Hello everyone. What do you think about these custom spells, and this special ability I made? Are they too strong? too weak? too pointless? or just right?
The ability I made is for a player's character who spent 2 years being experimented on by an evil organization that delves into dark magic. These experiments over the 2 years gave her this ability. Its made for any class and the player's character is lvl 11 right now.
Dark Transformation Ability
Uses: 2 charges
Modes: Demon Form, Chaos Form
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Demon Form:
Casting Time: 1 Action
Duration: 1 minute
Cost: 1 charge
Requirement: Cannot have exhaustion level of 4 or higher.
Effects:
· Strength, Dexterity, and Constitution scores all increase by 4 (Can surpass the 20 limit).
· You gain a +4 bonus to AC.
· Movement speed increased by 20 feet.
· Your attacks deal an additional 1d12 necrotic damage.
· Exhaustion is nullified while transformation is active.
· Unarmed strikes use a d8 as their natural damage die.
· You gain 1 extra attack per turn.
· Gain vulnerability to radiant damage.
· Has advantage on saving throws against magic
Side Effects: While in Demon form player becomes empowered by dark energy, and may lose self-control. When this ability is activated the player must roll a d20, add your charisma modifier, and refer to the chart below:
16 or higher: You maintain full awareness of self and remains fully in control
8-15: You slightly lose control, and may attack any nearby creature. You maintain sense of who your target is, but may attack anyone that appears to get in your way. At the start of your turn if a friendly creature is equal or less in distance to you than your target, you must make a DC 14 Charisma saving throw. On a fail you must use 1 of your attacks against the creature. At the start of your turn if you have no primary enemy target, you must make a DC 16 Charisma saving throw. On a success you can end the ability. On a fail you attack the closest target, you can repeat this save at the start of each turn. A friendly creature can attempt to restore your self-control by making a DC 15 persuasion check to give you advantage on your next saving throw.
1-7: You lose all sense of self control and will attack every creature in sight. You have no sense of who is friendly and who is enemy. You will keep attacking until the duration ends. A friendly creature may make a DC 15 persuasion check to calm you. On a success you may roll on the chart again.
If you kill or knock an ally unconscious you may immediately perform a DC 10 charisma check with advantage. On a success you regain full awareness and self-control. You may repeat this saving throw at the start of each of your turns.
When the ability ends you suffer 2 point of exhaustion.
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Chaos Form:
Casting Time: 1 Action
Duration: 1 minute
Cost: 2 charges
Requirement: Cannot have exhaustion level of 3 or higher.
Effects:
· Strength, Dexterity, and Constitution scores all increase by 6 (Can surpass the 20 limit).
· You gain a +6 bonus to AC.
· Movement speed increased by 40 feet.
· Your attacks deal an additional 2d12 necrotic damage.
· Exhaustion is nullified while transformation is active.
· Unarmed strikes use a d12 as their natural damage die.
· You gain 2 extra attacks per turn.
· You gain 15 temporary hit points which are removed when the ability ends.
· Gain resistance to all damage except radiant
· Gain immunity to both necrotic and poison damage
· Gain vulnerability to radiant damage
· Has advantage on saving throws against magic
Side Effects: While in Demon form player becomes empowered by dark energy, and may lose self-control. When this ability is activated the player must roll a d20, add your charisma modifier, and refer to the chart below:
22 or higher: You maintain full awareness of self and remains fully in control
16-22: You slightly lose control, and may attack any nearby creature. You maintain sense of who your target is, but may attack anyone that appears to get in your way. At the start of your turn if a friendly creature is equal or less in distance to you than your target, you must make a DC 18 Charisma saving throw. On a fail you must use 1 of your attacks against the creature. At the start of your turn if you have no primary enemy target, you must make a DC 20 Charisma saving throw. On a success you can end the ability. On a fail you attack the closest target, you can repeat this save at the start of each turn. A friendly creature can attempt to restore your self-control by making a DC 18 persuasion check to give you advantage on your next saving throw.
1-15: You lose all sense of self control and will attack every creature in sight. You have no sense of who is friendly and who is enemy. You will keep attacking until the duration ends. A friendly creature may make a DC 20 persuasion check to calm you. On a success you may roll on the chart again.
If you kill or knock an ally unconscious you may immediately perform a DC 15 charisma check with advantage. On a success you regain full awareness and self-control. You may repeat this saving throw at the start of each of your turns.
When the ability ends you suffer 3 points of exhaustion.
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You regain both charges at the end of a long rest.
The ability I made is for a player's character who spent 2 years being experimented on by an evil organization that delves into dark magic. These experiments over the 2 years gave her this ability. Its made for any class and the player's character is lvl 11 right now.
Dark Transformation Ability
Uses: 2 charges
Modes: Demon Form, Chaos Form
--------------------------------------------------------------------------------------------------------------------------
Demon Form:
Casting Time: 1 Action
Duration: 1 minute
Cost: 1 charge
Requirement: Cannot have exhaustion level of 4 or higher.
Effects:
· Strength, Dexterity, and Constitution scores all increase by 4 (Can surpass the 20 limit).
· You gain a +4 bonus to AC.
· Movement speed increased by 20 feet.
· Your attacks deal an additional 1d12 necrotic damage.
· Exhaustion is nullified while transformation is active.
· Unarmed strikes use a d8 as their natural damage die.
· You gain 1 extra attack per turn.
· Gain vulnerability to radiant damage.
· Has advantage on saving throws against magic
Side Effects: While in Demon form player becomes empowered by dark energy, and may lose self-control. When this ability is activated the player must roll a d20, add your charisma modifier, and refer to the chart below:
16 or higher: You maintain full awareness of self and remains fully in control
8-15: You slightly lose control, and may attack any nearby creature. You maintain sense of who your target is, but may attack anyone that appears to get in your way. At the start of your turn if a friendly creature is equal or less in distance to you than your target, you must make a DC 14 Charisma saving throw. On a fail you must use 1 of your attacks against the creature. At the start of your turn if you have no primary enemy target, you must make a DC 16 Charisma saving throw. On a success you can end the ability. On a fail you attack the closest target, you can repeat this save at the start of each turn. A friendly creature can attempt to restore your self-control by making a DC 15 persuasion check to give you advantage on your next saving throw.
1-7: You lose all sense of self control and will attack every creature in sight. You have no sense of who is friendly and who is enemy. You will keep attacking until the duration ends. A friendly creature may make a DC 15 persuasion check to calm you. On a success you may roll on the chart again.
If you kill or knock an ally unconscious you may immediately perform a DC 10 charisma check with advantage. On a success you regain full awareness and self-control. You may repeat this saving throw at the start of each of your turns.
When the ability ends you suffer 2 point of exhaustion.
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Chaos Form:
Casting Time: 1 Action
Duration: 1 minute
Cost: 2 charges
Requirement: Cannot have exhaustion level of 3 or higher.
Effects:
· Strength, Dexterity, and Constitution scores all increase by 6 (Can surpass the 20 limit).
· You gain a +6 bonus to AC.
· Movement speed increased by 40 feet.
· Your attacks deal an additional 2d12 necrotic damage.
· Exhaustion is nullified while transformation is active.
· Unarmed strikes use a d12 as their natural damage die.
· You gain 2 extra attacks per turn.
· You gain 15 temporary hit points which are removed when the ability ends.
· Gain resistance to all damage except radiant
· Gain immunity to both necrotic and poison damage
· Gain vulnerability to radiant damage
· Has advantage on saving throws against magic
Side Effects: While in Demon form player becomes empowered by dark energy, and may lose self-control. When this ability is activated the player must roll a d20, add your charisma modifier, and refer to the chart below:
22 or higher: You maintain full awareness of self and remains fully in control
16-22: You slightly lose control, and may attack any nearby creature. You maintain sense of who your target is, but may attack anyone that appears to get in your way. At the start of your turn if a friendly creature is equal or less in distance to you than your target, you must make a DC 18 Charisma saving throw. On a fail you must use 1 of your attacks against the creature. At the start of your turn if you have no primary enemy target, you must make a DC 20 Charisma saving throw. On a success you can end the ability. On a fail you attack the closest target, you can repeat this save at the start of each turn. A friendly creature can attempt to restore your self-control by making a DC 18 persuasion check to give you advantage on your next saving throw.
1-15: You lose all sense of self control and will attack every creature in sight. You have no sense of who is friendly and who is enemy. You will keep attacking until the duration ends. A friendly creature may make a DC 20 persuasion check to calm you. On a success you may roll on the chart again.
If you kill or knock an ally unconscious you may immediately perform a DC 15 charisma check with advantage. On a success you regain full awareness and self-control. You may repeat this saving throw at the start of each of your turns.
When the ability ends you suffer 3 points of exhaustion.
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You regain both charges at the end of a long rest.