Casimir Liber
Adventurer
Yeah ok, more I think of it I am happy with that
Yeah ok, more I think of it I am happy with that
Aura of Life Siphoning. Whenever a creature that is not an undead or construct ends its turn within 5 feet of the scarlet mist, the creature must succeed on a DC 14 Constitution saving throw. If it fails, the target takes 6 (1d12) necrotic damage and the mist gains temporary hit points equal to the damage its aura caused.
SNIP
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Wave of Lethargy (Recharge 5-6). Every creature within 10 feet of the scarlet mist must succeed at a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage plus 7 (2d6) psychic damage and be slowed until the end of the mist's next turn.
Wave of Lethargy. Every creature within 10 feet of the scarlet mist must succeed at a DC 14 Constitution saving throw or take # (#d#) psychic damage, # (#d#) necrotic damage (increased to ## (#d#) necrotic damage if target affected by the scarlet mist's life draining curse), and be slowed until the end of the mist's next turn.
If Wave of Lethargy has no recharge, should the life drain's damage be upped a little then (say to 17 (4d6+3))?