TEXT: EN World EN5IDER | Priests of Misfortune
  EN World EN5IDER | Priests of Misfortune
   
  writing Mike Myler
   color art Cat Lu
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  G
  ritting her teeth in pain as 
   her muscles strain against the force 
   of an ogre’s club, the fighter parries 
  with her shortsword but only barely in time to 
  save her life. She lunges forward with a feinting 
  longsword strike in response, catching her foe off 
  guard and forcing him into the a wicked green 
  gas that she belches forth from a rotted tongue—
  her monstrous enemy breathes deep and begins to 
  slow, ripe for the kill.
  a
  fter hours of careful hiding, 
   hushed footsteps, hasty retreats, 
   and arduous climbing, the rogue had 
  finally reached the empress’ quarters, cloaked in 
  darkness and clinging to the exterior of her tower. 
  Waiting for what seemed to be an eternity but 
  could only barely be more than an hour, he finally 
  risked being sighted and lowered himself down 
  just enough to spy through the window, making 
  certain that only his target lay sleeping within. 
  
  Priests of Misfortune | EN World EN5IDER
  Priests of Misfortune | EN World EN5IDER
  Beckoning the evil from within himself to awaken, the 
  rogue leans down and waves an arm covered in putrid 
  feathers, letting forth deadly spores that waft into the 
  interior of the empress’ bedchamber, poisoning her in 
  her sleep and fulfilling a weighty contract.
  W
  hooping in a primal roar that 
  shakes the bones of her enemies as she 
  leaps forward, the barbarian twists and 
  contorts as two massive crimson wings sprout from her 
  body to carry her aloft, her visage becoming ever more 
  terrifying until nearly all who see her flee in panic. 
  Those that remain raise their shields as she glides to 
  mete out death with a wicked red arm that sputters 
  with the flames of Hell itself.
  Whether through blasphemous rituals, arcane 
  experiments, or through mad science, some 
  characters come to incorporate biological 
  components that are not their own. Regardless 
  of if they were willing to undergo the change or 
  became a victim while captured by dark forces, 
  these fundamental alterations to one’s physical 
  form are not easily undertaken and completely 
  irreversible without the aid of epic magic. Those 
  who survive the process are forever changed 
  and marked as different from their peers, the 
  foreign parts of their body undeniably bizarre and 
  impossible to hide—but blessed with great, fell 
  powers.
  Experimenting and Grafting
  Simply acquiring an experiment feat immediately 
  grants its benefits—unless the GM decrees 
  otherwise, the actual acquisition of any following 
  feats are narratively driven and do not require 
  the PC to physically find and integrate a foreign 
  body part.
   However, should the GM so decree, the PC 
  must have the part of another creature’s body 
  that they want to make their own in order to 
  graft it. Though this can be challenging for rare 
  targets, a character with an experiment feat is 
  able to express their own will on a conjured 
  creature in order to gain the desired limb. When 
  the summoned creature dies, the character 
  makes a Constitution saving throw opposed by 
  a Constitution ability check by the summoner; 
  on a success, the rest of the conjured creature 
  disappears but the desired body part remains for 
  1d4+5 minutes. 
   So long as a body part comes from a creature 
  permanently on the Material Plane (or as 
  described above) and is fresh (or properly 
  preserved with a bag of holding, gentle repose spell, 
  or other appropriate measures), a character can 
  graft it onto themselves. Grafting the foreign body 
  part on requires the corresponding part from the 
  grafting character’s body be removed (dealing 
  1d10 points of damage to themselves) and a 
  Wisdom (Medicine) check in a gruesome process 
  that takes 5 minutes to perform. The DC of this 
  check is equal to the grafting creature’s Hit Dice. 
  Other characters may assist with the Wisdom 
  (Medicine) check as normal, but attempts to 
  perform it themselves increase the DC to 8 + the 
  grafting creature’s Hit Dice.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
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  EN World EN5IDER | Priests of Misfortune
  EN World EN5IDER | Priests of Misfortune
  New Feats
  Abyssal Hide
  The hide of a demon lays just beneath the surface 
  of your skin, itching with every good deed you 
  witness and urging you to act with the same 
  despicable malevolence as the creature that it once 
  belonged to. You gain the following benefits and 
  flaw:
   
  ▶ You gain natural armor that increases your 
  AC by 1.
   
  ▶ You may spend a reaction to gain advantage 
  on a Strength, Dexterity, or Constitution 
  saving throw. You may use this ability a 
  number of times equal to your proficiency 
  bonus, and regain all uses by completing a 
  long rest.
  Balor Wings
  Prerequisite: Proficiency Bonus +4 or higher
   You have acquired the terrifying wings of a 
  great demon, able to take to the sky and call upon 
  some of their original bearer’s dark power to burn 
  your foes with the flames of the Abyss. You gain 
  the following benefits:
   
  ▶ You may spend an action to sprout wings 
  that grant you a fly speed of 80 feet. While 
  these wings are out, you have disadvantage 
  on non-Intimidation Charisma ability checks 
  against Good and Neutral creatures.
   
  ▶ By spending a bonus action you may retract 
  your wings to a quarter of their size, losing 
  your fly speed but gaining an aura of fire. At 
  the start of your turn, each creature within 
  5 feet of you takes 10 (3d6) fire damage, and 
  unattended flammable objects in the aura 
  that aren’t being carried or worn ignite. A 
  creature that touches you or hits you with 
  a melee attack while within 5 feet of you 
  takes 10 (3d6) fire damage. You may only use 
  this fire aura for a number of rounds equal 
  to your proficiency bonus before requiring 
  a short rest. These rounds need not be 
  consecutive and you can return the wings to 
  full size as a bonus action.
  Path of the Fell Pact 
  (Barbarian Primal Path)
  While most individuals grafted with the parts of 
  monsters or other races are not willing to accept 
  their new limbs and appendages, barbarians of 
  the Fell Pact hunt down creatures to incorporate 
  into their own bodies as a rite of passage. These 
  despicable warriors hide their demonic or devilish 
  abilities beneath their skin, utilizing their rage to 
  manifest fiendish qualities that endow them with 
  powers that make them terrors to behold on the 
  battlefield.
  Fell Rage
  Starting when you choose this path at 3rd level, 
  you can manifest fell powers when you rage. If 
  you do so, for the duration of your rage you can 
  gain the benefits of either the Abyssal Hide feat 
  or the Imp’s Eye feat. When your rage ends, you 
  suffer one level of exhaustion if you used this 
  feature.
  Fell Scion
  Beginning at 6th level, when you use Fell Rage 
  you gain the benefits of either the Dretch Belch 
  feat or the Infernal Horns feat. You do not require 
  any rests between the uses of abilities granted by 
  these feats but may only use rechargeable abilities 
  once per rage.
  Greater Fell Scion
  Beginning at 10th level, when you use Fell Rage 
  you gain the benefits of either the Infernal Mask 
  feat or the Vrock Feathers feat. You do not require 
  any rests between the uses of abilities granted by 
  these feats but may only use rechargeable abilities 
  once per rage.
  Evil Incarnate
  Beginning at 14th level, when you use Fell Rage 
  you gain the benefits of either the Balor Wings feat 
  or the Devil’s Arm feat. You do not require any 
  rests between the uses of abilities granted by these 
  feats but may only use rechargeable abilities once 
  per rage.
  
  Priests of Misfortune | EN World EN5IDER
  Priests of Misfortune | EN World EN5IDER
  Devil’s Arm
  Prerequisite: Proficiency Bonus +4 or higher
   The ruby-red arm of a devil juts out of your 
  shoulder or the hide of an infernal servant covers 
  your own arm, granting you a conduit that draws 
  power from Hell itself. You gain the following 
  benefits:
   
  ▶ Your Strength score increases by 2. Your 
  maximum Strength score is now 22.
   
  ▶ You are able to conjure flames to use as 
  ranged attacks. By spending a bonus action, 
  you generate as many flames as you have 
  attacks in a round; at the beginning of your 
  next turn, any unused flames dissipate. The 
  range for your hurled flames is 150 feet and 
  on a successful hit, they deal 4d6 fire damage 
  + your Strength modifier. If the target is a 
  flammable object that isn’t being worn or 
  carried, it also catches fire.
   
  ▶ You have disadvantage on non-Intimidation 
  Charisma ability checks against Good and 
  Neutral creatures.
  Dretch Belch
  Within your mouth is the wretched tongue of 
  a dretch, a fetid and disgusting thing that both 
  fortifies you against poison and gives you a 
  means of poisoning others. You gain the following 
  benefits:
   
  ▶ You gain immunity to the poisoned 
  condition.
   
  ▶ By spending an action, you expel a 10-
  foot radius of disgusting gas that spreads 
  around corners and makes its area lightly 
  obscured. It lasts for 1 minute or until a 
  strong wind disperses it. Any creature that 
  starts its turn in that area must succeed 
  on a DC 11 Constitution saving throw or 
  be poisoned until the start of its next turn. 
  While poisoned in this way, the target can 
  take either an action or a bonus action on its 
  turn, not both, and can’t take reactions. You 
  must complete a long rest before you are able 
  to belch gas again.
  Imp’s Eye
  One of your eyes has been replaced with an eye 
  from one of Hell’s lowliest denizens, allowing 
  your vision to pierce darkness as easily as a 
  dagger pierces flesh. You gain the following 
  benefits:
   
  ▶ You gain darkvision 60 feet. If you already 
  have darkvision it increases by 60 feet.
   
  ▶ Magical darkness does not impede your 
  vision. You have disadvantage on non-
  Intimidation Charisma ability checks against 
  Good and Neutral creatures.
  
  EN World EN5IDER | Priests of Misfortune
  EN World EN5IDER | Priests of Misfortune
  Infernal Horns
  Prerequisite: Proficiency Bonus +3 or higher
   Jutting forth from your skull are grisly horns 
  from one of Hell’s devils, channeling infernal 
  power to protect you from magical attacks but 
  poisoning your mind with wicked impulses. You 
  gain the following benefit and flaw:
   
  ▶ You gain advantage on saving throws against 
  spells and other magical effects.
   
  ▶ You are at disadvantage when making non-
  Intimidation Charisma ability checks against 
  creatures that are not evil.
   
  ▶ Once per week you must commit a 
  duplicitous or evil act or you lose advantage 
  on saving throws against spells and other 
  magical effects. 
  Infernal Mask
  Prerequisite: Proficiency Bonus +3 or higher
   Your visage can contort and transform into a 
  rictus that resembles the devil from whence it 
  came, filling your enemies with terror.
   When a creature you can see starts its turn 
  within 30 feet of you, you can spend a bonus 
  action to create an illusion that uses the creature’s 
  deepest fears to utterly horrify it. If the creature 
  can see you, it must succeed on a Wisdom saving 
  throw (DC 8 + your proficiency bonus + your 
  Strength modifier) or be frightened until the end 
  of its turn. By spending an action instead, you 
  may affect a number of creatures equal to your 
  proficiency bonus. 
  Vrock Feathers
  Prerequisite: Proficiency Bonus +3 or higher
   You are able to sprout the feathers of a dreaded 
  vrock. Though this evil plumage does not grant 
  you any aerial ability, they are as deadly and 
  toxic as the demon that grew them. You gain the 
  following benefits:
   
  ▶ You may spend an action to sprout feathers 
  that grant you immunity to the poisoned 
  condition and resistance to poison damage (if 
  you have resistance to poison damage, you 
  gain immunity to poison damage).
   
  ▶ By spending an action while your feathers 
  are out, you emit a cloud of toxic spores in 
  a 15-foot radius. The spores spread around 
  corners. Each creature in that area must 
  succeed on a DC 14 Constitution saving 
  throw or gain the poisoned condition. While 
  poisoned in this way, a target takes 5 (1d10) 
  poison damage at the start of each of its 
  turns. A target can repeat the saving throw at 
  the end of each of its turns, ending the effect 
  on itself on a success. Emptying a vial of holy 
  water on the target also ends the effect on it. 
  You must complete a short rest before you 
  can release another cloud of toxic spores. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 063 - Fell Grafts.pdf