publish: true
aliases:

  • Yellow Sign
    created: 2026-03-09T12:15:33.903-04:00
    modified: 2026-03-09T12:15:33.903-04:00
    published: 2026-03-09T12:15:33.903-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24extras
  • ttrpg-cli/subclass/captain/yellow-sign
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Yellow Sign

Captain: Subclass Feature
Source: Valda’s Spire of Secrets Extras (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Yellow Sign
4th+2
5th+3
6th+3Pallid Aura
7th+3
8th+3
9th+4
10th+4Maniacal Influence
11th+4
12th+4
13th+5
14th+5Nightmarish Glow
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Enthrall Your Friends and Foes with Eldritch Madness

The Yellow Sign is a twisting symbol of eldritch chaos, the signature of an otherworldly leviathan ready to consume all of reality. Captains bearing its distinctive mark upon their Shields and armor aren’t commanders—they are cult leaders dedicated to incomprehensible alien masters. Their objectives are as secretive as they are disquieting, but undoubtedly demand indoctrination of more thralls to spread their master’s sign and influence.

Subclass Features

Frenzied Strike [Maneuver] (Level 3)

When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to infect the target’s mind. The creature has the Frenzied condition until the end of its next turn.

A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attacks if any creature provokes one.

Eldritch Herald (Level 3)

Your eldritch master psychically nudges you toward its goals, granting you the following benefits.

Outer Knowledge. When you finish a Long Rest, you gain proficiency and Expertise in a skill chosen by the GM. The GM can change this skill when you finish a Long Rest.

Enthralled. You and your Cohort have Advantage on saving throws you make to avoid or end the Charmed and Frightened conditions.

Pallid Aura (Level 6)

You can take a Bonus Action to trace the Yellow Sign in the air and create a 10-foot Emanation of psychic energy centered on yourself for 1 minute or until you have the Incapacitated condition. Once per turn, when a creature within the Emanation makes a D20 Test, you can roll 1d6 and subtract it from the roll (no action required).

Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Maniacal Influence (Level 10)

Your eldritch master’s influence grows, granting you the following benefits.

Frenzied Ally. When a creature has the Frenzied condition of your Frenzied Strike, it regards you and your Cohort as allies while it has the condition.

Frenzied Blitz. When you use your Blitz feature, you can direct a creature that has the Frenzied condition, even if that creature isn’t an ally.

Extended Frenzy. Whenever a creature that has the Frenzied condition of your Frenzied Strike ends its turn, it must make a Wisdom saving throw against your Maneuver save DC. On a failed save, the Frenzied condition doesn’t end for that creature. On a success, the condition ends for that creature.

Nightmarish Glow (Level 14)

While the Emanation of your Pallid Aura is active, you and your allies within the Emantion deal an extra 1d6 Psychic damage when hitting an enemy with a weapon or an Unarmed Strike.