This spell bonds the physical form of the player with that of a fiend. At the beginning of of each turn, the player takes 1d4 psychic damage and subsequently must make a concentration check (DC 10) to maintain the bond. For the duration of the spell the Player has two attack actions and a movement speed of 40 ft., flying speed of 30ft. start with 1d6 temporary hit points.
The following actions can be taken:
Fire Claw-(1d6 piercing+3, 1d4 Fire+2)(+6 to hit); player takes half the damage dealt.
Hellish Intent- a loud screech emanates in a 15 ft Cone. every creature must succeed in a Charisma Saving throw or become frightened until the beginning of your next turn. player takes 1d6 damage. Takes both actions.
Flicker- a small flame is conjured in the palm of of the Player.one creature must succeed in a wisdom save or the player may learn one saving throw, resistance, or vulnerability of the creature. Player takes 1d6 damage.
Implosion- a large sphere of Fire or necrotic energy emanates from the Player. all creatures with 15 ft of the player must make a dexterity saving throw. on a fail, 4d10 damage is dealt. on a save half as much damage is dealt. The player fails ; the bond is subsequently severed and the spell ends. Takes both actions.
at the end of the spell, the player gains 1d4-1 points of exhaustion.and must succeed on a DC 12 constitution save or become immobilized(movement speed zero) until a successful save is made.
* - (Blood of a lawful entity, A Lump of Charcoal)Previous Versions
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10/21/2019 6:01:23 PM
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Coming Soon
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