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Prince of Wrath

 Through bloodshed, trials of strength, anguish, torment, rage, wrath, you've persevered through some of the worse the Realms has had to offer, and have ascended into a Prince of Demons. Yet, this only marks the beginning of your rise to further power, your body augmenting itself, building upon it's previous natural enhancements, to brace in preparation to decimate any threats which may come across Varanthia, or it's Abyss. Your Charisma Score and maximum both increase by 2.

Demon Lord: Rather than a God, you’ve ascended into something much more vile, a Prince of Demons. You are not considered a god for any abilities which may trigger against them, nor can your abilities be suppressed while in the presence of other demons.

Any creature which attempts to target you with an attack, spell, hostile ability, or similar effect while inside of your lair, must first succeed on a Wisdom saving throw against your spell save DC, or be forced to re-direct the effect, losing it if no other targets are in range. Area of effects are included, forced to target a new space which does not include you. On a success, they resolve their action as normal. 

Wrath Incarnate: You’ve mastered your wrath, and the art of bloodlust, learning to exploit weakness where there otherwise would be none. Creatures within thirty feet of you have their defences reduced by one stage against your attacks. For example, neutrality becomes vulnerability, resistance becomes neutrality, immunity becomes resistance. Your attacks cannot be halted, prevented, or anything similar by any means, such as a Sanctuary spell or a similar effect. Additionally, you’ve adapted to your own hardships; your Supernatural Resistances trait expands to all damage types except Radiant. You gain immunity to non-magical bludgeoning, piercing, and slashing damage.

Genetic Reconstruction: You've learned to manipulate and change your body at a genetic level, having complete control over your own being. As an action, you may adapt your cells to take on the appearance of any creature you've met atleast once, becoming a perfect imitation of them. Additionally, your maximum Hit Points increase by 100, and cannot be reduced by any means, speaking for your mastery over your own being.

Demonic Transformation: Once per day, you may drain some of your blood, gifting it upon another creature. The creature can drink the offered blood as an action, and must immediately make a DC 20 Constitution Saving Throw. On a failure, they die. On a success, for the next 8 hours, they come under the effects of the Haste spell, their maximum Hit Points and speed are doubled, have their creature type changed to Fiend (Demon), and at the beginning of each of their turns, unless they’ve taken radiant or fire damage in the last round, regenerate 10 Hit Points. Alternatively, an NPC which consumes your blood may permanently be changed into a demon, under your control, becoming a pet (ENTIRELY AT DM DISCRETION). 

Aura of Malignity: Your Aura of Hate feature now applies to all allies, regardless of their creature type. Any demons benefitting from your aura gain the additional features;

Your aura now adds to to-hit, alongside damage.

The distance of your auras are increased to 200 feet, in regards to demons.

The effects of all of your auras are doubled on demons.

Shepherd of the Abyss: When you roll initiative, you may now forgo summoning three imps, to instead summon any amount of demons from your domain, to a maximum equal to your Charisma modifier. These demons act fully under your control, and retain all stats. Upon reaching 0 Hit Points, rather than dying, they immediately return to your domain. Additionally, they may use their reaction rather than your own to redirect damage and effects. The max CR of the summoned Fiends may only be equal to your Paladin level.

Legendary Resistance (3/day): Three times per day, when you fail a saving throw, you may instead choose to succeed.

Legendary Actions

You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regains spent legendary actions at the start of your turn.

Decimate: You may immediately move up to your speed towards a creature in range, making a single weapon attack. This attack may benefit from any of your smite spells of second level or lower.

Destroy (Costs 2 Actions): You enforce your will upon your allies, forcing them to strive on. All allies within sixty feet of you may make a single weapon attack, or cast a cantrip. Demons may instead take an entire action.

Instant Regeneration (3 LA’s): Temporarily, you focus all your power into your regenerative traits. You immediately gain 50 Hit Points, and regrow any limbs you’ve lost. This regeneration cannot be negated or prevented by any means. 

Lair Actions

Your power is strongest within the Abyss, having complete control over it and it's various dominions. At Initiative Count 20, losing round ties, you may take one of these Lair Actions.

Reality of Mine:

The effects of the Abyss take hold of up to three creatures you can see within range. For the next three rounds, they may be considered a Demon for any effects which may apply to Demons or Fiends.

Reinforce:

The denizens of the Abyss are loyal to you, and you alone. As a Lair Action, a portal opens between it's lairs; calling in demonic reinforcements to aid you in battle. These reinforcements are allied to you and your companions, and answer your commands. The DM chooses the specific type of reinforcement.

Nullify:

The Abyss is a place of madness, free from the influence of gods. One creature within the Abyss has it's divine connection strained for 1 minute. All of it's Divine abilities, passive or active, are temporarily suspended. Passive abilities may be re-activated by using a Bonus Action to make a Constitution Saving Throw, reactivating the ability on a success. Whenever you attempt to use an active ability, such as Channel Divinity or cast a spell, you must first succeed on a Constitution Saving Throw, successfully undergoing the action on a success. At the end of each of an effected creatures turns, they may make a Constitution Saving Throw to end the effect entirely. The DC for each of these saves is 27. Alternatively, the nullification ends upon dealing 50 or more Radiant damage to it's source in one turn.

Call for Madness:

Home to countless beings of insanity and monstrosities, few can steel their mind against the terrors of the Abyss. Three creatures of your choice must succeed on a DC 27 Intelligence saving throw. On a success, suffer 10d10 Psychic damage. On a failure, roll on the Long-Term Madness Table. Each creature which failed the save is affected by the madness for the longest duration possible, unless cured early by a Greater Restoration spell.

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2023 7:03:51 PM
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