You've always been taught to control your temper since birth and have only now discovered why as your veins glow, claws grow from your fingers and you feel something dark inside come to surface. When you roll a Nat 20 on Initiative the following happens to you:
- You miss your first turn as you change to any Evil alignment of your choice.
- You gain your hit dice + player level as temporary hit points.
- You are unable to cast any spells over 1st level and wield weapons.
- You can make an Unarmed attack with advantage as a 1d8 + proficiency as acid, cold, fire or lightning damage.
- You now have advantage on Strength, Dexterity and Constitution checks and saves.
- You now have disadvantage on Intelligence, Wisdom, and Charisma checks and saves.
The effect ends after a long rest or any magic spell forcing the effect to end. When they change back, their original alignment returns and must make a DC 15 Constitution save, on a fail it leaves behind burns on their skin where their veins were once glowing.
Comments