Moonmarks of Kurus
Homebrew blessings for Kurus Campaign Setting
Some individuals are born with a mark corresponding to one of the Gods of Kurus. They are more intricate than a birthmark and more distinct than a tattoo. Depending on who you are this may be either a blessing or a curse and it is usually not known who is chosen to be marked, not even by the Gods themselves. Many communities throughout the world do not treat marked ones well and thus the marked tend to hide their physical manifestations of the gods.
During character creation a player can choose to pick one of the moonmarks. Treat these as a custom feat with no pre-requisite. The mark manifests on a random part of the character's body that is determined by the DM usually through a d100 table.
Sign of (Telal) Civilization
Ability Bonus +1 STR, -1 WIS
Blessing You gain expertise with two toolkits of your choice and you can expend Hit Dice to gain the ability to speak, read, and write in one language of your choice for 10 minutes per Hit Die spent.
Sign of (Kashaptu) Water
Ability Bonus +1 DEX, -1 CHA
Blessing You can breathe air and water. If you would be dealt cold or fire damage, you may expend a Hit Die to gain immunity to that damage type for a turn (you must expend one Hit Die per type).
Sign of (Bete) Beast
Ability Bonus +1 DEX, -1 CON
Blessing You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of you and the creature and the ally is not incapacitated or restrained. You may expend a Hit Die and roll one of a melee weapon’s damage die and additional time as extra damage.
Sign of (Musen) Heaven
Ability Bonus +1 DEX, -1 CON
Blessing You gain darkvision to a range of 60 feet and dim light does not impose disadvantage on your Wisdom(Perception) checks. If you already have darkvision, the range of your darkvision increases to 120 feet. You can expend any number of Hit Dice to grant yourself truesight to a range of 30ft for a number of minutes equal to the number of die expended.
Sign of (Kur) Earth
Ability Bonus +1 CON, -1 WIS
Blessing You have advantage on checks and saves against spells and effects that would knock you prone. If an effect moves you against your will along the ground, you can Hit Dice to reduce the distance you are moved by 10 feet per Hit Die spent.
Sign of (Gis) Nature
Ability Bonus +1 CON, -1 DEX
Blessing You can innately cast entangle without any components. Once you reach 5th level, you can do the same with speak with plants. Once you reach 11th level, you can do the same with druid grove. You can cast these once per long rest unless you expend a number of Hit Die equal to half your level (rounded up).
Sign of (Kishpu) Arcana
Ability Bonus +1 INT, -1 STR
Blessing Once per round, you can attempt to identify a spell being cast without using your reaction. (See Spellcasting in Xanathar's Guide to Everything, pg 85.) The DC for the Intelligence(Arcana) check is 10+the spell’s level. You can expend three or more Hit Dice to attempt to steal concentration* from an enemy you can see.
Sign of (Mitu) Knowledge
Ability Bonus +1 INT, -1 CHA
Blessing You gain expertise in one Intelligence skill of your choice. You have advantage on Intelligence(Investigation) checks to discern illusions. You may expend a Hit Die to add your proficiency bonus to any INT, WIS, or CHA check.
Sign of (Ymmaru) Life
Ability Bonus +1 WIS, -1 DEX
Blessing You have advantage on saving throws against disease and effects that would impose exhaustion on you, including Constitution saving throws made to avoid exhaustion when going without sleep. You may expend a number of Hit Dice equal to half your level to remove one level of exhaustion from you or an ally.
Sign of (La) Order
Ability Bonus +1 WIS, -1 CON
Blessing When a creature within 60 feet of you would roll with advantage or disadvantage, you can have that creature roll without it instead. You can do this a number of times equal to your proficiency bonus then you must expend two hit dice per additional use. You regain all uses when you finish a long rest.
Sign of (Napistum) Love
Ability Bonus +1 CHA, -1 INT
Blessing At the end of a short rest, you can expend any number of Hit Die to give you and each of your allies gain temp HP equal to the number rolled + your proficiency. Additionally, if any of your allies spend Hit Dice to recover HP after completing a short rest, they regain additional HP equal to your proficiency (max once per short rest)
Sign of (Ebebu) Morality
Ability Bonus +1 CHA, -1 STR
Blessing You can innately cast certain spells without any components. You can cast these once per long rest unless you expend a number of Hit Die equal to half your level (rounded up). The spells you gain with this blessing are:
At 5th level you gain these spells with this blessing:
At 11th level you gain these spells with this blessing:
Sign of (Ly) Chaos
Ability Bonus +1 ANY, -1 ANY
Blessing If a creature misses you with an attack, you may have that creature target another random creature in range with that attack (including itself and other allies). It rolls again for the attack with advantage. You must finish a long rest before you can use this ability unless you expend hit dice equal to the number of times you’ve used this ability to use it again (resets after a long rest).
Sign of (Seren) Horror
Ability Bonus +1 STR, -1 INT
Blessing You have advantage on saving throws against madness and being frightened. You can expend Hit Dice to grant disadvantage to creatures who can see you on saving throws against being frightened by you for 10 minutes per Hit Die spent.
Sign of (Nylshim) Underworld
Ability Bonus +1 CHA, -1 CON
Blessing You have advantage on saving throws against being charmed. You can expend Hit Dice to grant disadvantage to creatures who can hear you on saving throws against being charmed by you for 10 minutes per Hit Die spent.
Sign of (Gahiem) Death
Ability Bonus +1 CON, -1 DEX
Blessing When you reduce a creature to 0 hit points, you can immediately use your reaction to gain a number of temporary hit points equal to the damage dealt. Once you use this ability, you can’t do so again till you finish a long rest, unless you expend hit dice equal to the number of times you’ve used this ability to use it again (resets after a long rest).