Strife King (Recharges after a Short or Long Rest). If Bane would be reduced to 0 hit points, his current hit point total instead resets to 658 hit points, he recharges his Curse of Strife, Cone of Strife and Projection of Strife abilities and if he hasn’t already used his uses of Will of the Subjugator and Eruption of Strife he gains one extra for both. He regains any expended uses of Legendary Resistance and cursed targets. Additionally, Bane can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Bane after his Strife King activates.
Cursed by Strife. If Bane kills a creature cursed by the Curse of Strife, Bane heals for 35 hit points, and gain 25 temporary hit points, gains a additional 15ft of movement, of the additional 15ft of movement is enough to get to another cursed target he gains 1 more additional attack that has to be made against the new cursed target.
Strife Rune of Enfeeblement(1/century). This rune has only ever been used once and that was in the enchanting of the seventh and final chain that binds Tharizdun to his prison, it is rumoured that it is the power of the Rune of Enfeeblement that is keeping Tharizdun from breaking free.
- Strife Rune of Enfeeblement. A creature affected by this rune has their ability scores reduced to 0 and becomes incapacitated even if they are immune to the incapacitated condition, only outside forces are capable of breaking this rune, needing a wish spell to do so but even then the caster of wish must succeed on a DC 29 wisdom saving throw as Bane believes that if the creature in question is worthy enough to warrant this rune, they should never be freed.
Magic Resistance. Bane has advantage on saving throws against spells and other magical effects.
Legendary Resistance (5/Day). If Bane fails a saving throw, it can choose to succeed instead.
Regeneration. If Bane has at least 1 hit point, he regains 75 hit points at the start of his turn.
Brutal critical. Bane can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee.
His unstoppable will. Any spell ,affect or trap used to trap, cage, imprison or hold Bane will understand the might of his will. When Bane is trapped, caged, imprisoned or held by magical or non magical means, Bane imparts his will in to them in a attempt to shatter them, if the means of Banes imprisonment has come from a spell, affect or ability from a NPC character or player character, they must make a DC 25 constitution saving throw as they try to maintain what is keeping him there against is unstoppable will, if they fail then whatever was caging Bane is shattered. If the means of his imprisonment is non magical it fails at trapping him and he breaks out effortlessly.
Innate Spellcasting. Banes innate spellcasting ability is Charisma (spell save DC 22, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components( if any of these spells can be up cast, Bane up casts them to their maximum level)( any spell that would deal fire damage now deals force damage as Bane as imparted his will in to them affecting them with Strife.
At will: fire bolt
5/day each: scorching ray, burning hands, aganazzar’s scorcher, hellish rebuke, hold person, counterspell, darkness, crown of madness, bane
3/day each: wall of force, flame strike, dominate beast, dominate person, hold monster
1/day: fire storm, dominate monster
Multi Attack. Bane uses Dominating Presence or Aura of Conquest, then make 3 with his blade and 1 of his Strife based abilities except Eruption of Strife and Strife Rune of Enfeeblement.
The Blade of the Strife King. Melee weapon attack: +19 to hit, reach 10ft., one creature. Hit 30 (4d10 + 10) slashing damage, plus 20 (5d8) force damage. When a creature is hit by this blade they must succeed on a DC 20 wisdom saving throw or be cursed by the Curse of Strife, having their strength and dexterity scores reduced 8, movement speed halved and become frightened towards bane.
Curse of Strife(recharge 4-6). Bane inflicts the Curse of Strife in a 60 foot radius 45 foot tall cylinder he can see with in 120 feet, any creature caught in this space must make a DC 24 constitution saving throw or have the their strength and dexterity scores reduced to 8, their movement speed halved and become frightened, only affects, spell and abilities that state they remove a curse can remove the Curse of Strife.
Aura of conquest. Bane stabs his sword in to the ground creating a 60 foot circle cantered on him, any ally’s of his in this space gain the following benefits that last 10 minutes gifted to them by the subjugator.
- Immunity to any affect that may cause the frightened, charmed, paralysed and petrified conditions.
- advantage to all melee attacks.
- +3 to AC.
- immunity to non magical bludgeoning, slashing and piercing damage.
- A additional 15 feet of movement.
Dominating Presence. Each creature of the OathBreaker’s choice that is within 120 feet of the the OathBreaker and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened and paralysed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the OathBreaker’s Dominating Presence for the next 24 hours.
Will of The Subjugator(1/day). Bane casts his will in a extremely large area. All creatures in a 1 mile radius centered on bane must make a DC 22 wisdom saving throw or be charmed by the Subjugator and be turned against their allies, all charmed creatures become allies of Bane and follow his orders with out question, all creatures can repeat the save at the end of their turns breaking free on a successful save, on a failed save however they must a DC 19 wisdom saving throw as they try to hide their attempt at breaking free from the Subjugator himself, on a failed save the Subjugator notices their rebellion and inflicts one of the following punishments( with every punishment a creature is subjugated to, the DC on breaking the charmed condition is increased by 1 ).
- They lose all control of their body, only left to breath for 10 hours.
- They are left incapacitated seeing life like hallucinations of their worst fears for 24 hours.
- they are left in extremely but non fatal pain for 6 hours left to feel the pain of their leg being ripped off but never going in to shock.
- Breathing cause a pain that resembles being savagely burned on the inside of their throat for 12 hours.
- their skin becomes sensitive to the point of pain, when ever something touches their skin it feels like their being stabbed for 3 days.
When a creature casts power word heal, wish or greater restoration on a charmed target, the caster must roll a d20 only on a 19 or higher does the spell work as normally, on anything lower the spell is cast in which nothing happens and the charmed creature remains charmed.
Summoner of Conquest. Bane summons 6 Strife Knights or 3 Strife Gladiators that appear in the 30ft space around him, these loyal servants of bane follow his command without question, bane uses his bonus action to issue commands to his soldiers( use the Knight and Gladiator stat blocks for his soldiers ). Bane can have a maximum of 12 Strife Knights or 6 Strife Gladiators or 1 summon of each at any time. The soldiers Bane summons are immune to any and all affects that may frighten, charm, petrify or paralyse them.
Cone of Strife(recharge 5-6). Bane using his sword shots out a 120 foot cone from it, any creature caught in this cone must succeed on a DC 22 wisdom saving throw or take 76 (11d12) force damage and become cursed by the Curse of Strife( see Curse of Strife ability), and half as much and not be cursed on a successful save.
Projection of Strife(recharge 5-6). Bane conjures the Curse of Strife the lingers in his sword and can fire it out in either three blast( Bane is not forced to shot 3 different targets, he can shot all 3 at one target, hit 3 different targets or hit a creature with 2 blasts and 1 at another ) or 1 more powerful blast.the three smaller blasts Deal 32 (8d8) force damage each and can travel up to 300ft and the singular more powerful one deals 96 (24d8) force damage and can travel up to 600ft. If a creature is targeted for any of the blasts they must succeed on a DC 22 dexterity saving throw or take full damage from the respective blast and make a DC 22 wisdom saving throw or be cursed by the Curse of Strife( see Curse of Strife ability ), and half the damage and not be cursed on a successful save.
Eruption of Strife(2/day). Bane reaches his hand out in the space in front of him and closes it in to a tight fist. Any creature no matter how far has that is cursed by the Curse of Strife has the curse removed from them and a 30ft explosion centred on them takes place, any creature including the originally cursed creature caught in this 30ft space must succeed on a DC 22 dexterity saving throw or take 36 (9d8) force damage and half as much on a successful one. If Bane affects more then 7 creatures with this ability he can choose to use the collected Strife energy that is now in his closed fist and slamming it in to the ground creating a catastrophic shockwave in a 180ft sphere centred on him, any creature caught in area of affect must succeed on a DC 24 dexterity saving throw or take 104 (26d8) force damage and be pushed back 50ft and take half the damage and only be pushed back 10ft on a successful save. For every additional creature above 7 that is affected by the first affect, increases the size and damage of the secondary affect by 20ft and 3d8 force damage respectively.
Strife Rune of Enfeeblement(1/century). This rune has only ever been used once and that was in the enchanting of the seventh and final chain that binds Tharizdun to his prison, it is rumoured that it is the power of the Rune of Enfeeblement that is keeping Tharizdun from breaking free.
- Strife Rune of Enfeeblement. A creature affected by this rune has their ability scores reduced to 0 and becomes incapacitated even if they are immune to the incapacitated condition, only outside forces are capable of breaking this rune, needing a wish spell to do so but even then the caster of wish must succeed on a DC 29 wisdom saving throw as Bane believes that if the creature in question is worthy enough to warrant this rune, they should never be freed.
Bearer of Strife((1/day)mythic only). When Bane uses his Strife King feature he gains the ability to tap in to Strife like never before, becoming a being of Pure Strife and gain the following features that last as long as he has access to mythic actions.
- Blast of the Conqueror. With Banes new found power he gains access to a new ranged weapon attack RangedWeapon Attack: +19 to hit, range 300 ft., 3 targets. Hit: 42 (8d8 + 10) force damage. Bane fires 3 bolts of concentrated Strife, Bane can not fire multiple bolts at one target.
- Improved Eruption of Strife. Bane decided that the 30ft explosion part of this ability was not necessary and now adds that power to the devastating shockwave. When the Curse of Strife leaves a creature a 30ft explosion is no longer caused, instead more power is given to the shockwave, the conditions on causing the shockwave still exist but now for every creature Bane takes the cruse off of add 4d8 force damage and 15ft to the shockwave’s damage and area of effect.
- Improved Projection of Strife. Instead of the different blasts the Projection of Strife now becomes a 600ft long 10ft wide beam that passes through targets, If a creature is caught in the beam they must succeed on a DC 22 dexterity saving throw or take 100 (25d8) force damage on a failed save and half as much on a successful on, creatures the failed or succeed the dex save still must make a DC 22 wisdom saving throw or be cursed by the Curse of Strife( see Curse of Strife ability )
- Improved Blade of the Strife King. On top of the Blades original features the Blade can now also be moved magically by Bane at will, he can magically move the Blade 120ft away from him and make a normal attack with it as if he was wielding it normally, these kind of attacks can be used when using Multi Attack. The Blade now also deals a extra 4d10 force damage to cursed targets.
- True God of Conquest. Bane sprouts a pair of feathered wings made of Strife, he now gains a fly speed of 120ft, he now creates a aura of Domination 60ft in size, when a enemy of Bane enters this aura they must succeed on a DC 27 wisdom saving throw or be incapacitated for 10 minutes, a creature can make this save again at the end of their turns breaking out on a successful save.
Runes of Strife. When Bane uses a attack or ability to inflicts the curse of Strife and the targeted creature fails its save and becomes inflicted by the Curse of Strife, Bane can inflict 1 of 6 Runes of Strife on that creature using his bonus action, and the effected creature can make a DC 20 wisdom saving throw removing the rune not the curse, for as long as a creature is affected by the Curse of Strife bane can use a bonus action to inflict a additional rune to a creature that already has one or a cursed creature that does not
- Strife Rune of Agony. A creature affected by this rune takes a additional 4d8 force damage from all sources.
- Strife Rune of Reflection. A creature affected by this rune upon dealing damage take force damage equal to half the amount of damage they dealt.
- Strife Rune of Blind Aggression. A creature affected by this rune sees all creatures as enemy’s and starts attacking the closest creature ally or not.
- Strife Rune of Dampening. A creature affected by this rune gains disadvantage on all ability checks, saving throws and weapon attacks.
- Strife Rune of Sense. A creature affected by this rune loses their sense of sight and hearing gaining the blinded and deafened conditions.
- Strife Rune of Erasing. A creature affected by this rune loses their proficiency bonus( this rune can only be applied if the other 5 have been applied to a creature ).
If a creature ends up with all 6 Runes of Strife, all the runes light up and make the next attack they suffer from Bane to be catastrophic, the next melee attack they suffer from Bane will be a automatic critical hit on top of gaining a vulnerability to slashing damage dealt by bane for only that one attack.
Command. Bane issues a command to the soldiers he has summoned where ever they are as they hears his command telepathically, bane can issue what ever command he deems fit and the soldiers complete said command to the best of their abilities on initiative count 20, if no command has been issued they will defend themselves until they can get back to Bane in which they will defend their leader.
Relentless Strife. Bane uses his bonus action to teleport to a creature cursed by the Curse of Strife within 120ft of him ignoring line of sight, Bane appears in a unoccupied space within 10ft of the cursed creature.
Bane can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bane regains spent legendary actions at the start of his turn.
Blade of the Strife king(1 action). Bane makes one attack with his blade.
Curse of Strife(4 action). Bane uses one of his rechargeable Strife based abilities.
Runes of Strife(5 action). Bane applies a Rune of Strife of his choice that isn’t the Rune of Enfeeblement on a cursed creature.
If Bane’s Strife King trait has activated in the last hour, he can use the options below as legendary actions.
Your service is not yet over(3 actions). Bane summons the souls of those that were Cursed by Strife, any and all dead creatures that were effected by the Cursed of Strife as they died are brought back as Revenants of Strife( use the revenant stat block ) in a 120ft circle centred on Bane, these Revenants are given a target to kill in which they will hunt them relentlessly until they are killed or succeed in killing their target, upon succeeding they will return to Bane and relinquished of their services and their souls will be set free to find peace.
Champion of the Conquest(4 actions). Bane summons his Champion known as The OathBreaker. The OathBreaker will act on his own accord and defend himself until given a order by Bane and only Bane, upon being given a order The OathBreaker will see to the task until it is complete upon which we will continue to act on his own accord and defend himself until a new order is given.
Description
Bane is the 12ft tall knight wearing a full set of powerful armour and wields a sword that was believed to be unbreakable before it was shattered by the former god of death in a battle that ended the Disaster. Having once called himself brother to the likes of Pelor, Kord, Melora, Iuon, Erathis and even Asmodeus, Torog, and Zehir. Although being the god of conquest he hasn’t made any attempts at breaking out of his dimensional prison unlike his more evil brother and sisters, because he still holds out hope that he may be able to wounded the hall of mount celestia with his brothers and sisters once more, and is willing to wait as long as it takes to get his wish. But that does not mean he is not powerful, far from it, he still stands to this day as one of the most powerful gods in existence, for there has only ever been two gods that have challenged him and either outright won or came damn nerve close, those being the dragon god kelgaroth and the former god of death who beat him to end the disaster.
Previous Versions
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2/27/2023 11:18:11 AM
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