Wightborne Magic

A terrifying trend among the younger mages is to dabble in what the Crimson Covenant of Jantocar call Wightborne magics. Previous generations stayed away from such profanity because of the corruption to the user's body that it inflicts, these young troublemakers have found a less painful way by binding it to wands.

The Effects of Wightborne Magic Wightborne magic destroys the body in ways that is hard to stat out mechanically. Regular users of it tend to have permanently lowered hit point maximums and Disadvantage on all Charisma checks except Intimidation. If the victim knows the effects of Wightborne magic, you could award Advantage on Charisma(Intimidation) checks when displaying the pockmarks and wounds it leaves on them.

Costly Power Short term usage of Wightborne magic leave temporary wounds that heal after 1d4 days per d8 of necrotic damage inflicted. While a character has a Wightborne wound, their hit point maximum is lowered by an amount equal to the necrotic damage dealt.

Wounds That Bind While a character has a Wightborne wound, their soul lights up like an astral beacon to certain evils. Liches, Night Hags, Wraiths, and Wights know the exact location of all characters bearing a Wightborne wound within a mile. A wounded character has Advantage on Charisma(Persuasion) checks against such creatures but Disadvantage on Charisma(Deception) checks and saving throws against them.

Bloodthirsty Magic If a character uses any Wightborne magic while already afflicted with a Wightborne wound, roll a Constitution check with a DC equal to the amount of necrotic damage dealt to them by all previously cast Wightborne magic they are still recovering from. On a success, they extend the number of days required by the amount the new spell would require. If they fail, the wounds of the previous spell become permanent. Their hit point maximum cannot be raised again and will not heal naturally. The only way to regain the lost vitality is with Greater Restoration, Wish, or divine intervention.

Greater Wightborne Wand Wand, very rare (requires attunement by an Evil creature) This jagged bone shard has an onyx on the end carved into the likeness of a skull. A string of glyphs on the underside spell out the Abyssal word for terror. While unattuned, this wand functions as an improved Lesser Wightborne Wand. This wand has 8 charges and regains 1d6 every night at midnight. As an action, you can spend a charge to point it at a target, utter a command word, and deal 8d10 damage. As a blowback, you take 4d8 unresisted necrotic damage. The damage dealt by this wand does not heal the undead. Your hit point maximum is reduced by the same amount and you have a Wightborne wound for 4d4 days. While attuned, you don't need to speak a command word, though you must still point the wand at the target. The damage is increased to 10d10+10 and the wand regains an additional charge every night. The wand can also perform the spells Bestow Curse(2 charges) and Enervation(4 charges). Curse. While attuned to this item, you feel overwhelmed by a powerful paranoia that you're being watched by the dark creatures that give these wands power. You swear you see Wraiths in the corners of your eyes in areas of dim light and believe you can hear a Night Hag's cackle before you sleep. As long as you are attuned to this wand and bear a Wightborne wound, you cannot sleep naturally. You also have Disadvantage on Wisdom checks in areas of dim light or darkness.

Inert Wightborne Wand Wand, common (requires attunement) This bone shard has shattered glass on one end, but it doesn't look sturdy enough to be a weapon. Curse. While attuned to this item, you are Vulnerable to regular necrotic damage but take double damage from Wightborne magic, from both sides. Throwing this item out will only make it reappear during your sleep. Destroying it or using it as a weapon causes 1d6 necrotic damage to the attuned creature. You cannot unattune from this item until you are the target of a Remove Curse spell.