Base Class: Warlock
The Atrocity is a shifting jumble of limbs, eyes, and mouths. The Atrocity only contacts noble family's and they often pass this pact down through the family. The Atrocity only requires fear but it encourages sacrifice and adds there limbs to it's form.The contracted member rarely actually chooses to be, they are often forced into the pact by the rest of the family. Barers of the Atrocity are required to cause the frighten condition on a creature they met for the first time that day and touch them to feed The Atrocity with the emotional energy, or your patron kills and devours you. You don't sleep well, haunted by horrific nightmares of people being twisted, and loud popping noises are always in the back of your mind. You claw yourself in your sleep giving you visible scars. Even if you don't wish to hurt anyone something in your mind wants to cause terror, One of your eyes has been stained by a ghostly cyan with a faint glow, sometimes you swear that you feel something trying to push its way out. Barers of this patron usually seek to escape from there pact, The Atrocity needs a barer, and it bestows its power as means to be fed, it will try its hardest to keep its barer as long as its well fed, if it goes hungry for a day it eats the barer to hold it's self over until its next pact.
Awful magic of dreadful mind
It tried to break and twist your mind with its warped magics, but exposure leads to resistance, witch leads to understanding, witch leads to mastery.
| Spell Level | Spells |
|---|---|
|
1st |
cause fear, wrathful smite |
|
2nd |
alter self, Phantasmal force |
|
3rd |
Fear, Hungar of Hadar |
|
4th |
Evards's black tentacles, Phantasmal killer |
|
5th |
reincarnate, seeming |
Horrific gift
Friendly creatures are affected by your frighten differently they roll disadvantage, but they also add 1d6 to all checks and attacks and may still move closer to you.
at level 5 when you cause the frightened condition, one non frightened hostile creature that can see you rolls con save equal to your spell save modifier, if they fail they are frightened of you for one minute.
Fears Crux
If any friendly creature is frightened you can take the condition, you can take the frightened condition of two friendly creatures(at level 5 you may target 3 friendly creatures,at level 10 4 friendly creatures, level 15 5 friendly creatures.) within 30 feet as a bonus action pulling the emotional energy into yourself. if you're already frightened instead of rolling disadvantage on attack rolls, when you roll for anything you roll a die down from the intended die this effect stacks every 5 stacks up to a max of 20. You can take a turn to calm yourself down and regain your focus and remove all frightened stacks after you do this you add the corresponding die to the number of stacks lost+your warlock level to your next successful damage roll (always round down)
The atrocity prolongs your fear by intensifying the noises in your head while slowly feeding off it all frighten affects last an hour on you
frightened of any kind no longer restricts your movement in any way
your movement speed is 10 feet faster while frightened does not stack
Frightful manifest
You may now take frightened effects from all creatures within your line of sight as an action. AT 20 stacks of frightened, you lose all stacks you make a con save of 19 if you fail you are stunned for the duration, four thick fleshly limbs burst out of your patron's eye, creatures that see you make a con save equal to your spell save dc they take 4D12 psychic damage and are frightened on failure, or resist frightened and take halve as much on success. The limbs start with 20hp but gain 10 hp for every frightened creature within 50 feet, you are attached to the limbs they act on your turn and can cast vampiric touch(5th level) at will, if you are stunned, the limbs act on there own. The limbs strength score is equal to 2d10+ your Cha modifier the limbs are unarmed, they will always move to and attack the closest frightened creature if possible. When you succeed the 19 con save you aren't stunned, and the limbs follow your mental commands, they roll initiative you are still attached and your movement speed is 0 but otherwise you can act normally. The 40ft of movement and can move as if they casted spider climb. After the limbs drop to 0 they slowly retract into your eye, and there max hp is deducted from yours but not below 1 if stunned you remain stunned till next turn. The limbs can only trigger once per three long rests. Players can give the limbs weapons, it is proficient in all the same weapons as you, it can't use magical or silver weapons. The limbs will not attack friendly creatures of the pact barer, as long as the pact barer has memory of them, and nothing is heavily obscuring there face. The limbs last a max of 1d20 hours, and can be forced to retract if touched by a consecrated weapon or holy symbol. This stun condition lasts a max of 10 of your turns, or one full combat.
Terror is descruction
Killing a frightened creature causes them to explode, and cause all creatures within 30ft to be frightened, any creature within 10ft of the exploding creature takes 5d12 force damage or they dive out of the radius with a Dex save 16 taking no damage, but if that creature dies from the explosion it causes a chain reaction every creature killed adds 1d12 and adds +2 to the save DC of a creature that is within the radius of the next exploding creature
Previous Versions
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8/27/2019 11:29:27 PM
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5
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8/27/2019 11:36:37 PM
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8/27/2019 11:43:39 PM
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8/27/2019 11:54:05 PM
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9/13/2020 9:20:32 PM
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101
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9/14/2020 7:20:15 AM
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10
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1.4
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9/14/2020 11:51:54 PM
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11
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1.6
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8/9/2021 5:32:17 AM
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25
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2
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1.7
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Posted Aug 9, 2021i decided to cut the custom spells, they are a little overboard and wacky. I think i might need to find a way to better summarize, the level 10 ability its a bit to wordy.