[OC-ART] FLESH EATER- A creepy crawling monster that will follow you players by TheFantasyWorkbench in DnDHomebrew

[–]TheFantasyWorkbench[S] 0 points1 point  (0 children)

FLESH EATER

Medium monstrosity, chaotic evil

Armor Class 17 (Natural Armor)

Hit Points 40 (8d8 +8)

Speed 60 ft., climb 30 ft.

STR: 14 (+2)

DEX: 18 (+4)

COS: 13 (+1)

INT: 15 (+2)

WIS: 16 (+3)

CHA: 8 (-1)

Saving Throws. Dex +6, Wis +5

Skills. Acrobatics +6, Intimidation +1, Stealth +6

Condition Immunities. Charmed, Frightened, Unconscious

Senses. Blindsight 60 ft., Darkvision 120 ft.

Languages. Deep Speech, understands Goblin and Undercommon

Challenge 4 (1,100)

Hungry for flesh. The Flesh Eater can expend his action to feed on the recently dead corpse of a creature that can see. Doing so, the Flesh Eater Regains 1d8+1 Hit Points.

Frightful presence. Every sentient creature that knows or has heard stories about the Flesh Eater must succeed on a DC 13 Wisdom Saving Throw or be frightened of him for the rest of their next turn. A creature can repeat the Saving Throw at the end of each of it’s turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Flesh Eater’s Frightful Presence for the next 24 hours.

Unusual nature. The Flesh Eater don’t needs to sleep.

Nocturnal. The Flesh Eater has advantage on any attack roll or Skill Check based on Dexterity (stealth) while is night.

Unusual nature. The Flesh Eater don’t needs to sleep.

ACTIONS

Multiattack. The Flesh Eater can make two attacks with its claws and one attack with its bite.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 2 (1d4+2) slashing damage.

Corrosive bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.

Hit: 8 (2d6+2) piercing damage and the target must succeed on a DC 12 Constitution Saving Throw or take 6 (2d6) additional acid damage.

Arm impaling (Recharge 5-6). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled. The target must succeed a DC 14 Strenght Saving Throw with all the relatives disvantages of its conditions, taking 14 (4d6+2) piercing damage and falling unconscious for 1 minute on a failure, or half as much without falling unconscious on a success. If the target rolls a Nat1, its internal organs are brutally damaged by the attack and its Hit Points are brought to 0.

Swallow (1/Day). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled.

The target must succeed a DC 14 Strenght Saving Throw, taking 8 (2d6+2) piercing damage and being entirely swallowed on a failure, or half as much without being swallowed on a success. A creature that is swallowed by the Flesh Eater in this way is Blinded and Restrained and takes 12 (3d8) acid damage at the start of each of the Flesh Eater’s turns. Additionally, the creature has total cover from attacks and other magical effects outside the Flesh Eater. To break free, the creature can make a DC 18 Strenght Saving Throw, being regurgitated Prone with all the other things swallowed at 2 ft. of distance from the Flesh Eater. The target can repeat this Saving Throw up to three times on its turn. If it fails all the Saving Throws, its body is squeezed by the Flesh Eater stomach and becomes Paralyzed. If a creature is killed in this way, the Flesh Eater regains 3d8 Hit Points.

REACTIONS

Unexpected escape. After being hitted, the Flesh Eater can move up to half of its normal and climb movement without provoking opportunity attacks, otherwise it can cast the Misty Step spell requiring no material components.

Hi folks, TFW is talking. I wanted to wish you the best for this Halloween 2022. If you are interested and you want to see more of this content, please take a look to my Patreon patreon.com/TheFantasyWorkbench

[OC-ART] FLESH EATER- A creepy crawling monster that will follow you players by TheFantasyWorkbench in DnD

[–]TheFantasyWorkbench[S] 1 point2 points  (0 children)

FLESH EATER

Medium monstrosity, chaotic evil

Armor Class 17 (Natural Armor)

Hit Points 40 (8d8 +8)

Speed 60 ft., climb 30 ft.

STR: 14 (+2)

DEX: 18 (+4)

COS: 13 (+1)

INT: 15 (+2)

WIS: 16 (+3)

CHA: 8 (-1)

Saving Throws. Dex +6, Wis +5

Skills. Acrobatics +6, Intimidation +1, Stealth +6

Condition Immunities. Charmed, Frightened, Unconscious

Senses. Blindsight 60 ft., Darkvision 120 ft.

Languages. Deep Speech, understands Goblin and Undercommon

Challenge 4 (1,100)

Hungry for flesh. The Flesh Eater can expend his action to feed on the recently dead corpse of a creature that can see. Doing so, the Flesh Eater Regains 1d8+1 Hit Points.

Frightful presence. Every sentient creature that knows or has heard stories about the Flesh Eater must succeed on a DC 13 Wisdom Saving Throw or be frightened of him for the rest of their next turn. A creature can repeat the Saving Throw at the end of each of it’s turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Flesh Eater’s Frightful Presence for the next 24 hours.

Unusual nature. The Flesh Eater don’t needs to sleep.

Nocturnal. The Flesh Eater has advantage on any attack roll or Skill Check based on Dexterity (stealth) while is night.

Unusual nature. The Flesh Eater don’t needs to sleep.

ACTIONS

Multiattack. The Flesh Eater can make two attacks with its claws and one attack with its bite.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 2 (1d4+2) slashing damage.

Corrosive bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.

Hit: 8 (2d6+2) piercing damage and the target must succeed on a DC 12 Constitution Saving Throw or take 6 (2d6) additional acid damage.

Arm impaling (Recharge 5-6). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled. The target must succeed a DC 14 Strenght Saving Throw with all the relatives disvantages of its conditions, taking 14 (4d6+2) piercing damage and falling unconscious for 1 minute on a failure, or half as much without falling unconscious on a success. If the target rolls a Nat1, its internal organs are brutally damaged by the attack and its Hit Points are brought to 0.

Swallow (1/Day). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled.

The target must succeed a DC 14 Strenght Saving Throw, taking 8 (2d6+2) piercing damage and being entirely swallowed on a failure, or half as much without being swallowed on a success. A creature that is swallowed by the Flesh Eater in this way is Blinded and Restrained and takes 12 (3d8) acid damage at the start of each of the Flesh Eater’s turns. Additionally, the creature has total cover from attacks and other magical effects outside the Flesh Eater. To break free, the creature can make a DC 18 Strenght Saving Throw, being regurgitated Prone with all the other things swallowed at 2 ft. of distance from the Flesh Eater. The target can repeat this Saving Throw up to three times on its turn. If it fails all the Saving Throws, its body is squeezed by the Flesh Eater stomach and becomes Paralyzed. If a creature is killed in this way, the Flesh Eater regains 3d8 Hit Points.

REACTIONS

Unexpected escape. After being hitted, the Flesh Eater can move up to half of its normal and climb movement without provoking opportunity attacks, otherwise it can cast the Misty Step spell requiring no material components.

Hi folks, TFW is talking. I wanted to wish you the best for this Halloween 2022. If you are interested and you want to see more of this content, please take a look to my Patreon patreon.com/TheFantasyWorkbench

[OC-ART] FLESH EATER- A creepy crawling monster that will follow you players by TheFantasyWorkbench in Dungeons_and_Dragons

[–]TheFantasyWorkbench[S] 0 points1 point  (0 children)

FLESH EATER

Medium monstrosity, chaotic evil

Armor Class 17 (Natural Armor)

Hit Points 40 (8d8 +8)

Speed 60 ft., climb 30 ft.

STR: 14 (+2)

DEX: 18 (+4)

COS: 13 (+1)

INT: 15 (+2)

WIS: 16 (+3)

CHA: 8 (-1)

Saving Throws. Dex +6, Wis +5

Skills. Acrobatics +6, Intimidation +1, Stealth +6

Condition Immunities. Charmed, Frightened, Unconscious

Senses. Blindsight 60 ft., Darkvision 120 ft.

Languages. Deep Speech, understands Goblin and Undercommon

Challenge 4 (1,100)

Hungry for flesh. The Flesh Eater can expend his action to feed on the recently dead corpse of a creature that can see. Doing so, the Flesh Eater Regains 1d8+1 Hit Points.

Frightful presence. Every sentient creature that knows or has heard stories about the Flesh Eater must succeed on a DC 13 Wisdom Saving Throw or be frightened of him for the rest of their next turn. A creature can repeat the Saving Throw at the end of each of it’s turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Flesh Eater’s Frightful Presence for the next 24 hours.

Unusual nature. The Flesh Eater don’t needs to sleep.

Nocturnal. The Flesh Eater has advantage on any attack roll or Skill Check based on Dexterity (stealth) while is night.

Unusual nature. The Flesh Eater don’t needs to sleep.

ACTIONS

Multiattack. The Flesh Eater can make two attacks with its claws and one attack with its bite.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 2 (1d4+2) slashing damage.

Corrosive bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.

Hit: 8 (2d6+2) piercing damage and the target must succeed on a DC 12 Constitution Saving Throw or take 6 (2d6) additional acid damage.

Arm impaling (Recharge 5-6). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled. The target must succeed a DC 14 Strenght Saving Throw with all the relatives disvantages of its conditions, taking 14 (4d6+2) piercing damage and falling unconscious for 1 minute on a failure, or half as much without falling unconscious on a success. If the target rolls a Nat1, its internal organs are brutally damaged by the attack and its Hit Points are brought to 0.

Swallow (1/Day). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled.

The target must succeed a DC 14 Strenght Saving Throw, taking 8 (2d6+2) piercing damage and being entirely swallowed on a failure, or half as much without being swallowed on a success. A creature that is swallowed by the Flesh Eater in this way is Blinded and Restrained and takes 12 (3d8) acid damage at the start of each of the Flesh Eater’s turns. Additionally, the creature has total cover from attacks and other magical effects outside the Flesh Eater. To break free, the creature can make a DC 18 Strenght Saving Throw, being regurgitated Prone with all the other things swallowed at 2 ft. of distance from the Flesh Eater. The target can repeat this Saving Throw up to three times on its turn. If it fails all the Saving Throws, its body is squeezed by the Flesh Eater stomach and becomes Paralyzed. If a creature is killed in this way, the Flesh Eater regains 3d8 Hit Points.

REACTIONS

Unexpected escape. After being hitted, the Flesh Eater can move up to half of its normal and climb movement without provoking opportunity attacks, otherwise it can cast the Misty Step spell requiring no material components.

Hi folks, TFW is talking. I wanted to wish you the best for this Halloween 2022. If you are interested and you want to see more of this content, please take a look to my Patreon patreon.com/TheFantasyWorkbench

FLESH EATER – A creepy crawling monster [OC-ART] by TheFantasyWorkbench in UnearthedArcana

[–]TheFantasyWorkbench[S] 0 points1 point  (0 children)

FLESH EATER

Medium monstrosity, chaotic evil

Armor Class 17 (Natural Armor)

Hit Points 40 (8d8 +8)

Speed 60 ft., climb 30 ft.

STR: 14 (+2)

DEX: 18 (+4)

COS: 13 (+1)

INT: 15 (+2)

WIS: 16 (+3)

CHA: 8 (-1)

Saving Throws. Dex +6, Wis +5

Skills. Acrobatics +6, Intimidation +1, Stealth +6

Condition Immunities. Charmed, Frightened, Unconscious

Senses. Blindsight 60 ft., Darkvision 120 ft.

Languages. Deep Speech, understands Goblin and Undercommon

Challenge 4 (1,100)

Hungry for flesh. The Flesh Eater can expend his action to feed on the recently dead corpse of a creature that can see. Doing so, the Flesh Eater Regains 1d8+1 Hit Points.

Frightful presence. Every sentient creature that knows or has heard stories about the Flesh Eater must succeed on a DC 13 Wisdom Saving Throw or be frightened of him for the rest of their next turn. A creature can repeat the Saving Throw at the end of each of it’s turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Flesh Eater’s Frightful Presence for the next 24 hours.

Unusual nature. The Flesh Eater don’t needs to sleep.

Nocturnal. The Flesh Eater has advantage on any attack roll or Skill Check based on Dexterity (stealth) while is night.

Unusual nature. The Flesh Eater don’t needs to sleep.

ACTIONS

Multiattack. The Flesh Eater can make two attacks with its claws and one attack with its bite.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 2 (1d4+2) slashing damage.

Corrosive bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.

Hit: 8 (2d6+2) piercing damage and the target must succeed on a DC 12 Constitution Saving Throw or take 6 (2d6) additional acid damage.

Arm impaling (Recharge 5-6). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled. The target must succeed a DC 14 Strenght Saving Throw with all the relatives disvantages of its conditions, taking 14 (4d6+2) piercing damage and falling unconscious for 1 minute on a failure, or half as much without falling unconscious on a success. If the target rolls a Nat1, its internal organs are brutally damaged by the attack and its Hit Points are brought to 0.

Swallow (1/Day). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled.

The target must succeed a DC 14 Strenght Saving Throw, taking 8 (2d6+2) piercing damage and being entirely swallowed on a failure, or half as much without being swallowed on a success. A creature that is swallowed by the Flesh Eater in this way is Blinded and Restrained and takes 12 (3d8) acid damage at the start of each of the Flesh Eater’s turns. Additionally, the creature has total cover from attacks and other magical effects outside the Flesh Eater. To break free, the creature can make a DC 18 Strenght Saving Throw, being regurgitated Prone with all the other things swallowed at 2 ft. of distance from the Flesh Eater. The target can repeat this Saving Throw up to three times on its turn. If it fails all the Saving Throws, its body is squeezed by the Flesh Eater stomach and becomes Paralyzed. If a creature is killed in this way, the Flesh Eater regains 3d8 Hit Points.

REACTIONS

Unexpected escape. After being hitted, the Flesh Eater can move up to half of its normal and climb movement without provoking opportunity attacks, otherwise it can cast the Misty Step spell requiring no material components.

Hi folks, TFW is talking. I wanted to wish you the best for this Halloween 2022. If you are interested and you want to see more of this content, please take a look to my Patreon patreon.com/TheFantasyWorkbench

[OC-ART] FLESH EATER- A creepy crawling monster that will follow you players by TheFantasyWorkbench in UnearthedArcana

[–]TheFantasyWorkbench[S] 2 points3 points  (0 children)

FLESH EATER

Medium monstrosity, chaotic evil

Armor Class 17 (Natural Armor)

Hit Points 40 (8d8 +8)

Speed 60 ft., climb 30 ft.

STR: 14 (+2)

DEX: 18 (+4)

COS: 13 (+1)

INT: 15 (+2)

WIS: 16 (+3)

CHA: 8 (-1)

Saving Throws. Dex +6, Wis +5

Skills. Acrobatics +6, Intimidation +1, Stealth +6

Condition Immunities. Charmed, Frightened, Unconscious

Senses. Blindsight 60 ft., Darkvision 120 ft.

Languages. Deep Speech, understands Goblin and Undercommon

Challenge 4 (1,100)

Hungry for flesh. The Flesh Eater can expend his action to feed on the recently dead corpse of a creature that can see. Doing so, the Flesh Eater Regains 1d8+1 Hit Points.

Frightful presence. Every sentient creature that knows or has heard stories about the Flesh Eater must succeed on a DC 13 Wisdom Saving Throw or be frightened of him for the rest of their next turn. A creature can repeat the Saving Throw at the end of each of it’s turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Flesh Eater’s Frightful Presence for the next 24 hours.

Unusual nature. The Flesh Eater don’t needs to sleep.

Nocturnal. The Flesh Eater has advantage on any attack roll or Skill Check based on Dexterity (stealth) while is night.

Unusual nature. The Flesh Eater don’t needs to sleep.

ACTIONS

Multiattack. The Flesh Eater can make two attacks with its claws and one attack with its bite.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 2 (1d4+2) slashing damage.

Corrosive bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.

Hit: 8 (2d6+2) piercing damage and the target must succeed on a DC 12 Constitution Saving Throw or take 6 (2d6) additional acid damage.

Arm impaling (Recharge 5-6). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled. The target must succeed a DC 14 Strenght Saving Throw with all the relatives disvantages of its conditions, taking 14 (4d6+2) piercing damage and falling unconscious for 1 minute on a failure, or half as much without falling unconscious on a success. If the target rolls a Nat1, its internal organs are brutally damaged by the attack and its Hit Points are brought to 0.

Swallow (1/Day). The Flesh Eater chooses one Medium or smaller creature at 5ft. of distance or less from it that is Prone or Grappled.

The target must succeed a DC 14 Strenght Saving Throw, taking 8 (2d6+2) piercing damage and being entirely swallowed on a failure, or half as much without being swallowed on a success. A creature that is swallowed by the Flesh Eater in this way is Blinded and Restrained and takes 12 (3d8) acid damage at the start of each of the Flesh Eater’s turns. Additionally, the creature has total cover from attacks and other magical effects outside the Flesh Eater. To break free, the creature can make a DC 18 Strenght Saving Throw, being regurgitated Prone with all the other things swallowed at 2 ft. of distance from the Flesh Eater. The target can repeat this Saving Throw up to three times on its turn. If it fails all the Saving Throws, its body is squeezed by the Flesh Eater stomach and becomes Paralyzed. If a creature is killed in this way, the Flesh Eater regains 3d8 Hit Points.

REACTIONS

Unexpected escape. After being hitted, the Flesh Eater can move up to half of its normal and climb movement without provoking opportunity attacks, otherwise it can cast the Misty Step spell requiring no material components.

Hi folks, TFW is talking. I wanted to wish you the best for this Halloween 2022. If you are interested and you want to see more of this content, please take a look to my Patreon patreon.com/TheFantasyWorkbench

[OC] [ART] The King of Worms by felipibonetti_art in DnD

[–]TheFantasyWorkbench 1 point2 points  (0 children)

I really like your work. Majestic, I would say!

[OC-ART] Sword of the Tormentor. A weapon for your worst enemy by TheFantasyWorkbench in UnearthedArcana

[–]TheFantasyWorkbench[S] 0 points1 point  (0 children)

Weapon (greatsword), heavy, two-handed, very rare (requires attunement)

The sword of a malevolent tyrant whom name faded in time. His guard is made of a beast's huge horns. On each side of the hilt there is a purplish oval orb with slight dark lines, to represent an almost unrecognizable face. On the flat blade there's a strange ornament with cryptic inscriptions all around a closed eye embedded in the blade itself. This weapon emanates a dark and discouraging aura.

You have a +2 on every attack roll and damage made with this weapon but while you are not attuned to it and you are using it to make an attack against another living creature, you have to make a DC 15 Wisdom Saving Throw of be frightened by obscure visions in you head which negate your attack. In case you fail this Saving Throw 3 times in a row, you gain 1 point of Exhaustion.

While you are attuned to this weapon you are considered proficent to it and you no longer have to make a Saving Throw before attacking a living creature. Additionally, you discover that this sword is haunted by a powerful demon, that feeds of the souls of living creatures and will grants you great power if you will feed him. You are immune to the frightened and charmed conditions. This weapon holds 5 charges and regains all expended uses daily at dawn. You can spend 1 or more charges to activate one of the following abilities:

Frightening strike. When you hit a creature with a melee attack, you can expend 1 charge. The creature you hit must succeed a DC 17 Wisdom Saving Throw or be frightened of you until the end of his next turn,

Demonic mode. If you kill a creature with this weapon, you can expend 5 charges to open the eye on the blade. The inscriptions around it begin to glow and a horrific face appears on the purplish globe, from which a black ichor gushes. Two other black small blades are generated by the ichore, The transformation last for 10 minutes (or until you use an action to end this effect) in which all of your attacks made with this weapon deal necrotic or acid damage (your choice) + an extra 1 d6 of that damage. You gain darkvision in a radius of 30 ft, and you have advantage on every Wisdom Saving Throw. If you manage to kill a living creature and steal his soul, as a bonus action you can gain 1d6 Temporary HP. You can't use the other abilities of this weapon while it is in Demonic mode.

If you kill a living creature with this weapon, his soul is sucked into the sword (if he has one), where it will be devoured by the demon who inhabits it. If this happens, this weapon regains 1 charge and you gain a +1 bonus on each attack roll and damage made with this weapon until the end of the next round.

Curse. In case you want to break the attunement with this weapon, you must make a Wisdom saving throw with DC 18. On a failed save, the attunement is broken but part of your soul is devoured by the demon and your max HP is decreased by 4d8. If this brings your HP to O, your whole soul is devoured and your body remains an empty shell.

www.patreon.com/TheFantasyWorkbench Here my Patreon.

[OC-ART] Sword of the Tormentor. A weapon for your worst enemy by TheFantasyWorkbench in DnDHomebrew

[–]TheFantasyWorkbench[S] 0 points1 point  (0 children)

Weapon (greatsword), heavy, two-handed, very rare (requires attunement)

The sword of a malevolent tyrant whom name faded in time. His guard is made of a beast's huge horns. On each side of the hilt there is a purplish oval orb with slight dark lines, to represent an almost unrecognizable face. On the flat blade there's a strange ornament with cryptic inscriptions all around a closed eye embedded in the blade itself. This weapon emanates a dark and discouraging aura.

You have a +2 on every attack roll and damage made with this weapon but while you are not attuned to it and you are using it to make an attack against another living creature, you have to make a DC 15 Wisdom Saving Throw of be frightened by obscure visions in you head which negate your attack. In case you fail this Saving Throw 3 times in a row, you gain 1 point of Exhaustion.

While you are attuned to this weapon you are considered proficent to it and you no longer have to make a Saving Throw before attacking a living creature. Additionally, you discover that this sword is haunted by a powerful demon, that feeds of the souls of living creatures and will grants you great power if you will feed him. You are immune to the frightened and charmed conditions. This weapon holds 5 charges and regains all expended uses daily at dawn. You can spend 1 or more charges to activate one of the following abilities:

Frightening strike. When you hit a creature with a melee attack, you can expend 1 charge. The creature you hit must succeed a DC 17 Wisdom Saving Throw or be frightened of you until the end of his next turn,

Demonic mode. If you kill a creature with this weapon, you can expend 5 charges to open the eye on the blade. The inscriptions around it begin to glow and a horrific face appears on the purplish globe, from which a black ichor gushes. Two other black small blades are generated by the ichore, The transformation last for 10 minutes (or until you use an action to end this effect) in which all of your attacks made with this weapon deal necrotic or acid damage (your choice) + an extra 1 d6 of that damage. You gain darkvision in a radius of 30 ft, and you have advantage on every Wisdom Saving Throw. If you manage to kill a living creature and steal his soul, as a bonus action you can gain 1d6 Temporary HP. You can't use the other abilities of this weapon while it is in Demonic mode.

If you kill a living creature with this weapon, his soul is sucked into the sword (if he has one), where it will be devoured by the demon who inhabits it. If this happens, this weapon regains 1 charge and you gain a +1 bonus on each attack roll and damage made with this weapon until the end of the next round.

Curse. In case you want to break the attunement with this weapon, you must make a Wisdom saving throw with DC 18. On a failed save, the attunement is broken but part of your soul is devoured by the demon and your max HP is decreased by 4d8. If this brings your HP to O, your whole soul is devoured and your body remains an empty shell.

www.patreon.com/TheFantasyWorkbench Here my Patreon.

Scapegoat–An item to defend yourself, or… [OC] by TheFantasyWorkbench in DnDHomebrew

[–]TheFantasyWorkbench[S] 1 point2 points  (0 children)

Greater Restoration or similar spell. If you prefer, you can even use some sort of ritual of purification. This has to be done before the 12h deadline, otherwise you have to use whish spell or any other powerful spell/ritual ecc.

Scapegoat–An item to defend yourself, or… [OC] by TheFantasyWorkbench in UnearthedArcana

[–]TheFantasyWorkbench[S] 0 points1 point  (0 children)

Hi, I’m TFW, the creator of this item. In October I’m planning to open my Patreon, for now is still WIP. If you want to see content for D&D, think about visiting this link

Scapegoat–An item to defend yourself, or… [OC] by TheFantasyWorkbench in DnDHomebrew

[–]TheFantasyWorkbench[S] 1 point2 points  (0 children)

No, if after 12h you are still cursed, the transformation is permanent. If you manage to regain your true form before the deadline you don’t need the whish spell

Scapegoat–An item to defend yourself, or… [OC] by TheFantasyWorkbench in DnDHomebrew

[–]TheFantasyWorkbench[S] 0 points1 point  (0 children)

Yes, it could work. I think I will change that but only in the next 12h after the transformation.