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[Mechanic] Balanced dark enchantments?
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Sub-Mongoloid is in Mechanic
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5e, 1 paladin 1 wizard party, going to offer them some enchantments to help them with a quest but it's going to come from an evil source, they can refuse, of course, but do you all think this is a good balance. They should be around lvl 5 when they'd have access.

Agonizer: This enchantment allows the wielder to harness the misery and suffering it inflicts and use it against the next victim it finds. Deal a killing blow on a fallen enemy with your weapon, the next creature which is hit by that weapon takes 2d6 psychic damage. On a critical failure the wielder takes 1d6 psychic damage.

Schadenfreude: Revel in the glory of your vanquished foes, receive 5 temporary hit points when you dispatch an enemy. If criticaled, the wearer suffers 1 round of Tasha’s hideous laughter (Wis DC 11, PHB 280) instead of additional damage.

Hands of Sadim: A slave ring (bracelet connected with chain to rings) imbued with a stealing energy which doesn't play favorites. On hit, enfeeble your enemies (½ damage with STR based attacks, ray of enfeeblement spell phb 271) but all healing done by the enchanted is reduced by ½.

Fool’s pride: A glistening circlet is inscribed around the user's head, filling them with grand notions of their prowess. Add proficiency bonus to all skills in either intelligence or charisma, subtract your proficiency bonus from the skill you didn’t pick (include saving throws)

Thanks for any advice!

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7 years ago