roll a d12 to determin curses
1-blind. first time=disadvantage on all sight based checks. second time=disadvantage on all attacks. third time= blinded debuff. 4th time or greater=does nothing
2-deafend. first time=disadvantage on all sound based checks and cannot hear anything more than 15 feet away. 2nd time=deafened debuff. 3rd time or greater=does nothing
3-syphon. deal an extra 1d6 necrotic damage and heal for all damge done
4-burst. deal and extra 2d8 force damage
5-poison. if hit, the target must make a dc10 constitution save or gain the poisoned debuff
6-weakened. if hit, the target now deals one fewer points of total damage for each damge dice rolled per attack. this does stack
7-slowed. the opponent losses 10 feet of movement. stackable to a minimum of 5 feet.
8-dazing. the target losses one point to their ac
9-unsettled- the target now takes a -1 to all attacks, this is stackable
10-exhausted- the target takes one point of exhaustion, can not go above 4
11-shakey- the target takes a 10ft range penalty to all ranged attacks, and a -1 to all melee attacks, stackable
12-paralytic- the target must succeed a dc14 constitution check or be stunned till the end of your next turn, on a successful save they are knocked prone
the effects of curses are not cleared on defeating the enemy but all effects except damage will be cleared after a short rest
make 3 ranged attacks that each shoot one purple orb that deals 1d4 necrotic damage and causes a random curse effect detailed under special traits (range=60ft). +3 to hit on each attack, this move ignores the penalty of a target being prone.
can teleport up to 30ft in an instant, 3 round cooldown, 2 charges per long rest
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