Improved Dark Side Tendrils
Force power · Level 3 · Dark
power-typeForcelevel3alignmentDarkconcentrationtrue
⟜ Requires Dark Side Tendrils
Tweaked from 5eYou already know this as 5e Darkness — It's your Darkness — the same impenetrable magical-darkness sphere that nothing can illuminate — but souped up to also blind, slow, and deal necrotic/poison damage to anyone caught inside. ✨
Fill a 20-foot sphere with Force darkness that blinds, slows, deals 2d6 necrotic per turn, and threatens 2d6 poison on failed Str saves.
ControlDamage
●●○breadth · stationary zone, blocks light
TargetingArea
Use whenyou want a persistent zone that blinds and damages enemies simultaneously
ScalingFlat — no higher-slot scaling.
!Dark-side power — repeated casting carries a corruption cost; concentration up to 1 minute; the darkness blocks all light including enhanced light, potentially blinding allies; requires Dark Side Tendrils.
necroticpoisonarea-denialcontrol-condition
Pairs withDark Side Tendrils prerequisite · a party with darkvision or blindsight · powers that force enemies to remain in the zone
You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.
- Casting Period
- 1 action
- Range
- 150 feet
- Duration
- up to 1 minute
- Concentration
- Yes