Chosen of Mikka

Chosen of Mikka

When a character decides to become a Chosen of Mikka they gain the following benefits from the Mother of Magic:

  • Mage Sight: Magical and enchanted items radiate in the Chosen’s vision. The chosen is able to see a faint outline of magic for any object within their normal field of view that has magical properties (magic weapons, armor, items, potions, etc.). This doesn’t allow the Chosen to know anything about the item other than it is magical in some way.
  • Mage Defense: The Chosen has advantage on saving throws against magical effects (magical effects is left to the DM’s decision). If the Chosen already has this ability, they can never lose advantage on the saving throw.
  • Mikka’s Light: As a reaction, the Chosen can use the properties of the Shield spell to negate a Magic Missile attack. This feature can be used a number of times per day equal to the Chosen’s intelligence modifier.
  • Silver Fire: The light of Mikka allows the Chosen to know one spell so wholeheartedly that they require no spell slot be expended for it and no V or S components. This can be used once per day and the Chosen’s eyes alight with a silver magical flame when casting this spell. The spell can be chosen each morning from the Chosen’s known spells.

Malifactor Master

Malifactor Master

Prerequisite: Adept Malifactor

Increase your Charisma score by 1, to a maximum of 20.

You have a Maximum pool of 5 Malifactor points now, Your Adept Malifactor Aura increases to 30 feet, and now effects Ability Checks and Attacks, not including Initiative checks.

You can Expend a Malifactor Point to ignore this Penalty Once when you would make an ability check, attack roll, or Saving throw.

Adept Malifactor

Adept Malifactor

Prerequiste: Lesser Malifactor

Increase your Charisma score by 1, to a maximum of 20.

You have a Maximum pool of 3 Malifactor points now, Creatures within 15 feet of you suffer a Penalty to all Saving throws equal to1d4, and this includes you.

You can Expend a Malifactor Point to ignore this Penalty Once when you would make a Saving throw.

Lesser Malifactor

Lesser Malifactor

Prerequsite: Unlucky Background Feature or Unlucky Feat, Not have Lucky Feat.

You have 1 Malifactor point. Whenever you witness a creature make an attack roll, an ability check, or a saving throw, you can spend one Malifactor point to roll an additional d20. You can choose to spend one of your Malifactor points after they roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one Malifactor point when you make an attack roll. Roll a d20, and then choose which roll the attack uses.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended Malifactor points when you are subject to the Unlucky Feat, or Unlucky Background feature’s effects, you can have no more Malifactor points, than 1 at a time.

Wicked Cultured

Wicked Cultured

Prerequisite: evil alignment

You are an intellectual, with sophisticated tastes and an enormous vocabulary. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in one language, one musical instrument, one gaming set, and one skill from the following list: Arcana, History, Investigation, Nature or Religion. Your proficiency bonus is doubled for this skill.
  • You can quote from memory from up to 10 pieces of classic literature, can recall any ancient myth you have heard, and can beautifully play a song on an instrument you are proficient in. You have advantage on Charisma (Performance) checks to perform one of these actions.