I would love more magic plagues. There's only one in Explorer's Guide to Wildemount, and it isn't a true disease (it isn't contagious, so it is closer to a poison than a disease), and there definitely should be diseases that can't be cured by simple magic.
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Please check out my homebrew, I would appreciate feedback:
Wizard could use a few more? The expanded spell list went mostly in their direction. Mostly for the 1-5 level range spells, granted we got the summoning spells so eh.
I hope it is a limbo mage for wizard, however it's possible it's a tattoo wizard, a red wizard of they. Of course tattoo is also something that works quite well with the artificer along with adding the tattoos as replicate magic items. Possibly some more infusions.
Artificer doesn't have any unique spells so that'd be cool. And of course cantrips. I could see something like FMA:B gluttony devouring ability. A frontal cone banish to the astral plane by a proto-bag of holding. A spell to animate rope to restrain or for utility. Could have a unique dispel in that you remove a attunement on the victim? To kind of disarm? Perhaps a tattoo spell that works like dragon breath, a bonus action and then you make touch attacks through a tattoo?
I don't think Wizards need many more spells, at least not unique ones.
I do really want the Limbo mage, or an updated Onoumancer. More infusions for artificers would be great.
An attunement-severing spell seems very niche and not useful enough. Maybe as a villain spell, (there should 100% be villain only spells that can do things to counter players).
Artificers do need more information, infusions, subclasses, spells, everything.
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Please check out my homebrew, I would appreciate feedback:
Wizard could use a few more? The expanded spell list went mostly in their direction. Mostly for the 1-5 level range spells, granted we got the summoning spells so eh.
I hope it is a limbo mage for wizard, however it's possible it's a tattoo wizard, a red wizard of they. Of course tattoo is also something that works quite well with the artificer along with adding the tattoos as replicate magic items. Possibly some more infusions.
Artificer doesn't have any unique spells so that'd be cool. And of course cantrips. I could see something like FMA:B gluttony devouring ability. A frontal cone banish to the astral plane by a proto-bag of holding. A spell to animate rope to restrain or for utility. Could have a unique dispel in that you remove a attunement on the victim? To kind of disarm? Perhaps a tattoo spell that works like dragon breath, a bonus action and then you make touch attacks through a tattoo?
I don't think Wizards need many more spells, at least not unique ones.
I do really want the Limbo mage, or an updated Onoumancer. More infusions for artificers would be great.
An attunement-severing spell seems very niche and not useful enough. Maybe as a villain spell, (there should 100% be villain only spells that can do things to counter players).
Artificers do need more information, infusions, subclasses, spells, everything.
so if we get an attunement severing spell, how about we also get an specific spell that can instantly break the concentration of nearby spellcasters? ether like an short range 1 action cantrip with that as its only purpose who only starts dealing damage once you reach 5th level and once you do only deals like 1d4 or 1d8 damage and then at 11th level two dice and at 17th level three dice, or as an slightly weaker 1st or 2nd AoE abjuration spell?
how about an sort of smite esque formatted spell that borrows slightly from dispel magic and counterspell, that lets you make an melee attack every turn for the duration and if you hit an creature summoned by an spell you can make an abillity check against the level of the spell and on an sucess you both banish the creature and end the spell early. Perhaps also some similar spell that lets you mess with the ambient neromantic magic that animates an zombie or skeleton, letting you "dispell" the normally instantaneous spell
also would not stuff like clone, wish, magic jar, mighty fortress, guards and wards, forbiddance and other spells be considered villain only spells by how they often are more useful by an villain than it is useful by a player?
Wizard could use a few more? The expanded spell list went mostly in their direction. Mostly for the 1-5 level range spells, granted we got the summoning spells so eh.
I hope it is a limbo mage for wizard, however it's possible it's a tattoo wizard, a red wizard of they. Of course tattoo is also something that works quite well with the artificer along with adding the tattoos as replicate magic items. Possibly some more infusions.
Artificer doesn't have any unique spells so that'd be cool. And of course cantrips. I could see something like FMA:B gluttony devouring ability. A frontal cone banish to the astral plane by a proto-bag of holding. A spell to animate rope to restrain or for utility. Could have a unique dispel in that you remove a attunement on the victim? To kind of disarm? Perhaps a tattoo spell that works like dragon breath, a bonus action and then you make touch attacks through a tattoo?
I don't think Wizards need many more spells, at least not unique ones.
I do really want the Limbo mage, or an updated Onoumancer. More infusions for artificers would be great.
An attunement-severing spell seems very niche and not useful enough. Maybe as a villain spell, (there should 100% be villain only spells that can do things to counter players).
Artificers do need more information, infusions, subclasses, spells, everything.
also would not stuff like clone, wish, magic jar, mighty fortress, guards and wards, forbiddance and other spells be considered villain only spells by how they often are more useful by an villain than it is useful by a player?
Wizards don't need unique spells not just because of their high-level exclusive spells, but also because of their spell selection in general. Besides that, there are a few problems with this:
a.) Clone is a useful spell for players if they're given the necessary downtime because it's basically an extra life.
b.) Simulacrum, Contingency, and Maze are all fantastic spells that are almost automatic picks for their level.
c.) I think this is the first time since I've become involved with 5e that I've heard anybody try to claim that Wish is a "villain spell", when Wish is plenty powerful in the hands of a player. In fact, Wish can be used to mimic all the other spells I've just mentioned without the massive casting time or super-expensive material components that may be required.
d.) Wish isn't exclusive to Wizards. Sorcerers can use it too.
okay maybe its not an villain spell but it is defenetly more of an "story device spell" since it is more likely that high level NPC get it than it falling in the hands of an player due to how late game it really is. Also i did not even ******* mention similacrum contingency and maze but they too are fantastically evil. Feeblemind is an really powerful effect that once failed will often be completely impossible to escape from due to your newly lowered intelegence and crit saves not being a thing, so it is most likely a thing designed to be thrown against players, infernal calling is a very risky spell for players to use and planar binding is hard to pull of, but if used by a villain you can have a spellcaster with some interesting goons, again all of these are useful in player hands but most likely at their finest when used in an villainous scheme
that being said villain only spells as tools that help fight the players stuff i can probably get behind, but spells that are unavailable to players? that just seems kinda arbitrary and dumb, a player should have theoretical acess to the spells of his or her class, regardless of circumstances
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Wizard could use a few more? The expanded spell list went mostly in their direction. Mostly for the 1-5 level range spells, granted we got the summoning spells so eh.
I hope it is a limbo mage for wizard, however it's possible it's a tattoo wizard, a red wizard of they. Of course tattoo is also something that works quite well with the artificer along with adding the tattoos as replicate magic items. Possibly some more infusions.
Artificer doesn't have any unique spells so that'd be cool. And of course cantrips. I could see something like FMA:B gluttony devouring ability. A frontal cone banish to the astral plane by a proto-bag of holding. A spell to animate rope to restrain or for utility. Could have a unique dispel in that you remove a attunement on the victim? To kind of disarm? Perhaps a tattoo spell that works like dragon breath, a bonus action and then you make touch attacks through a tattoo?
I don't think Wizards need many more spells, at least not unique ones.
I do really want the Limbo mage, or an updated Onoumancer. More infusions for artificers would be great.
An attunement-severing spell seems very niche and not useful enough. Maybe as a villain spell, (there should 100% be villain only spells that can do things to counter players).
Artificers do need more information, infusions, subclasses, spells, everything.
also would not stuff like clone, wish, magic jar, mighty fortress, guards and wards, forbiddance and other spells be considered villain only spells by how they often are more useful by an villain than it is useful by a player?
Wizards don't need unique spells not just because of their high-level exclusive spells, but also because of their spell selection in general. Besides that, there are a few problems with this:
a.) Clone is a useful spell for players if they're given the necessary downtime because it's basically an extra life.
b.) Simulacrum, Contingency, and Maze are all fantastic spells that are almost automatic picks for their level.
c.) I think this is the first time since I've become involved with 5e that I've heard anybody try to claim that Wish is a "villain spell", when Wish is plenty powerful in the hands of a player. In fact, Wish can be used to mimic all the other spells I've just mentioned without the massive casting time or super-expensive material components that may be required.
d.) Wish isn't exclusive to Wizards. Sorcerers can use it too.
Also i did not even ****ing mention similacrum contingency and maze but they too are fantastically evil.
I mentioned them because they are Wizard spells, and as I understand it, what you seemed to be getting at was that Wizard-specific spells are DM spells in practice.
not nessesarily wizard spells, more the spells that are so high level and expensive that you rarely get to use them but so powerful they could easily change the world in an permanent manner like wall of stone (wall of stone becomes permanent if it lasts for the full duration), hallow, templte of the gods, glyph of warding, imprisonment and especially true polymorph, a lot of spells are usable by and often rather useful to players, but are more useful in the hands of an crafty dungeon master as things that have now altered the world in some permanent manner or that are now used as part of an high level villain's evil plan for world domination, a lot of those spells are more useful for people who stay in one place and have goals that are perhaps grander than mere wealth and fame
Also a few spells, namely feign death, clone and time stop can be used for faking your own death, again something that can be rather useful to an villain and less so for an heroic adventurer
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Wizard could use a few more? The expanded spell list went mostly in their direction. Mostly for the 1-5 level range spells, granted we got the summoning spells so eh.
I hope it is a limbo mage for wizard, however it's possible it's a tattoo wizard, a red wizard of they. Of course tattoo is also something that works quite well with the artificer along with adding the tattoos as replicate magic items. Possibly some more infusions.
Artificer doesn't have any unique spells so that'd be cool. And of course cantrips. I could see something like FMA:B gluttony devouring ability. A frontal cone banish to the astral plane by a proto-bag of holding. A spell to animate rope to restrain or for utility. Could have a unique dispel in that you remove a attunement on the victim? To kind of disarm? Perhaps a tattoo spell that works like dragon breath, a bonus action and then you make touch attacks through a tattoo?
I don't think Wizards need many more spells, at least not unique ones.
I do really want the Limbo mage, or an updated Onoumancer. More infusions for artificers would be great.
An attunement-severing spell seems very niche and not useful enough. Maybe as a villain spell, (there should 100% be villain only spells that can do things to counter players).
Artificers do need more information, infusions, subclasses, spells, everything.
also would not stuff like clone, wish, magic jar, mighty fortress, guards and wards, forbiddance and other spells be considered villain only spells by how they often are more useful by an villain than it is useful by a player?
Wizards don't need unique spells not just because of their high-level exclusive spells, but also because of their spell selection in general. Besides that, there are a few problems with this:
a.) Clone is a useful spell for players if they're given the necessary downtime because it's basically an extra life.
b.) Simulacrum, Contingency, and Maze are all fantastic spells that are almost automatic picks for their level.
c.) I think this is the first time since I've become involved with 5e that I've heard anybody try to claim that Wish is a "villain spell", when Wish is plenty powerful in the hands of a player. In fact, Wish can be used to mimic all the other spells I've just mentioned without the massive casting time or super-expensive material components that may be required.
d.) Wish isn't exclusive to Wizards. Sorcerers can use it too.
Also i did not even ****ing mention similacrum contingency and maze but they too are fantastically evil.
I mentioned them because they are Wizard spells, and as I understand it, what you seemed to be getting at was that Wizard-specific spells are DM spells in practice.
not nessesarily wizard spells, more the spells that are so high level and expensive that you rarely get to use them but so powerful they could easily change the world in an permanent manner like wall of stone (wall of stone becomes permanent if it lasts for the full duration), hallow, templte of the gods, glyph of warding, imprisonment and especially true polymorph, a lot of spells are usable by and often rather useful to players, but are more useful in the hands of an crafty dungeon master as things that have now altered the world in some permanent manner or that are now used as part of an high level villain's evil plan for world domination, a lot of those spells are more useful for people who stay in one place and have goals that are perhaps grander than mere wealth and fame
Also a few spells, namely feign death, clone and time stop can be used for faking your own death, again something that can be rather useful to an villain and less so for an heroic adventurer
I added a few things to the post you quoted.
And yes, a lot of it comes down to the fact that you're playing an adventurer, so you tend to have less resources at your disposal than a mage who establishes a presence somewhere and can spend the time amassing resources, and many spells that are great for the mage who has a permanent home base and ample time to set things up (such as arcane lock, private sanctum, teleportation circle, and glyph of warding) are more situational in the hands of a player. And it doesn't help that there are spells and rituals in the game world that aren't even available to PCs.
oh you mean like the creation of allmost the constructs including like helmed horrors, how to turn into a lich, how to create an zombie beholder or zombie ogre or minotaur skeleton and how to summon yugoloths, as well as creating permanent dimensional portals? As well as all the spells higher than 9th level that totally exist in the lore but are impossible to cast because the god of magic said no? Yeah **** all that shit
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Y’all do know that you can delete the parts that you quote but don’t actually need. Right? My thumb’s gettin’ a cramp from all the excessive scrolling.
Y’all do know that you can delete the parts that you quote but don’t actually need. Right? My thumb’s gettin’ a cramp from all the excessive scrolling.
Y’all do know that you can delete the parts that you quote but don’t actually need. Right? My thumb’s gettin’ a cramp from all the excessive scrolling.
Y’all do know that you can delete the parts that you quote but don’t actually need. Right? My thumb’s gettin’ a cramp from all the excessive scrolling.
KEEEEP IIIT GOOOIIIING!
What did I ever do to you?!?
get annoyed over a quote chain obiously
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Players can very well be villains, so universal rules would make sense. I think it's rather unfair that many, many DM's don't allow chaotic evil characters, but then again so many people just play them as murderhobos.
Players can very well be villains, so universal rules would make sense. I think it's rather unfair that many, many DM's don't allow chaotic evil characters, but then again so many people just play them as murderhobos.
i mean chaotic evil is one of the few alignments that often struggles to or is completely incapable of cooperating. An lawful evil character can work if their code forces them to cooperate with other party members, as could theoretically an more pragmatic neutral evil character who has to join up to defeat a bigger threat. "Chaotic evil creatures act with arbitrary violence, spurred by their greed, hatred or bloodlust". Unless the party is only chaotic evil, and one is forcing the others to join them under threats of violence, i dont think an chaotic evil character can cooperate with an adventuring party, unless they work to hide their violent alignment from other characters
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
the spellthief from 3.5e was really interesting, and yeah we got something similar with the arcane trickster's 17th level feature but an caster who ether exclusively copies the spells of his opponents and never permanently knows any of their spells (and has to make arcana checks when they see these new spells), or who gains new abillites based on what their opponents throw at them so they might get an special attack that deals cold damage and slow their opponents down if they take cold damage in a combat, lingering fire or acid damage attack if they are hit by fire or acid during combat, an attack that deals necotric damage and heals you if they take necrotic damage and so on, basically an wizard or maybe rouge archetype that can steal enemies moves like taskmaster from the marvel comics but magic
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Players can very well be villains, so universal rules would make sense. I think it's rather unfair that many, many DM's don't allow chaotic evil characters, but then again so many people just play them as murderhobos.
i mean chaotic evil is one of the few alignments that often struggles to or is completely incapable of cooperating. An lawful evil character can work if their code forces them to cooperate with other party members, as could theoretically an more pragmatic neutral evil character who has to join up to defeat a bigger threat. "Chaotic evil creatures act with arbitrary violence, spurred by their greed, hatred or bloodlust". Unless the party is only chaotic evil, and one is forcing the others to join them under threats of violence, i dont think an chaotic evil character can cooperate with an adventuring party, unless they work to hide their violent alignment from other characters
I find the trick is to make your Chaotic Evil character inexplicably 'like' the party. You don't even need a reason, just make them enjoy the company of the others. It should curb just enough of the hyper-aggression to keep the table from revolting and when they also 'like' your character it puts them in a really awkward spot when you do something really horrific since their first reaction will be to try and explain your behavior away.
That'd be the death cleric and oathbreaker death knight. They where made to be antagonist archetypes. As for spells, there are spells that aren't beneficial for a adventuring party but has more use for a sinister plotter. Magic Mouth comes to mind, it has use for a monologue evil do er.
the spellthief from 3.5e was really interesting, and yeah we got something similar with the arcane trickster's 17th level feature but an caster who ether exclusively copies the spells of his opponents and never permanently knows any of their spells (and has to make arcana checks when they see these new spells), or who gains new abillites based on what their opponents throw at them so they might get an special attack that deals cold damage and slow their opponents down if they take cold damage in a combat, lingering fire or acid damage attack if they are hit by fire or acid during combat, an attack that deals necotric damage and heals you if they take necrotic damage and so on, basically an wizard or maybe rouge archetype that can steal enemies moves like taskmaster from the marvel comics but magic
to change the subject in an self-serving manner, i really think this could be an interesting subclass (if handled well and pulled off)
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I would love more magic plagues. There's only one in Explorer's Guide to Wildemount, and it isn't a true disease (it isn't contagious, so it is closer to a poison than a disease), and there definitely should be diseases that can't be cured by simple magic.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I don't think Wizards need many more spells, at least not unique ones.
I do really want the Limbo mage, or an updated Onoumancer. More infusions for artificers would be great.
An attunement-severing spell seems very niche and not useful enough. Maybe as a villain spell, (there should 100% be villain only spells that can do things to counter players).
Artificers do need more information, infusions, subclasses, spells, everything.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
so if we get an attunement severing spell, how about we also get an specific spell that can instantly break the concentration of nearby spellcasters? ether like an short range 1 action cantrip with that as its only purpose who only starts dealing damage once you reach 5th level and once you do only deals like 1d4 or 1d8 damage and then at 11th level two dice and at 17th level three dice, or as an slightly weaker 1st or 2nd AoE abjuration spell?
how about an sort of smite esque formatted spell that borrows slightly from dispel magic and counterspell, that lets you make an melee attack every turn for the duration and if you hit an creature summoned by an spell you can make an abillity check against the level of the spell and on an sucess you both banish the creature and end the spell early. Perhaps also some similar spell that lets you mess with the ambient neromantic magic that animates an zombie or skeleton, letting you "dispell" the normally instantaneous spell
also would not stuff like clone, wish, magic jar, mighty fortress, guards and wards, forbiddance and other spells be considered villain only spells by how they often are more useful by an villain than it is useful by a player?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
okay maybe its not an villain spell but it is defenetly more of an "story device spell" since it is more likely that high level NPC get it than it falling in the hands of an player due to how late game it really is. Also i did not even ******* mention similacrum contingency and maze but they too are fantastically evil. Feeblemind is an really powerful effect that once failed will often be completely impossible to escape from due to your newly lowered intelegence and crit saves not being a thing, so it is most likely a thing designed to be thrown against players, infernal calling is a very risky spell for players to use and planar binding is hard to pull of, but if used by a villain you can have a spellcaster with some interesting goons, again all of these are useful in player hands but most likely at their finest when used in an villainous scheme
that being said villain only spells as tools that help fight the players stuff i can probably get behind, but spells that are unavailable to players? that just seems kinda arbitrary and dumb, a player should have theoretical acess to the spells of his or her class, regardless of circumstances
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
not nessesarily wizard spells, more the spells that are so high level and expensive that you rarely get to use them but so powerful they could easily change the world in an permanent manner like wall of stone (wall of stone becomes permanent if it lasts for the full duration), hallow, templte of the gods, glyph of warding, imprisonment and especially true polymorph, a lot of spells are usable by and often rather useful to players, but are more useful in the hands of an crafty dungeon master as things that have now altered the world in some permanent manner or that are now used as part of an high level villain's evil plan for world domination, a lot of those spells are more useful for people who stay in one place and have goals that are perhaps grander than mere wealth and fame
Also a few spells, namely feign death, clone and time stop can be used for faking your own death, again something that can be rather useful to an villain and less so for an heroic adventurer
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
oh you mean like the creation of allmost the constructs including like helmed horrors, how to turn into a lich, how to create an zombie beholder or zombie ogre or minotaur skeleton and how to summon yugoloths, as well as creating permanent dimensional portals? As well as all the spells higher than 9th level that totally exist in the lore but are impossible to cast because the god of magic said no? Yeah **** all that shit
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Y’all do know that you can delete the parts that you quote but don’t actually need. Right? My thumb’s gettin’ a cramp from all the excessive scrolling.
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I would like information on villain exclusive abilities and rules, but I don't think it's likely to happen.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
What did I ever do to you?!?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
get annoyed over a quote chain obiously
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
why villain exclusive abillities and rules? why not universal rules? why must they only be used by villain?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Players can very well be villains, so universal rules would make sense. I think it's rather unfair that many, many DM's don't allow chaotic evil characters, but then again so many people just play them as murderhobos.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
i mean chaotic evil is one of the few alignments that often struggles to or is completely incapable of cooperating. An lawful evil character can work if their code forces them to cooperate with other party members, as could theoretically an more pragmatic neutral evil character who has to join up to defeat a bigger threat. "Chaotic evil creatures act with arbitrary violence, spurred by their greed, hatred or bloodlust". Unless the party is only chaotic evil, and one is forcing the others to join them under threats of violence, i dont think an chaotic evil character can cooperate with an adventuring party, unless they work to hide their violent alignment from other characters
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
the spellthief from 3.5e was really interesting, and yeah we got something similar with the arcane trickster's 17th level feature but an caster who ether exclusively copies the spells of his opponents and never permanently knows any of their spells (and has to make arcana checks when they see these new spells), or who gains new abillites based on what their opponents throw at them so they might get an special attack that deals cold damage and slow their opponents down if they take cold damage in a combat, lingering fire or acid damage attack if they are hit by fire or acid during combat, an attack that deals necotric damage and heals you if they take necrotic damage and so on, basically an wizard or maybe rouge archetype that can steal enemies moves like taskmaster from the marvel comics but magic
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I find the trick is to make your Chaotic Evil character inexplicably 'like' the party. You don't even need a reason, just make them enjoy the company of the others. It should curb just enough of the hyper-aggression to keep the table from revolting and when they also 'like' your character it puts them in a really awkward spot when you do something really horrific since their first reaction will be to try and explain your behavior away.
That'd be the death cleric and oathbreaker death knight. They where made to be antagonist archetypes. As for spells, there are spells that aren't beneficial for a adventuring party but has more use for a sinister plotter. Magic Mouth comes to mind, it has use for a monologue evil do er.
Ah, I see.
to change the subject in an self-serving manner, i really think this could be an interesting subclass (if handled well and pulled off)
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
They did those, but everyone liked them so now people play them as PCs.
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