![]() While this curse is active, you gain resistance to all types of damage. You may activate this curse as a bonus action. While this curse is active, you treat all creatures you deal damage to as being vulnerable to all sources for only your weapon attacks, however you are also vulnerable to all sources of non-self-inflicted damage.ĭome of Doom. On a failed save, the beast turns hostile to you, and you cannot dismiss it until it is dead. At the start of each of your turns, you must make a Charisma saving throw, with the DC equal to 5 plus the amount of rounds after you initially summoned it. However, the beast struggles against your will, and tries to free itself. You may command the beast to move and attack as a bonus action. It is treated as a wolf, however it is resistant to fire-type and necrotic-type damage, uses your proficiency bonus instead of its own, adds your proficiency bonus to its damage rolls and armor class, and increases its maximum hitpoints by an amount equal to your fighter level. When you first activate this curse, a beast of hell comes forth, to aid you. You may activate this curse as an action. ![]() At the end of each of your turns, you must either expend one hit die or take irreducible necrotic damage equal to your fighter level.īringer of the Underworld. While this curse is active, you deal 1d6 additional necrotic damage on each of your weapon attacks. You may end any curse as a bonus action, unless stated otherwise. The following are magical curses that you may bestow upon yourself, to increase your might. You may have two of your curses active at once, and can only be magically cursed by other sources if you choose to let them. When you have a curse active, you may cast speak with dead at will as an action, and you have advantage on Intimidation checks against creatures that are not undead.Īt 18th level, your soul is able to take more curses than any mortal being, and manipulate them. You may not use this feature more than once per round.Īt 15th level, your voice can send chills down the spines of others, and allow you to speak among the fallen. ![]() On a failed save, a creature takes necrotic damage equal to your fighter level + your Charisma modifier and is unable to heal until the start of your next turn, or take half damage with no heal denying on a success. After using your Action Surge or Second Wind feature, creatures within 10 feet of you of your choice must make Constitution saving throws against your Curse save DC. ![]() You gain resistance to necrotic-type damage, gain 120 feet of darkvision, are immune to disease, and no longer need to eat, breathe, or drink.Īt 10th level, when you push yourself to the limit, dark energy explodes from your pores.
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