beyond anything you thought possible. Your alignment shifts laterally once towards 'chaotic'; if already 'chaotic', laterally once towards 'evil'.
4 When under duress, your body feels extremely hot. Upon entering initiative, you suffer from 2d8 fire damage.
5 Your body is covered in burn scars that have disfigured you significantly. All Persuasion checks will be made at disadvantage.
6 An intense heat radiates from your fingers. Upon coming into contact with anything that is not immune to fire damage, it takes 1d8 fire damage (2d8 if a plant).
7 Stifling heat has made it impossible to sleep comfortably, no matter what environment you find yourself in. All HP restored by hit die is halved, and levels of exhaustion cannot be removed upon a long rest.
8 One of your limbs has been completely burned away, rendering it unusable. Work with your DM to see which limb would be appropriate.
d8 Force:
1 A strange aura surrounds you that amplifies weapon attacks against you. Upon being hit by a melee or ranged weapon attack, you must make a DC 10 strength saving throw or be pushed back an additional ten feet. If you leave a creature's melee range in this way, the creature can take an attack of opportunity.
2 Gravity has a greater hold on you. Thus, your movement is reduced by ten feet and your weight is doubled.
3 The concentrated magical energy that killed you has developed into something chaotic and turbulent. Roll on the Wild Magic Surge table twice, and the DM will choose which effect occurs.
4 After the impact, your bones healed in a rapid, rudimentary way that makes them fragile and weak. You develop a vulnerability to all bludgeoning damage.
5 You become more susceptible to all types of damage. Upon sustaining a hit, you take the normal damage with an additional 1d8 force damage.
6 Gravity has a lesser hold on you. Thus, your movement increases by ten feet, your weight halves, and you have disadvantage on all Dexterity saving throws.
7 An aura of pure magical energy gives you a nearly-perpetual migraine aura, causing strange undulations in your vision. All vision-based Perception checks and all Investigation checks will be made at disadvantage.
8 One of your limbs has been blown clean off of your body. Work with your DM to determine which limb is appropriate in this situation.
d8 Lightning:
1 Your body is electrically imbalanced, causing you to become partial to static electricity. Every time your skin comes into contact with metal for the first time, you suffer from 2d4 points of lightning damage.
2 You have developed cataracts from the flash being burned into your retinas. You now have disadvantage on vision-based Perception checks, and if you had non-magical darkvision, it is gone.
3 The lightning has created muscle spasms, preventing you from being as agile as you once were. You now have disadvantage on all Dexterity-based checks (Acrobatics, Sleight of Hand, Stealth).
4 Electricity has caused an irregular beating pattern in your heart, causing your body to partially lose its ability to retain homeostasis. Your Constitution reduces by 2 points.
5 The scarring across your skin is fragile and susceptible to heat. You now have vulnerability to fire damage.
6 Intense physical activity has become difficult due to the weakness of your muscles. You now have disadvantage on Strength-based checks (Athletics) and saving throws.
7 Lightning has shocked your brain, harming the parts of your brain that maintain memory. You now have disadvantage on checks to recall information (Arcana, History, Medicine, Nature, Religion).
8 The electric current has fried the nerves in one of your limbs, rendering it useless. Work with your DM to see what would be appropriate in the context of your death.
d8 Necrotic:
1 You have developed an insatiable hunger for raw meat. If you go 24 hours without consuming raw meat, you suffer from one level of exhaustion.
2 Your body has bloated with noxious gas, a residual effect of rapid decomposition. You now have vulnerability to poison damage and disadvantage on saves against being poisoned.
3 The muscles in your body have stiffened from rigor mortis, making it challenging to move as you once did. Your Dexterity score reduces by 2 points.
4 A stench of decay has begun to follow you. You now have disadvantage on all Charisma (Deception, Intimidation, Persuasion) checks.
5 You've developed a sickening illness, causing a feeling of constant nausea. When exposed to a horrible smell (at the discretion of the DM), you must succeed on a DC 10 Constitution saving throw or take one point of exhaustion.
6 When you were brought back to life, your body continues to slowly break down from necrosis. You develop a vulnerability to necrotic damage, as it speeds up the process.
7 Your blood has begun to coagulate, causing your body to slow and harden. At the end of every long rest, you must make a DC 10 Constitution saving throw or become petrified for 1 hour.
8 One of your limbs has rotted through, rendering it useless. Work with your DM to see what limb would be the most appropriate in this situation.
d8 Piercing:
1 The wound that killed you has become severely infected with a disease untouchable by normal means. At the end of every long rest, you must make a DC 10 Constitution saving throw or be inflicted with the poisoned condition until the end of your next long rest.
2 A constant phantom pain remains in the spot that you were killed, making it very difficult to concentrate as you once did. All Perception and Investigation checks will be made at disadvantage due to the sheer distraction of the feeling.
3 Your skin has severely weakened, making it significantly more susceptible to injury. You now have vulnerability to piercing and slashing damage.
4 Your lungs were pierced in battle, and they no longer inflate in a healthy way. All saving throws against gaseous effects will be made at disadvantage, and the number of rounds you can survive while submerged before drowning is halved.
5 A shard of whatever killed you was buried beneath your skin and ossified itself to your bone, rendering exertion difficult. You have disadvantage on Athletics checks and Strength saving throws.
6 The wound that killed you didn't heal properly, making it very painful to move as quickly as you once did. Your movement speed is reduced by 5 feet and you have disadvantage on Acrobatics and Stealth checks.
7 A major artery was impaled upon your death, and it didn't heal properly upon being revived. When under stress, you bleed painfully - upon rolling an Initiative check, you sustain 2d4 damage that cannot be reduced in any way.
8 A vital part of your body was pierced completely, rendering it useless. Work with your DM to determine what limb/joint/tendon is appropriate in this circumstance.
d8 Poison:
1 The residual effect of the poison that killed you broke down your cells just enough to give you a vulnerability to Necrotic damage, as the damage helps speed up their decomposition.
2 You were killed by a myotoxin, a poison that damages muscles severely. Upon entering Initiative, the sudden burst of adrenaline causes your muscles to spasm and freeze - you must succeed on a DC 10 Constitution saving throw or become paralyzed through the end of your turn.
3 Your nervous system was harmed by a neurotoxin, occasionally causing your muscles to act of their own accord. Your Dexterity score is reduced by 2 points.
4 Residual poisons have made it very difficult to exert your body in the same way you once could. You now have disadvantage on Athletics and Acrobatics checks.
5 The poison has travelled to your brain, causing it to slow down in its recollection of information. All Intelligence checks (Arcana, History, Investigation, Nature, Religion) will be made at disadvantage.
6 A hemotoxin remains diluted in your body after being revived, causing internal bleeding. You now have disadvantage on all Constitution saving throws.
7 Your brain has become more susceptible to outward attacks. You develop a vulnerability to Psychic damage.
8 The poison that killed you was a neurotoxin that spread throughout the body, but concentrated itself in one of your limbs. Work with your DM to determine which limb would be appropriate to make useless in this situation, as it no longer functions as if it were under your control.
d8 Psychic:
1 Your brain becomes susceptible to outward attacks. You now have disadvantage on Wisdom saving throws.
2 You've developed a consistent, low-grade migraine that prevents you from moving as you once did. Your movement speed is halved.
3 In being revived, a voice that is not your own has come with you from the other side, speaking to you in your mind. Further details of this effect will be determined by the DM.
4 With the damage to your psyche, you can no longer trust even your closest allies. You no longer count as a “friendly” creature to anyone in regards to abilities or spells. The only creature beneficial spells and abilities can now affect is yourself.
5 The damage to your psyche has caused you to become reckless and compulsive. Your alignment shifts laterally once towards 'chaotic'; if already 'chaotic', laterally once towards 'evil'.
6 You suffer from irresistible murderous urges at the sight of the helpless. If any creature you see is incapacitated (regardless if they’re an enemy or ally), you must spend your turn moving towards the creature and attacking it if possible.
7 Shadows have begun to form at the edge of your vision that weren't there before. You now have disadvantage on all vision-based Perception and Investigation checks.
8 The attacks on your mind caused a substantial part of your memory to become erased. Work with your DM to determine which aspects of your life would be appropriate to have forgotten.
d8 Radiant:
1 Even upon being brought back from death, you will constantly feel the sickness brought about by the radiance as tumors slowly develop throughout your body. Your natural lifespan is halved.
2 Radiation has affected your lungs, making it more difficult to breathe properly. All saving throws against gaseous effects will be made at disadvantage, and the number of rounds you can survive while submerged before drowning is halved.
3 Your skin has begun to peel and blister long after the radiance that killed you, disfiguring your body. You now have disadvantage on Persuasion checks.
4 The lingering sickness you feel from being killed in this fashion has made it extremely difficult to rest normally. All hit points regained from hit die are halved, and at the end of each long rest you must make a DC 10 Constitution saving throw or gain one level of exhaustion.
5 Upon being revived, the light that killed you was so bright that it blinded you completely. However, you gain Blindsight out to 30 feet.
6 The radiation has warped your flesh horribly. Refer to the Flesh Warping table on the Sibriex statblock (MTF p.137; MPMM p.217) and roll 1d100 to determine what effect occurs.
7 The acute exposure to radiation has affected your heart, causing your body to lose its ability to retain perfect homeostasis. Your Constitution score is reduced by 2 points.
8 A semi-sentient tumor has grown within a limb on your body, rendering it uncontrollable. This limb comes directly after you in the initiative order and will act of the DM's accord.
d8 Slashing:
1 The wound that killed you has become severely infected with a disease untouchable by normal means. At the end of every long rest, you must make a DC 10 Constitution saving throw or be inflicted with the poisoned condition until the end of your next long rest.
2 The pain from the wound is so debilitating that it is impossible for you to rest as you normally would. You regain only half of the hit points rolled by your hit die, and upon taking a long rest, you must succeed on a DC 10 Constitution saving throw or take one level of exhaustion.
3 A major artery was cut upon your death, and it didn't heal properly upon being revived. When under stress, you bleed painfully - upon rolling an Initiative check, you sustain 2d4 damage that cannot be reduced in any way.
4 Your joints and tendons have become susceptible to elemental interference. Upon suffering from cold or lightning damage, you must make a DC 10 Constitution saving throw or become paralyzed until the end of your next turn.
5 Your joints begin to swell, causing stiffness and rigidity. All dexterity-based checks (Acrobatics, Sleight of Hand, Stealth) will be made at disadvantage.
6 The wound that killed you didn't heal properly, making it very painful to move as quickly as you once did. Your movement speed is reduced by 5 feet and you have disadvantage on Acrobatics and Stealth checks.
7 A major tendon was severed upon your death, causing your range of motion to be limited and debilitating. All Dexterity saving throws will be made at disadvantage.
8 Your death was caused by bleeding out after one of your limbs was severed from your body. Even upon being revived, it didn't grow back - work with your DM to determine which limb is appropriate.
d8 Thunder:
1 The sonic boom that killed you fractured your ribs in the explosion, making breathing extremely painful. All saving throws against gaseous effects will be made at disadvantage, and the number of rounds you can survive while submerged before drowning is halved.
2 You've developed severe balance problems since being brought back. All Dexterity checks (Acrobatics, Sleight of Hand, Stealth) will be made at disadvantage.
3 Your mind is no longer steadfast, having been injured in the concussive explosion. Your Wisdom score reduces by 2 points.
4 Since being revived, you've developed severe tinnitus that distracts you from your tasks. All Perception and Investigation checks will be made at disadvantage.
5 The sonic damage has caused persistent trouble sleeping. At the end of a long rest, you must make a DC 10 Constitution saving throw; upon a failure, you only gain the benefits of a short rest.
6 Your ability to concentrate has been reduced significantly, making it much more difficult to recall information. All Intelligence-based checks (Arcana, History, Investigation, Nature, Religion) will be made at disadvantage.
7 The bones in your body have been tuned to resonate with the frequency that killed you. You develop a vulnerability to thunder damage.
8 The explosion rendered you completely deaf; the only thing that you can hear is the sound of your own heart beating.

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