Necrotic infused ritually prepared arrow glow with malice and intent. When target is selects with a HEX first this arrows know where to go, Advantage to Perception to locate if already HEXED, the primary target takes 4d10 eldritch force damage and on the next turn takes 2d10 necrotic damage plus HEX bonus damage, if the target hit is successful the Blight burst to the next nearest target to the HEX creature (As an attack using the former TO HIT minus -2) as a ranged attack if that strikes it does 3d10 eldritch force damage and 1d10 necrotic damage before burst out again at another target until it does not hit or has reduced the primary 4d "X" dice of damage to zero. NOTE: if a target is reduced to ZERO "0" hit points the HEX jumps to the next target automatically seeking to do more malice. No one target may be farther than 30 feet from the first target BUT if there is enough dice of damage it can return to anyone save the target.
If the target is a positive divine they take an additional 1d10 necrotic damage and need to make a CON check (10+Spell Ability Score CHA) or become exhausted for 6 rounds, each round they make the DC they stop the exhaustion and it fades, failure increase the DC+1 and moves them an additional level of exhaustion. DM this boon to the pact is an offering freely given and freely accepted and cannot and will not be used for any future pacts or leverage in obtaining additional boons.
Side effect: If the target reaches stage 6 exhaustion and dies it cannot be returned to life as its soul has been offered up to the Pact Patron. The warlock that uses this ability also gains a level of exhaustion on a random 1:3 times.
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
* - (Ritually prepared bundle of 60 arrows that turn into one;3 gp, teeth of a preator; 1gp, hearts blood from divine spell caster; 50gp, and a moonstone 25gp.)
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