Outsider's Mark

Wonderous Mark, artifact (Require's attunement)

A magical mark gifted by the Outsider.

The Outsider is a mysterious being from the realm between realms. A place where everything from everywhere simultaniously happens and has happened. Some say he was once a man. Maybe a child who wandered through the wrong portal. Maybe a man who made a deal with a powerful devil, and was cursed for trying to cheat his way out. Maybe a poor teen who was forced to be ascended to a higher plane of existance.

What ever he was, whatever he is, no one knows what he wants or drives him in life. All people know is that once in a hundred years he bestows his mark onto a mortal he thinks is capable of great change in the world. Whether this is some test on humanity, or a mere test of his own amusement is anyone's guess.

The Mark changes for everyone given it, and the powers bestowed change for seemingly random reasons. These powers usually match the general personallity of the wearer, and are chosen by the DM.

When a person is given the mark, they are automatically attuned to it by The Outsider. If they are out of attunement slots, he unattunes them from a random magical item. Once attuned to the Mark, only The Outsider or extremely powerful magic users are able to remove the power. Though this is very rare, and even when disapointed in those he's given the Mark The Outsider will not usually remove it.

The Mark, despite being magical, is not affected by normal antimagic fields, though one cast as a 9th level spell gives a 50% chance of any attempt to use the mark to fail.

any spell DCs associated with a spell cast is equal to 8 + your proficientcy modifier + your charisma modifier

Spells by the Mark do not require material components, but any verbal or somatic ones remain the same.

The Mark has 10 charges, and it regains its charges each dawn.

Outsider's Mark You are Marked by the Outsider. At any point he can sense through your sense, know your location on any plane of existence, and bring you into his realm as a free action. The Outsider's Realm is a timeless place, and time will stop completely on the material plane while you are in his realm. No spell or ability has the ability to stop this ability.

Mark Powers: When the Mark is given, the wearer has access to 5 powers. The DM is advised to choose from one of the options below, based on the bearer's personallity, but might make their own abilities to expand upon the list below. Legend has it one who has the Mark long enough will eventually be able to use it more and to more extreme lengths, but none alive have ever survived around such a person long enough to confirm.

Misty step (1 charge): you cast misty step as a bonus action. Additionally, you may cast it at will as an action.

Blink (2 charges) you cast blink as a bonus action. Instead of blinking into the Astral Plane you Blink into a harmless part of The Outsider's Realm.

Windblast (3 charges) you cast thunderwave as a 3rd level spell.

Dominate (5 charges) you cast Dominate Person as a 5th level spell. Additionally, you may cast Dominate Beast for 3 charges.

Time stop (9 charges) you cast Time stop.

True Seeing (6 charges) you cast True Seeing

Imprisonment (10 charges) you cast imprisonment as an action, trapping the person unti your death, or until you free them as an action. Onced you use this ability, your Mark does not regain charges for 1 week.

Rat Swarm (4 charges) you summon am up to 10 foot sqaure of rats within a space no more than 30 feet away. Any creature who starts their turn in the space, moves through it, or starts their turn in it takes 6d4 piercing damage.

Remove powers (10 charges) You target another creature Marked by The Outsider, or one bound to another Marked person, who is within touching distance of you. They must succeed on a Wisdom saving throw, or else lose all magic or the Mark itself. Additionally, you may target a Sorcerer or warlock with this power. If you do so they gain advantage on the save, but are unable to cast spells for a number of months equal to your charisma modifier (miminum 1) on a failed save. Once you use this ability you do not regain charges for your Mark for 1 week.

Conjure Fey (6 charges) you cast Conjure Fey as a 6th level spell.

Bind humanoid (10 Charges) you bind a humanoid to your mark over the course of a short rest. When you do, so long as they remain on the same plane of existance as you, they gain one ability of your Mark costing no more than 4 charges, and 5 charges with which to cast that ability. Their charges regain each dawn, and you can discern their location as a bonus action. You may end this bound as an action at any time. You may only bind a number of creatures equal to your charisma modifier (miminum 1) to you at a time.

Detect evil or good (1 charge) you cast detect evil or good.

Disguise self (1 charge) you cast disguise self

Mirror Image (2 charges) you cast mirror image

Witch Hound (4 charges) You cast Mordenkainen's Faithful Hound.

Growth (3 charges) you cast plant growth

Marked for death (3 charges) you cast Hunter's Mark as a 3rd level spell.

Gaseus Form (3 charges) you cast Gaseus Form on yourself.

Shadow Hunter (6 charges) you take on the form of a Shadow Monster for up to 1 minute. The creature uses all the stats of an invisible Stalker, except for invisibility, and your Intelligence, wisdom, and intelligence modifiers remain the same. The shadow hunter appears to most watching a half formed creature made of physical shadow.

Grasping Vine (4 charges) You cast grasping Vine.

Credit: Dishonoured