D&F Bellatrix Uddersworth
Bumbling Inept Warlock
- Origin Tarth
- Class Mage
- Kit Warlock
- Ethos Benefactor
You can enter a berserker rage, which lasts for the duration of an encounter. While enraged, you do not receive penalties to your rolls from accruing wounds and you have disadvantage on defense checks. If damage would place you on death's door, make an escalating Mighty check (TN 9) to remain conscious each round. You will not stop attacking your foes, even if your life is in danger, until the final foe falls. You have disadvantage on Deft.
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. You may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
Your pact with a dark patron has enhanced your maleficence with eldritch power. You roll damage caused by your maleficence with advantage. For 2 MP, apply a weapon tactic of your choosing to your maleficence attack.
Bare Fists or Feet +3
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
You transform a volume of liquid equal to the area of effect into a soapy bath of potable water. Spectral hands restrain and wash all those within the area of effect.
You suppress the most recent short term memory of your target. For each MP you spend, you suppress one round of recent memory. The effects of your charm are permanent, but a victim whose memory is suppressed by this spell can recall the suppressed memory if your charm is dispelled at a later time. Victims are not entitled to a spell check to resist this spell unless they are aware that this spell will tamper with their memory.
You create a bowl of nourishing soup at a temperature of your choosing, no greater than scalding (such that it would cause no mechanical harm) and no lower than above freezing. The volume of the soup is equal to the area of effect. The soup persists after the spell ends.
Zone of Chaos
You unleash your maleficence as wild magic in the area of effect. For the duration of the spell, there is a x in 6 chance that effects affect unintended targets, where x is the equal to the MP you spend (up to a maximum of 5, lest you risk creating a tear in the fabric of reality). For example, an attack from an opponent targets one of its allies instead of you, or a spell from your ally affects an opponent instead of another ally. You are not subject to the chaos in this zone.
Choose an Armor
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.