Seems like the damage and exhaustion would stack very fast. Perhaps take a die or two off the damage?
I like how the abilities work together.
I think the banishment is quite powerful, with a minimum of restraining a creature for three rounds, so maybe add a save at the end of each turn.
I assume you have a wizard or artificer in the party to use this, otherwise it will be useless.
Why does the part where you examine an aberration say that you can observe the sky to find out an aberration's challenge rating? That part confused me a little bit. I think you should also not have it damage and exhaust a player to investigate an aberration because finding out CR and damage resistances/immunities is not worth 4d10 psychic and exhaustion.
Summoning an Aberration of CR 21 or lower is incredibly powerful! That will unbalance most fights, so keep that in mind.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
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working on an item for an endgame of a 20th level adventure, so its meant to be used for a pretty high level campaign. The Aberrant Lexicon:
I need some geniuses to take a look at give me some feedback on balance, if its likely exploitable, or any fixes you'd might make!
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"