Agony. Abilities: The Sword of Pain grants a number of powerful abilities. When the blade strikes an opponent, it inflicts an excruciating 1d8 necrotic pain. Additionally, the sword absorbs the wielder's pain and suffering, increasing his strength and abilities as he channels that energy into the blade. Agony: Use the pain and suffering absorbed by the sword to activate special abilities, such as regeneration abilities or damage resistance or grant an additional damage bonus to the sword, or increase the critical strike chance when he uses the sword. Agony can be used a maximum of 3x Limitations: The Sword of Pain is a double-edged weapon. While it grants him powerful abilities, it can also put him at risk as he is forced to suffer to keep the blade strong and sharp. If the user takes too much damage during battle, they may lose control of the blade, causing it to become unstable and unusable. For each time you use agony, the user takes 1d8 damage per turn, reaching 3d8 if you make full use of the ability.
Hexblade's Curse: You can curse a creature you hit for 2 minutes if it fails a Wisdom saving throw (DC 17). Until the curse ends, you gain the following benefits
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 18 or 20 on the d20.
- If the cursed target 0 point life, you regain hit points equal to your level + your Charisma modifier (minimum of 1 hit point)
Spells. Your spellcasting ability is wisdom Spell save DC 17. The Abomination has the following Warlock spells prepared:1st Shield, Wrathful Smite,2st Branding Smite, Magic Weapon,command,3st Blink, Elemental Weapon,4st Phantasmal Killer, Staggering Smite,5st Banishing Smite, Cone of Cold
Sword of pain. The target must make a DC 20 Constitution saving throw, taking 40 (5d10 + 15) necrotic and psychic damage on a failed save, or half damage on a successful one. The damage done to those who tried to wield it will see all the torture, pain and suffering the Abomination of Abandonment suffered at the mage's hands. If it drops to 0 hit points, the creature doesn't die, but gains 1 level of madness.
multiattack two-handed sword .
Sword of pain. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 7) slashing damage plus 11 (3d6) necrotic damage.
chains of agony: Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 10 (2d8 + 3) piercing damage plus 8 (2d6) necrotic damage.
death ventriloquism: As an action, the Abomination of abandonment can bring a tortured soul into combat. Tortured Soul is immune to all conditions.
Tortured Soul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) slashing damage plus 7 (3d4) necrotic damage.
nefarious cure. Magically regains 30 (4d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The world. It can stop time for two truno. You can use this power twice a day.
Attack of Opportunity: When an enemy leaves your attack area
Description
He was an adventurer who almost died and was abandoned by his former companions, who thought he really had died. Then a sadistic and cruel wizard found him and conducted several experiments that caused excruciating pain, further deforming his already injured body and affecting his psyche. In the end, the mage fused what was left of his deformed body with parts of a warforged, leaving him with a disturbing appearance of flesh and metal, but also making him a threat to anyone who crossed his path. Now he is a slave in the hands of the wizard who turned him into this abomination, but he wants to break free from the wizard and take revenge on his former group that abandoned him. The abomination of abandonment carries a two-handed sword that is directly attached to it and cannot be carried by anyone else. Anyone attempting to wield it takes 5d10 psychic damage + 15 necrotic damage. His Warforged pieces have an enchantment that allows him to have immunity to non-magical weapons. In his right eye he has a prosthesis that gives him true vision. He carries with him a suit of armor that has the tortured soul of another of the mage's victims. The Abomination of Abandonment can animate this armor with this soul to aid it in combat. He also has 3 capsules stuck in the fleshy part of his body, filled with a strange liquid that he uses to heal himself. Will his former allies be able to make him come to his senses and forgive them?
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