War Image

This feat is granted to the Player Character chosen to take the role of the Red Horseman of War.

Demonic Steed: You gain the ability to cast Phantom Steed at will. The appearance of the summoned horse will match your current form. Once you reach lvl10 you may choose to equip your Steed with wings for an additional 60 ft of flying speed.

Alternate Form: You gain the ability to change between your demonic and former humanoid form at will as if you were casting the alter self spell. 

Fiendish Return: If your body gets destroyed you do not die but return to the outer most circle of hell where from you can return to the material Plane.

In addition you gain a number of charges equal to your character Level, you can use those charges to cause one of the following effects: 

Deceptive Illusion: You may spend one use of your War Trait Feature to create an illusion within a 10 by 10 foot cube. The illusion will be perceived as reality unless someone tries to physically interact with it. The illusion cannot last longer than 10 Minutes and does not manifest physically. 

Altered History: You may spend one use of your War Trait Feature to change, add or delete a memory of your Target that has been made within the past 24 hours. You can change any memory that fits the previous criteria and doesn't last longer than 15 minutes.

Blood Rush: You may spend two uses of your War Trait Feature to start a blood rush. While in a blood rush whenever you kill a target with a melee attack you gain an additional attack action for that turn that you may use to attack another creature. The blood rush ends if you haven't killed a creature in 5 rounds or you drop unconscious. While in a blood rush you can't concentrate on or cast spells or use any other War Trait Feature.

Unnatural Resistance: If you fail a saving throw you may expend four uses of your War Trait Feature to succeed on that saving throw instead.

Wars Dissonance: During combat, at the end of another creatures turn you may expend four uses of your War Trait Feature to imbue a dissonance in the creatures mind. The creature must make a DC 15 Wisdom saving throw, on a failed safe the creature gets disadvantage on all attack roles and saving throws until the end of it's next turn. the creature also takes 3d8 psychic damage or half as much on a successful safe.

Persecution: You may expend 10 uses of your War Trait Feature to imbue a political or social leader you touch with a deep hatred for one group of people, this group can be defined by race, gender, sex, age, religion, sexual identity, sexuality, location, origin or any other prejudice inducing trait at the DMs discretion. The affected creature begins to blame all entities of the group for all negatives in their life rationalizing this prejudice to the best of their abilities. The creature also makes it their life goal to eradicate each and every last member of the group by any means necessary. This effect only ends if the creature is object to a major traumatic event directly related to the Persecution at the DMs discretion, if the creature is immediately about to die, or if the Horseman chooses to end the effect. If the effect ends the creature is mortified of their actions and must make a DC 18 Wisdom saving throw, on a failed safe the creature takes the most immediate action to guarantee it's death as soon as possible, on a successful safe the creature dedicates it's life towards making up for their mistakes and fixing however much they can that they damaged. This effect cannot be cancelled by magical means like a spell of (greater) restoration or similar attempts.

Slaughter: You may expend 10 uses of your War Trait Feature to cause one military leader to immediately order the murder of all prisoners of war as well as all people formerly associated with the other side. The affected creature rationalizes their decision to the best of their ability and will not be able to see the error of their ways. If a different creature attempts to cast restoration magic on the affected creature the caster is seen as a traitor and executed among the others. This effect only ends if the Horseman chooses to end it.

Discord: You may expend 10 uses of your War Trait Feature to cause a group of up to 20 people in the same room to suddenly begin fighting among each other. All creatures muss make a DC 18 Wisdom saving throw, on a successful safe the creature is able to withdraw itself from the situation for the time being, on a failed safe the creature will think of the first reason to dislike any other person in the room and amplify it to the point where it seems reasonable to wage war over it. This effect only ends if the Horseman chooses to end it, it cannot be ended by restoration magic. 

 

Any effect that takes 10 or more charges is considered an apocalyptic effect. No two apocalyptic effects can be active at one time. If the Horseman wants to use a different or the same apocalyptic effect on any creature it must first end any active apocalyptic effects currently active. If apocalyptic effects of all three Horseman (War, Famine, and Pestilence) are active in the same region for a prolonged time that region will fall to absolute chaos within the following 5 years.

War Image

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