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Advice Sought - Beneficial Curse Mechanic
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<blockquote data-quote="Hawk Diesel" data-source="post: 6943516" data-attributes="member: 59848"><p>This seems cool. But in 5e, things tend to be streamlined whenever possible. For the Arcane Recovery, I might say he has disadvantage on spell attacks for non-necromancy spells, and targets have advantage on saves against non-necromancy spells. It's less math, but a bit more rolling.</p><p></p><p>I don't know what other boons you may provide, but I have ideas regarding potential "curses."</p><p></p><p>1) As the necromancer delves deeper into the secrets of necromancy's forbidden lore, and the dark energies course through his flesh, his body ages more quickly and becomes more frail. The touch of death leaves it's print upon his health. He loses weight, his bones protrude and his skin begins to hang loosely from his frame. He has difficulty breathing as he develops a consistent wheeze. </p><p></p><p>Mechanics: He always has at least one level of exhaustion that never goes away.</p><p></p><p>2) The secrets and rituals of necromancy not only affect the body, but also the mind. The veil between the mortal realm and the underworld is thinner around him, and he becomes a beacon that the restless undead seek out. Their voices grow louder, their demands more insistent. Even in dreams, he finds no relief, causing him night terrors.</p><p></p><p>Mechanics: Disadvantage on perception checks and a 20% chance that he doesn't regain hit dice over a long rest.</p><p></p><p>3) The necromancers of the past, those whose lives were snuffed out despite their attempts to extend them through unnatural means, are jealous of living necromancers. They wait in the shadows, patient for their moment. As the living necromancer's life is in danger of being extinguished, they work to pull their living spirit into the eternal darkness of oblivion.</p><p></p><p>Mechanics: The first death saving throw is always an automatic failure.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6943516, member: 59848"] This seems cool. But in 5e, things tend to be streamlined whenever possible. For the Arcane Recovery, I might say he has disadvantage on spell attacks for non-necromancy spells, and targets have advantage on saves against non-necromancy spells. It's less math, but a bit more rolling. I don't know what other boons you may provide, but I have ideas regarding potential "curses." 1) As the necromancer delves deeper into the secrets of necromancy's forbidden lore, and the dark energies course through his flesh, his body ages more quickly and becomes more frail. The touch of death leaves it's print upon his health. He loses weight, his bones protrude and his skin begins to hang loosely from his frame. He has difficulty breathing as he develops a consistent wheeze. Mechanics: He always has at least one level of exhaustion that never goes away. 2) The secrets and rituals of necromancy not only affect the body, but also the mind. The veil between the mortal realm and the underworld is thinner around him, and he becomes a beacon that the restless undead seek out. Their voices grow louder, their demands more insistent. Even in dreams, he finds no relief, causing him night terrors. Mechanics: Disadvantage on perception checks and a 20% chance that he doesn't regain hit dice over a long rest. 3) The necromancers of the past, those whose lives were snuffed out despite their attempts to extend them through unnatural means, are jealous of living necromancers. They wait in the shadows, patient for their moment. As the living necromancer's life is in danger of being extinguished, they work to pull their living spirit into the eternal darkness of oblivion. Mechanics: The first death saving throw is always an automatic failure. [/QUOTE]
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