Yo! Making a 5e24 version of the Oathbreaker, as the title says. While I was writing, I kinda decided to give the capstone a pretty big change. I want your thoughts on it.
Long Version:
Level 20: Dark Lord
You reach the penultimate stage of darkness, dread, and despair. You feel as if you could will the world to dim and darken around you. Furthermore, an old, despicable power seems to root within one of your most powerful spells, drastically improving what it could do to harm another. Upon reaching 20th level, you gain the following effects:
Ancient Contagions. When you cast Contagion on a creature and it gets three failed saves, you may choose to end the poisoned on that creature to infect it with one of the following diseases based on the ability score you chose when casting Contagion. This disease lasts for the remaining duration of the spell. - Strength — Filth Fever: A raging fever sweeps through the creature’s body. The creature has disadvantage on D20 Tests that require Strength, and deal half damage when attacking using weapons with Strength. - Dexterity — Seizure: The creature is overcome with shaking. The creature has disadvantage on D20 Tests that require Dexterity, and deal half damage when attacking using weapons with Dexterity. - Constitution — Slimy Doom: The creature’s blood begins to coagulate and ooze uncontrollably. The creature has disadvantage on Constitution saving throws. Whenever the creature takes more than 15 points of damage at once, its movement speed is reduced by 10 feet until the end of its next turn. If this reduces a creature’s movement speed to zero, it is stunned until the end of its next turn. - Intelligence — Mindfire: The creature’s mind becomes feverish. The creature has disadvantage on D20 Tests that require Intelligence, and the creature behaves as if under the effects of the Confusion spell during combat. - Wisdom — Blinding Sickness: Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on D20 Tests that require Wisdom and is blinded. - Charisma — Flesh Rot: The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Aura of Gloom.As an action, you can surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d6 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. While draped in these shadows, they have the Invisible condition.
While your Aura of Gloom lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 3d6 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest. You may expend a spell slot of 4th level or higher to regain your use of this aura (no action required).
Short Version: - Changed damage dice on the gloom aura from d10 to d6, but now gives you and creatures of your choice in the aura have the invisible condition. - You can infect creatures with the blights of Contagion (Legacy) (although changed a tiny bit) when casting its modern variant. You get to keep the modern one’s 11d8 Necrotic damage, too.
Rebalance it? Reword it? Scrap the idea and keep it as is? Gimme your opinion.
Yo! Making a 5e24 version of the Oathbreaker, as the title says. While I was writing, I kinda decided to give the capstone a pretty big change. I want your thoughts on it.
Long Version:
Level 20: Dark Lord
You reach the penultimate stage of darkness, dread, and despair. You feel as if you could will the world to dim and darken around you. Furthermore, an old, despicable power seems to root within one of your most powerful spells, drastically improving what it could do to harm another.
Upon reaching 20th level, you gain the following effects:
Ancient Contagions. When you cast Contagion on a creature and it gets three failed saves, you may choose to end the poisoned on that creature to infect it with one of the following diseases based on the ability score you chose when casting Contagion. This disease lasts for the remaining duration of the spell.
- Strength — Filth Fever: A raging fever sweeps through the creature’s body. The creature has disadvantage on D20 Tests that require Strength, and deal half damage when attacking using weapons with Strength.
- Dexterity — Seizure: The creature is overcome with shaking. The creature has disadvantage on D20 Tests that require Dexterity, and deal half damage when attacking using weapons with Dexterity.
- Constitution — Slimy Doom: The creature’s blood begins to coagulate and ooze uncontrollably. The creature has disadvantage on Constitution saving throws. Whenever the creature takes more than 15 points of damage at once, its movement speed is reduced by 10 feet until the end of its next turn. If this reduces a creature’s movement speed to zero, it is stunned until the end of its next turn.
- Intelligence — Mindfire: The creature’s mind becomes feverish. The creature has disadvantage on D20 Tests that require Intelligence, and the creature behaves as if under the effects of the Confusion spell during combat.
- Wisdom — Blinding Sickness: Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on D20 Tests that require Wisdom and is blinded.
- Charisma — Flesh Rot: The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Aura of Gloom. As an action, you can surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d6 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. While draped in these shadows, they have the Invisible condition.
While your Aura of Gloom lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 3d6 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest. You may expend a spell slot of 4th level or higher to regain your use of this aura (no action required).
Short Version:
- Changed damage dice on the gloom aura from d10 to d6, but now gives you and creatures of your choice in the aura have the invisible condition.
- You can infect creatures with the blights of Contagion (Legacy) (although changed a tiny bit) when casting its modern variant. You get to keep the modern one’s 11d8 Necrotic damage, too.
Rebalance it? Reword it? Scrap the idea and keep it as is? Gimme your opinion.
I might also give it the oathbreaker alternative name of Blackguard, so you can talk about that too.