House Koth - House of the Void/Features

From Kronopolis and the Flat Plane

Ability Score Increase

House Skills Training

  • Choice of one skill of from the following list to be proficient with:
Stealth
History
Nature
Religion
Animal Handling
Medicine
Deception
  • You are also proficient with Arcana.

Koth's Trance

  • Occult arcane studies, seeking the forbidden drives the Koth disciples into Decadent Trance.

Monomanic Obsession

  • The further your madness progresses, the further your mind may expand. Insanity is only a deeper kind of knowledge. Madness opens up the world, the planes and the arcane for study, nothing is too obscene, nothing is too dangerous and nothing is out of reach. Power is knowledge, but knowledge is beyond ones mind and thoughts.
Monomanic Obsession Stages
Stage Unlocked Possibilities
2 Maximum Intelligence increased to 22.
4 Your Intelligence score and one ability score of your choice increases by 1.
6 Maximum Intelligence increased to 24.
8 Your Intelligence score and one ability score of your choice increases by 1.
10 Maximum Intelligence increased to 26.
12 Your Intelligence score and one ability score of your choice increases by 1.
14 Maximum Intelligence increased to 28
16 Your Intelligence score and one ability score of your choice increases by 1.
18 Maximum Intelligence increased to 30.
20 Your Intelligence score and one ability score of your choice increases by 1.
Madness
  • At every Ability Score Improvement a Koth may instead choose to delve deeper into the eldritch, dark and unknown studies. Inducing with it an ever growing insanity. Roll a d20 on the Divine Madness table, gain the Divine Madness and the Maddening Power traits, and gain two Monomanic Obsession stages. Madness can be cured by Greater Restoration if the target is willing. They then lose the Divine Madness and the Maddening Power traits, and lose two Monomanic Obsession stages. Ability Score Improvement is not recovered.
Divine Madness
d20 Divine Madness Maddening Power
1 Voices occasionally call for sacrifices, and will sometimes tell you to kill people. Roll a wisdom saving throw each week against suggestion (with a duration of that week, DL 10 + Proficiency bouns). When damage taken related to the suggestion, roll another wisdom saving throw, on success the suggestion ends. You're immune to charm effects except your own voices.
2 You have multiple personalities which switches both randomly and when in need. When you roll a critical fail in one skill another personality is proficient in, that personality takes control, and you may roll gain. Choose two personalities, each with their own House Skills Training, Alignment and Background. (Can be gained multiple times)
3 You can see, hear and touch hallucinations of NPC(s). You're unaware that they are hallucinations to start out, but may learn that later. You have advantage on Perception (Investigation) checks against illusions that do not come from you.
4 You're convinced that you're the Chosen One of a god or prophecy, and will seek to fulfill their destiny no matter how impossible. You gain the Augury spell. When you reach 7th level, you can gain the Diviniation spell once per day. There is always a percent chance you get a random reading.
5 If addressed by your real name, you become paralyzed in fear and may be commanded by the one who knows it. You believe you're a fiend. Gain proficiency with the Disguise Kit and forgery kit and advantage on Charisma checks when trying to pass yourself off as a different person.
6 You randomly spout nonsense or obsessively make or repeat noises and movements you see and hear. You may also truth-tic or spontaneously utter socially objectionable or taboo words or phrases. (You may remove his, if you feel Tourettes-like characteristics shouldn't be a part of madness) You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception)

check.

7 You are severely phobic to a certain object or phenomenon (blood, statues, grass, etc.). When within 30 ft, you have to make a Wisdom saving throw with DL 10 + 5X every minute (X) or become Frightened until out of range and 1 minute passing. Failing while Frightened leaves you Paralyzed until out of range and 5 minutes passing. Gain an extra Monomanic Obsession stage (Can be gained multiple times)
8 You are severely phobic to a subtype of creature (Bears and spiders, not beasts, orcs not humanoids). When within 30 ft, you have to make a Wisdom saving throw with DL 10 + 5X every minute (X) or become Frightened until out of range and 1 minute passing. Failing while Frightened leaves you Paralyzed until out of range and 5 minutes passing. You also make a saving throw when attacked (DL = Damage taken) or attacking the creature (same as DL for current X). Gain an extra Monomanic Obsession stage (Can be gained multiple times)
9 Compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on). Your short rests and downtime take 1.5 times more time to complete. You gain the Keen Mind feat.
10 You're convinced that powerful enemies are hunting you, and their agents are everywhere you go. Perception checks to find enemies or threats, always succeed. You gain the Alert feat.
11 There’s only one person you can trust. And only you can see this Special friend. Any buffs or boons granted by allies are done with disadvantage. Talking to your Special friend may guide your actions, roll a d4 and add the number rolled to one ability check, saving throw or attack. Either before or after making the check. The Special friend may help you twice per short or long rest.
12 You have severe aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on). You may have to make a Wisdom saving throw against temptation. Gain an extra Monomanic Obsession stage (Can be gained multiple times)
13 You have an obsessive object of desire, which you can not leave your side. YOU MUST FIND IT IF YOU LOSE IT. You gain 1 luck point when you have your object on you. You regain the expended luck point when you finish a long rest. When you do not have the object on you, you have disadvantage on skill checks, attacks and saving throws, you also gain the Locate Object spell to cast once per long rest.
14 You obsess over the consumption of flesh, and believe it imbues you with the creature's powers. You may have to make a Wisdom saving throw against temptation or how long you have gone without eating flesh. Eating the flesh of a creature grants for d4 hours on a d20;
  • 1-4) Constitution saving throw (DL 11), on fail you become diseased with Sewer Plague.
  • 5-8) Constitution saving throw (DL 11), on fail you become poisoned.
  • 9-14) Nothing.
  • 15-20) One-quarter of the creature's highest ability score or the creature's memories and knowledge to some degree, so that you have a chance (depending on freshness of brain) of recalling any important fact known to the creature (recent events, details about the creature's death, passwords, magic item command words, etc).
15 You have severe amoral and aberrant desires (killing, abusing, torturing, deceiving, inflicting pain, which may be towards others, or towards self). You may have to make a Wisdom saving throw against temptation. Gain an extra Monomanic Obsession stage (Can be gained multiple times)
16 You occasionally believe that something else has happened, instead of what really in fact had happened. You may have to make a Intelligence saving throw when remembering something in the past. You may once per long rest, replace a spell that you have prepared, with another spell, or reroll any die you just rolled.
17 You have disorganized speech which may cause rapidly switching topics, switching to unrelated topics, or having word salad. Disadvantage on Charisma (Coercion, Deception) checks. You may cast and maintain concentration on one more spell requiring concentration, however Constitution saving throws to maintain your concentration are made at a disadvantage.
18 You're a celestial born into evil in the material world, now with the goal to save it. You may use Fake Healing Hands to restore 1 hp, once per long rest
19 You believe you're not of the world yet and have an inability to feel. You believe pain is the solution to emotion and becoming real. You become Neutral in alignment. When you reach 0 hit points, you do not fall unconscious until you fail your first death saving throw.
20 Your madness consumes the use of one of your senses; sight (Blinded), smell, touch (which also means an inability to feel pain), taste or hearing (Deafened). You can no longer use it. Roll another time on the Divine Madness table and gain two Monomanic Obsession stages