Festering Anger (5e Feat)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This has far-reaching consequences for any campaign. Anything that can change a PC's alignment should be used with EXTREME caution, if used at all.


Festering Anger

Prerequisites: Good or Neutral Alignment. Can add to character from backstory, but wont take effect till 4th level.
Having been the victim of a terrible hardship, a darkness dwells, festers, grows within you; perhaps born of some magical intervention- an anger that no matter how good you try to be, you can never quite shake.

Whenever you enter combat, roll a d20 after you roll for initiative. On a roll of 3 or lower your eyes and veins turn a strange black, your heart begins to pump and you enter a mindless rage, craving the thrill of killing anything or anyone. You keep your original initiative, and the following occurs:

  • On a roll of 3: Your alignment changes to Lawful Evil, your Strength modifier changes to +4 (unless already higher), your Dexterity modifier changes to +3 (unless already higher), your Constitution modifier changes to +2 (unless already higher) and all other ability modifiers change to 0 (unless already lower).You lose proficiency in martial weapons. You lose proficiency in spellcasting and can only cast spells with a successful DC10 check of your spellcasting ability. Duration: 1 minute.
  • On a roll of 2: You gain Xd6 temporary hit points where X is half your player level rounded down. Your alignment changes to Neutral Evil, your Strength modifier changes to +6 (unless already higher), your Dexterity modifier changes to +4 (unless already higher), your Constitution modifier changes to +3 (unless already higher) and all other ability modifiers change to -1 (unless already lower). You lose proficiency in all weapons. You lose the ability to cast spells of 1st lvl or higher and can only cast cantrips with a successful DC10 check of your spellcasting ability first. You form claws of a shadow-like substance- which deal damage equal to 1d8+ your Strength modifier. Duration: 10 minutes.
  • On a roll of 1: You gain Xd6 temporary hit points where X is your player level. You miss your first turn (as you transform) your alignment changes to Chaotic Evil, your Strength modifier changes to +8 (unless already higher), your Dexterity modifier changes to +5 (unless already higher), your Constitution modifier changes to +4 (unless already higher) and all other ability modifiers change to -3 (unless already lower). You lose proficiency in all weapons. You lose the ability to cast all spells and can only use improvised weapons. You form claws and wings of a shadow-like substance- fly speed equal to your walking speed, claws deal damage equal to 1d8+ your Strength modifier. Duration: 30 minutes (can't fly for longer than 2 turns at a time without spending at least one turn on the ground).

With a critical hit, wings and claws can be sliced through, thus causing them to disipate. Wings get destroyed on the first critical hit then the claws on the next unless the DM decides otherwise. The effect lasts for the duration, until calm emotions, Sleep, dominate person or Wish are cast successfully on you or until you are reduced to 0 hit points.


At night, anyone who makes a successful DC15 Wisdom (perception) check notices that you appear to be in pain whilst you sleep and your veins are strangely darker than normal.

The only cure for this condition (should you wish to cure it) is water, blessed by the Goddess of peace, Eldath.



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