Abyssal Strength (5e Spell)

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Abyssal Strength
3rd-level Conjuration
Casting time: 1 bonus action
Range: Self
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 minute


You call upon a creature of the abyss to wield their strength as your own, as you let its spirit possess your body. Roll a d4 to determine what abyssal being answers your call and the result of this invocation.

1. Barlgura's Strength. Your Strength score becomes 18, if it is lower. You also roll a d10 for your unarmed strikes. Finally, you gain the Reckless and Running Leap traits from the barlgura.

2. Hezrou's Strength. Your Strength score becomes 19, if it is lower. You also roll a 2d4 for your unarmed strikes. Finally, if you take the Attack action and only use unarmed strikes, you can make two additional unarmed strikes using a bonus action.

3. Glabrezu's Strength. Your Strength score becomes 20, if it is lower. You also roll a 2d6 for your unarmed strikes. Finally, you gain the glabrezu's Stench trait.

4. Nalfeshnee's Strength. Your Strength score becomes 21, if it is lower. You also roll a 3d6 for your unarmed strikes. Finally, you can use your action to make two unarmed strikes.

When you cast this spell, and at the start of each turn, you must succeed on a Charisma saving throw against your own spell save DC + the number rolled on the die, or the demon takes control over your body until the end of that turn. While you are possessed, you become hostile to any creature originally friendly to you and will do everything in your capacity to reach and damage that creature. If there's no friendly creature within reach, you will attack the closest creature instead.

At Higher Levels. You roll a d6 when you cast this spell at 5th-level or 6th-level, and a d8 if you cast this spell at 7th-level or higher, adding the following results:

5. Marilith's Strength. Your Strength score becomes 18 and your Dexterity becomes 20, if it is lower. You also can make three attacks as part of your Attack action, rather than the usual amount. Finally, you gain the Reactive trait of the Marilith.
6. Goristro's Strength. Your Strength score becomes 25, if it is lower. You also roll a 3d8 for your unarmed strikes. Finally, you gain the Charge and Siege Monster traits from the Goristro.
7. Balor's Strength. Your Strength score becomes 26, if it is lower. You also conjure a whip of fire that is considered a martial weapon you are proficient with and deals 2d6 slashing damage and 3d6 fire damage on a hit. Finally, you gain the balor's Fire Aura trait.
8. Reroll. You roll the d8 again, being able to choose between the results.
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