You clasp your hands above your head as you pull energy from the eldritch, incomprehensible plane of the Far Realm in order to strike down your foes, seen or unseen. A nebula of energy surrounds you as light pours from your clasped hands. Twenty-four motes of force form in this nebula and shoot outward, each mote hitting a creature of your choice within range, even if you cannot see them. Each mote deals 1d6+1 force damage to its target. The motes all strike simultaneously, and you can direct them to hit one creature or several.
Any creature that is invisible begins to shed dim light in a 10-foot radius and cannot benefit from any effect that would render it invisible for the next minute.
After the spell is cast, the spellcaster's mind reels from contact with the Far Realm. Roll a d20, on a 1 the caster goes mad and must roll on the "Long-Term Madness" table as detailed in Chapter 8 of the Dungeon Master's Guide.
* - (a preserved corpse of an illithid tadpole (or any other Far Realm creature))
-
View User Profile
-
Send Message
Posted Jan 14, 2020nice to see bloodborne spells adapted to a dnd setting
-
View User Profile
-
Send Message
Posted Jan 14, 2020I just love the animation of that spell. Had to try my hand at writing a 5e version of it.
-
View User Profile
-
Send Message
Posted Mar 30, 2020You did an amazing job converting this to 5e!
-
View User Profile
-
Send Message
Posted Mar 30, 2020Thanks so much!
-
View User Profile
-
Send Message
Posted Aug 24, 2020Seems a bit weak for a 9th level spell, I'd at least increase the damage. perhaps to 2d6+ spellcasting modifier
-
View User Profile
-
Send Message
Posted Aug 26, 2020Cool, I'll just up the damage for you on an auto hit spell that deals on average 108 force damage (and note power word kill is 9th level and kills on less than that amount of HP left).
Let's see, 2d6+5or6x 24 equals on average 288 damage for a +5 spellcasting modifier or 316 damage for a +6 spellcasting modifier. On an auto hit spell...
Look, I really don't mean to be mean about this. But you just need to understand why I show some restraint with this spell. There is no save, there is no roll besides rolling for damage, it just hits.
Only way I could justify increasing that damage is by limiting the amount of motes that can hit each target, and that's getting a bit too complicated and isn't what I'm aiming for.
-
View User Profile
-
Send Message
Posted Aug 28, 2020I see, didnt think about that.
-
View User Profile
-
Send Message
Posted Sep 3, 2020It's all good! I've gotten this criticism on older versions of the spell, so it's not new to me. I've definitely given it thought before of maybe raising it to a D8 in case people want to spread the damage? But I'm happy with it as is, just based around the idea that it does what Power Word Kill does, but just a little better, or worse if you're unlucky.
-
View User Profile
-
Send Message
Posted Sep 7, 2020It might deserve a small buff, since it comes with negatives as well, but its up to you
-
View User Profile
-
Send Message
Posted Aug 18, 2021It's an amazing spell if it wasn't for the fact hexblades exist and can make it deal about 240 auto hit dmg
-
View User Profile
-
Send Message
Posted Aug 18, 2021Did think on that, Evoker's have a similar ability. I'm of the mind that a DM can make a case that the bonus damage from Hexblade's curse only applies once per target, not once per dart.
Either way, this is homebrew, take it as you will.
-
View User Profile
-
Send Message
Posted Aug 19, 2021That's very fair tbh, like I said I really like the spell
Is incredibly flavorful and balanced, but unfortunately RAW hexblade is DUUUUUUUUUUMB
-
View User Profile
-
Send Message
Posted Aug 19, 2021Super dumb. And thanks!