A small flat black stone which is slightly corrosive to whatever material it comes into contact with. Attunement to this Aspect by the ordinary results in the immediate death of the creature, dissolving into ash. Attuning causes a creature to rapidly age surrounding organic materials within five feet, with shreds of the decaying matter feeding into the creature for the hour duration until the creature itself briefly dissolves and reforms back into a colder, paler form.
The Aspect gains charges equal to your character level. At any point you can regain charges by expending hit die, regaining charges equal to the hit die spent. However, you must roll the spent hit die and reduce your maximum HP by an equal amount until the end of your next long rest as you push your body beyond its mortal limits.
You can use these charges to activate the following abilities:
Satiated Husk- One Charge: When you reduce a target to 0 hit points, you can choose to destroy them entirely, their body is destroyed as if through the Disintegrate spell and you gain temp hp equal to your Constitution score. You only gain the temp hp if the creature has dealt damage to you.
Ruination- Two Charges: As an action, you touch an object and cast Disintegrate, destroying it completely if its size is Large or smaller, or destroying a 10-foot cube of material if it is Huge or larger. This disintegration cannot directly harm a creature, though it can affect magical items.
Marked for Death- Three Charges: As an action you can proclaim a creature to be marked for death. While marked in this way you know the location and direction of the creature while it is on the same plane as you, they cannot regain hit points, and attacks against them are at advantage. This mark ends if you place it on another creature, you gain the unconscious condition, if the creature dies, or you dismiss the mark. However, the affected creature always knows when you're within 1 mile of them as they sense their death approach.
Scorched Earth- Four Charges: At the start of your turn, you can choose to expand your critical hit range, however, enemies have an identical crit range on attacks targeting you until the start of your next turn.
Alternatively, at the start of your turn you can choose to heighten the save DC of any spell/feature you cause on other creature(s) by any number. However, you have a malus to all saving throws you make equal to the amount you’ve heightened your DC by until the start of your next turn.
The limit to both of these range expanses equals your Constitution modifier.
Additionally, while attuned you have these passive features:
Sixth Sense- You immediately know when a creature dies within 120 feet of yourself, and the direction where it died.
Dead Man Walking- Your type is considered Undead as well as your own, granting you resistant to necrotic damage.
However, while attuned you have these passive downsides:
Harm not Heal- All healing you cause or receive while conscious is reduced by 1, and if a healing roll is its maximum for any reason, you are healed as if every die rolled a 1.
Unavoidable End- You have disadvantage on death saving throws.
Notes: Resistance: Necrotic, Disadvantage: Death Saving Throws, i can't make it track player level for charges so PLEASE track it yourself, Damage, Combat
Previous Versions
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2/21/2025 2:14:50 AM
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7/2/2025 11:21:24 PM
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10/23/2025 2:44:59 AM
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12/5/2025 12:35:07 AM
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