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Oerlaf
2015-12-15, 12:55 PM
The priests are capable spellcasters that always stride between paths of light and shadow seeking to unearth their secrets. Their more intelligent brethren believe that a balance between good and evil is achievable and try proving it in some unusual ways...



Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1
+2
Spellcasting, Aegis, Flash Heal
3
2
-
-
-
-
-
-
-
-

2
+2
Inner Path
3
3
-
-
-
-
-
-
-
-

3
+2
-
3
4
2
-
-
-
-
-
-
-

4
+2
Ability Score Increase, Divine Smite
4
4
3
-
-
-
-
-
-
-

5
+3

4
4
3
2
-
-
-
-
-
-

6
+3
Inner Path Feature
4
4
3
3
-
-
-
-
-
-

7
+3
-
4
4
3
3
1
-
-
-
-
-

8
+3
Ability Score Increase, Mind Control
4
4
3
3
2
-
-
-
-
-

9
+4
Inner Path Feature
4
4
3
3
3
1
-
-
-
-

10
+4

5
4
3
3
3
2
-
-
-
-

11
+4
Mass Aegis
5
4
3
3
3
2
1
-
-
-

12
+4
Ability Score Increase
5
4
3
3
3
2
1
-
-
-

13
+5

5
4
3
3
3
2
1
1
-
-

14
+5
Inner Path Feature
5
4
3
3
3
2
1
1
-
-

15
+5
Inner Path Feature
5
4
3
3
3
2
1
1
1
-

16
+5
Ability Score Increase
5
4
3
3
3
2
1
1
1
-

17
+6
Priest's Inspiration
5
4
3
3
3
2
1
1
1
1

18
+6
Inner Path Feature
5
4
3
3
3
3
1
1
1
1

19
+6
Ability Score Increase
5
4
3
3
3
3
2
1
1
1

20
+6
Ultimate Form
4
4
3
3
3
3
2
2
1
1



Class Features
As a priest you have the following class features:
Hit Points

Hit Dice: 1d6 per priest level
Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at Higher levels: 1d6 (or 4) + your Constitution modifier

Proficiencies
Armor: Light armor
Weapons: All simple weapons
Saving Throws: Charisma, Wisdom
Skills: Choose three from Medicine, Perception, Insight, Survival, Persuasion and Deception.

Spellcasting
Cantrips
At 1st level you know three cantrips of your choice from the cleric spell lists. You learn additional cleric cantrips of your choice at higher levels, as shown in the Catrips Known column of the Priest table.

Preparing and Casting Spell
The Priest table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of priest spells that are available for you to cast choosing from the cleric spell list as well as from some new priest spells.
When you do so, choose a number of priest spells equal to your Wisdom modifier + your priest level (minimum of one spell).The spells must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting sbility for your priest spells.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Flash Heal
At 1st level you can flash heal your allies.
When you flash heal, you cast cure wounds, heal or healing word spell that you have prepared. You cast the spell with an instant utterance, i. e. casting the spell requires no action. You may even cast this spell when it isn't your turn. You regain the use of this ability when you finish a long rest.
When you become 5th level and each 5th level thereafter you may use this feature one additional time before having to take a long rest.


Aegis
Starting at 1st level your faith can grant you an advantage on saving throw against any spell that targets you. You may use this feature a number of times per day equal to 1 + your Wisdom modifier (minimum 1). After that you must finish a long rest to regain all expended uses of the ability.

Divine Smite
Starting at 4th level when you hit a creature with a melee weapon attack, you can expend one priest spell slot to deal radiant damage to the target in addition to the weapon's damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Mind Control
Starting at 8th level you may impose your will to take control of your opponent's action. You may use an action to choose one target within 90 ft. of you. The target must succeed on a Charisma saving throw or fall under your control until the end of its next turn. You must finish a long rest to regain the use of this ability.

Mass Aegis
Starting at 11th level you may protect those around you with the shield of faith. The Mass Aegis lasts for a number of rounds equal to 1 + your Wisdom modifier (minimum 1). Your allies affected by it gain advantage on saving throws for the duration. You must finish a long rest to regain the use of this ability.


Inner Path
Starting at 3rd level you choose your own inner path based on what you feel more addicted to. You can choose between paths of the Holy Light, Grey Discipline and Forgotten Shadow.
Every path grants you some benefits as shown in the Features column of the Priest table.
Protection Aura
Starting at the 7th level one time as an action you can generate a protection aura. The aura extends from you in a radius equal to 5 feet per point of Wisdom modifier (minimum 5 feet) and affects you and all allies within this area.
All those affected receive advantage on their saving throws and resistance against piercing, slashing and bludgeoning attacks.
The aura is magical abjuration effect so it can be dispelled. The effect lasts a number of rounds equal to half your priest level without requiring Concentration.

Ultimate Form
Starting at 20th level depending on the path you follow you get an individual form you may shape into to reflect your devotion.

Holy Form
One time as an action you may assume the Holy Form as a sign of your path to virtue. While in this form you have immunity to bludgoening, piercing and slashing damage and your cure wounds, heal or healing word spell heal the target for the maximum amount of damage possible.
However you may not cast any spell that deal damage of type other than radiant while you are in this form nor can you cast spells that deal radiant damage against creatures that
are not fiends or undead. The effect lasts until the end of the encounter.
You must be of any good alignment to use this ability. You regain the use of the ability once you finish a long rest.

Discipline Form
One time as an action you may assume the Discipline Form as a sign of perfectly mastering light and dark as a whole. While in this form any cure wounds, heal and healing word spell you cast also forces any hostile creature adjacent to the target to make a Wisdom saving throw or take 9d8 radiant damage (half as much on a successful saving throw).
Also while in this form whenever you deal necrotic damage any ally adjacent to the target must make a Wisdom saving throw. The ally regains 9d8 hit points on a successful saving throw or half as much on a failed one. The effect lasts until the end of the encounter.
You can be of any alignment to use this ability. You regain the use of the ability once you finish a long rest.

Shadow Form
One time as an action you may assume the Shadow Form as a sign of your succumbing to the Dark Side. While in this form your AC is doubled and your spells and abilities that deal necrotic damage deal their maximum damage possible.
However you may not cast any spell that deal damage of type other than necrotic while you are in this form nor can you cast healing spells. The effect lasts until the end of the encounter.
You must be of any non-good alignment to use this ability. You regain the use of the ability once you finish a long rest.



Inner Paths

Path of the Holy Light
As a follower of the Holy Light you actively practice wirtue instead of passive worship. The philosophy of the Holy Light boils down to three virtues: respect, tenacity and compassion.
Although you are aware that trial, conflict, war and suffering do happen, you strive to make the world a better place in spite of these hindrances.

However, the Light puts some restrictions on you because you must adhere to very high standards.

Make Love, Not War
Starting at 2nd level when you choose the Path of the Holy Light your ability to deal damage is slightly hindered. Whenever you cast a spell that deals damage of other type than radiant or you cast a spell that deals damage on a target other than fiend or undead you must make a Wisdom ability check or lose the spell.

Angelic Bulwark
Starting at 2nd level your defensive ability extends so you are allowed to use the forces of Light to heal yourself in order to heal the others.
One time as a reaction when an attack hits you and after it you would drop below half of your maximum hit points (rounded up), you can summon a celestial shield to negate the damage dealt.
However, the aegis comes not without price: you MUST use your next action to cast cure wounds spells at your highest-level spell slot. You cannot use this ability if you don't have spell
slots left. You regain the use of the ability after you finish a short or long rest.
Angelic Feather
At 6th level three times as a bonus action you may place a golden feather on any unoccupied space within 40 ft. of you. The feathers are invisible to fiend and undead creatures.
Any hostile creature that passes through the feathers must make a Dexterity saving throw against your spell save DC or become stunned until the end of your next turn. A fiend or an undead creature automatically fails its saving throw.
You regain all expended uses of the ability when you finish a long rest.

Solace
Starting at 9th level whenever you hit with an attack that deals radiant damage or the target fails saving throw against your spell that deals radiant damage you may heal an ally within 30 ft. of you for an amount of hitpoints equal to your damage dealt.

Psychic Scream
Starting at 14th level you can unleash a psychic scream to your foes. Any hostile creature within 10 ft. of you must make a Wisdom saving throw or take 6d12 psychic damage and become frightened of you until they take damage.

Divine Insight
Starting at 15th level you may use your flash heal ability to cast mass cure wounds and mass healing word without action or to cast cure wounds, heal and healing word without expending spell slot.

Divine Star
Starting at 18th level as an action you may fire Divine Star starting from your point. At the end of your turn the star follows 30 ft. from you in a straight line. Any ally the star strikes regains 9d4 hit points.
At the end of your next turn the star returns to you following the same line and healing allies on its way for another 9d4 hit poins. After that the star disappears. You regain the use of this ability when you finish a long rest.


Path of Grey Discipline
As a follower of Grey Discipline you believe that light cannot exist without dark and vice versa. Therefore by strong willpower that flows through your veins you have learned how to perform an act that would greatly surprise anyone for it looks nigh impossible.

Night and Day: It is all the Same
When you choose this path at 2nd level, you may convert spells you cast into their opposites.
a. You can cast a damaging spell at a friendly target to heal him for amount of damage dealt.
b. You can cast a healing spell at a hostile target. It takes full amount of radiant damage from the amount of damage healed with no saving throw required.

Penitence
Starting at 2rd level one time as an action you can launch a volley of holy light to the target within 40 ft. of you. The volley hits the target for 1d10 radiant damage and the target must make a Constitution saving throw or take 1d10 radiant damage each round for two rounds.
You regain the use of the ability when you finish a long rest.

Shadow Mend
Starting at 6th level one time as an action you can wrap ally within 40 ft, of you in shadows which heal them as if you cast cure wounds spell using spell slot of level equal to your highest-level spell slot + 1. However the ally healed in this way takes 1d8 necrotic damage at the start of each of his subsequent turns. The duration of this side effect equals number of rounds equal to your highest-level spell slot + 1.

Shining Force
Starting at 9th level one time you may choose a friendly target within 40 ft. of you. You create a burst of light around it. Any hostile creature that is adjacent to the target must make a Constitution saving throw againsy your spell save DC or become prone. Its speed is halved until the end of its next turn.
You regain the use of this ability when you finish a short or long rest.

Shield Discipline
Starting at 14th level whenever your holy word: shield spell is discharged you regain one spell slot of a level equal to your last holy word:shield's level cast - 1. This regained spell slot cannot be used to cast holy word:shield.

Twist of Fate
Starting at 15th level whenever you cast cure wounds or healing word spell the target's next attack that succesfully hits deals 2d8 extra radiant damage plus 1d8 radiant damage per slot level of the spell cast.

Clarity of Will
Starting at 18th level one time you can shield the target within 40 ft. of you with the protective ward that makes her automatically succeed on Intelligence, Wisdom and Charisma saving throws.
The effect is an abjuration effect that can be dispelled and lasts for a number of round equal to your Wisdom modifier.
You regain the use of the ability when you finish a long rest.

Path of the Forgotten Shadow
You have chosen the Dark Side to feed your lust for power. So the acts you must commit to pleasure the magical forces will more often than not be atrocities.

Denial
When you choose this path at 2nd level, your healing capabilities are almost taken away by the evil powers of the universe. Whenever you try to cast a healing spell, you must make a Constitution ability check or lose the spell.
Moreover, if you do manage to cast such a spell, the amount of damage healed is halved.

Shadow Word: Void
Starting at 2rd level one time as an action you may strip your foe of thoughts. The target of your choice within 40 ft. of you must make a Wisdom saving throw or take 3d10 necrotic damage and be unable to cast spells that require verbal components until the end of its next turn.

Egomania
Starting at 6th level your base walking speed increases by 5 ft. (up to a limit of 40 ft.) every time you cast cure wounds or healing word on yourself. The effect lasts until you finish a short or long rest.

Mind Bomb
Starting at 9th level you may choose a point within 30 ft. of you. Any ally within 5 ft. of that point must make a Wisdom saving throw or become stunned for 1 rounds. You regain the use of the ability when you finish a long rest.

Void Lord
Starting at 14th level one time as a bonus action you may resort to anger and fear hidden within you. As the consequence your spells and abilities that deal necrotic damage are maximized as long as you concentrate, up to 1 minute.
You regain the use of the ability when you finish a long rest.

Shadowy Insight
Starting at 15th level whenever you cast shadow word: pain roll 1d10. On a roll of 8-9 the target gains disasvantage on the saving throw and on the roll of 10 the target automatically fails the saving throw.

Legacy of the Void
Starting at 18th level whenever you deal necrotic damage you regain hit points equal to half the damage dealt (rounded up).



Priest Spell List
1st level
Shadow Word: Pain
2nd level
Mana Burn
3rd level
Holy Word: Shield
Hooks of Binding
4th level
5th level
Anti-magic Shell
6th level
7th level
8th level
9th level


New spells


Antimagic Shell
Abjuration
Level: 5
Casting time: 1 action
Range: 25 ft.
Components: V, S
Duration: Concentration, up to 1 minute

Anti-magic shell grants temporary immunity to hit point damage from spells and spell attacks. When it absorbs 30 points of spell damage, the spell is discharged.

Holy Word: Shield
Conjuration
Level: 3
Casting time: 1 action
Range: 100 ft.
Components: V, S, M
Duration: Concentration, up to 1 minute

The utterance of the holy word of shielding immediately protects an ally from damage. The magical shield absorbs up to 20 points of damage. All damage that the subject of the spell suffers while protected by this spell is deducted from the shield first. If the shield is depleted to 0 hit points, then the subject of the spell begins taking damage normally.
At Higher Levels: When you cast this spell, using a spell slot of 4th level or higher, the hit points of the shield increase by 8 points for each spell level above the 3rd.

Hooks of Binding
Conjuration
Level: 3
Casting time: 1 action
Range: 100 ft.
Components: V, S, M (a brass chain link)
Duration: 5 rounds

You summon hooked chains of burning red and yellow force. Choose one fiend or undead creature with up to 12 Hit Dice within range. The chains snake up from the target's feet and entwine its legs and torso.
The target must make a Strength saving throw. On a failed saving throw the target is captured by the chains and cannot move. Additionally the target takes 1d4 Dexterity damage and gains disadvantage on attack rolls. To cast a spell it must succeed on a Constitution ability check against your spell's save DC or lose the spell slot.
This spell also affects incorporeal creatures for the chains are composed of force.
Each round the spell remains active, the target may make a Strength saving throw on its action to break free of the effect.




Mana Burn
Transmutation
Level: 2
Casting time: 1 action
Range: 25 ft.
Components: V, S
Duration: Instantaneous

A ray of magical energy leaps toward the target, leeching from it the energy necessary to cast one or more spells, You must make a ranged spell attack against the target. If the attack succeeds, the target loses spell slots totaling 1d4 spell levels.
The target loses the highest-level spell slots it has available first. The victim also takes 1d4 points of damage per spell level of the lost spell slots.

Shadow Word: Pain
Conjuration
Level: 1
Casting time: 1 action
Range: 90 ft.
Components: V, S, M (the bat wing, dried and ground into a fine powder)
Duration: 3 rounds

This spell envelopes a target briefly in a cloud of dark energy conjured from the netherworld. The target must make a Dexterity saving throw or be blinded for the duration of the spell and take 1d4+1 damage at the end of its turn while affected by the spell.
At Higher Levels: When you cast this spell. using a spell slot of 2nd level or higher, the amount of damage the target takes each round increases by 1d4 for each spell level above the 1st.

dsollen
2015-12-17, 07:07 PM
I started writing a bit on this yeserday, but it was accidentally errased and don't feel like redoig it all.

So I'll focus on a few short comments, rather then the more through analysis.

Thematically this feels like it has too much healing and protection for a class that stradling the line between light and dark. I know it's almost certinly based off of WoW priests, but remember shadow priests can barely use their healing in shadowform, here even shadow priests are strong healers. This may just require tweaking the fluff some to stress that priests still focus primarily on protection. Alternatively you may want to change some of the abilities to have more of a 'good or evil' option to them. Flash heal can be used as a bonus action to cast inflict spells, effects that effect undead and demon also work on some 'good' archtypes like celestial as well etc.

Flash heal doesn't work as written, because bonus action does not exist in 5e. I wrote a through analysis on it before it was lost, but short version is if you compare flash heal to the cleric spell that allows healing as a bonus action, for *half* the healing of a regular cure wounds, flash heal comes out as noticeably stronger by applying it's affect at any time at full heal. I suggest it is changed to use a bonus action only, even then it feels potentially quite powerful.

the Ageis through Mass Aegis abilities are unclear. Are they intended to be potential inspirations to be selected, in which case that should be said explicitly, and they should not each have a set level forcing you to take them in an exact order. If their not inspirations and just basic abilities then they should show up on the list of abilities gained for each level.

shield discpline is horrible broken. I can cast a max level spell every round I want the entire game! Max level spells are your once a day nuke, their designed to be powerful and impactful because their limited. Giving a limitless source of them is just game breaking. It's entirely possible that no enemy can harm your party after the 2nd round because you have shielded your tank and reapply the shield as soon as it's damaged. If the enemy manages to do enough damage through the shield (which is not easy considering how strong a max level shield is) you can always cast a max level heal, followed by a level 3 shield that on an ally that they intentionally break just to re-trigger this effect, in order to get a max heal for the price of a level 3 spell slot.

My suggestion are one of a few

1. regain a spell slot 1 less then the slot of used for the shield when it breaks
2. treat the next heal or shield cast after a shield breaks as one level higher then the spell slot used (this one is easiest to keep track of and encourages use of lower level shields, probably would do this!)
3. Roll a die to have a *chance* of restoring a spell slot equal to the level of the shield

Speaking of which the shield is wonky. It shields about as much as cure wounds heals at level 3. However, each spell level after that cure wounds heals an extra d8 damage while shield heals an extra 8 damage, meaning shield is able to shield 4 exta hp points per additional spell level then cur wounds can heal, or almost 1.5 times as much as cure wounds heals at spell level 6. The shield also needs a max duration, no shielding everyone before a long rest and having the shield still active during a fight next day.

Shadow mend also feels too strong, again *max* level spell slots are suppose to be absurdly expensive, they shouldn't be handed out easily. a d8 of damage is nothing when you have 10 spell slots and are healing 100 damage with the ability; and the necrotic damage comes much later when it's not really a threat anyways.

My suggestion, increase the necrotic damage done based off of level of the cure wounds spell such that it scales with your healing. I would change when the damage activates, fluff wise it's totally random that the ability should hurt me 15 hours from now because I decided to sit down for an hour to rest; and munchkin wise it's too easy to do a short rest followed by a heal and then a long rest.

In stead I would have it either apply a dot which does a bit of damage over the next 2-3 turns after the heal, or do a large flat amount of damage 3-4 turns after the heal. I like the latter better, so that this ability is less about a massive heal and huge throughput, and is more about healing someone *now* before they die by shifting most of that healed damage forward a little. Ideally by the time the necrotic damage comes in the battle is over and the wounded person is healed up enough to be able to endure the necrotic damage that is incoming; but it puts a sort of time limit on how long you have until the shadow mended person needs to be gotten somewhere safe and better healed because a big incoming nuke of damage is coming.

Both of these changes is in keeping with the discipline priest feel as well, since they are both about delaying death until you can get a proper heal on someone, much as how shields are used.

These are the key things. I could comment on a number of others, but none were as major as these. Generally speaking I feel this class is too strong though. Clerics power comes primarily from their spell list, and you gave priest that spell list with a number of other goodies. I don't feel like the things taken away from the cleric kit were as powerful as the things added on with the priest kit, even after the changes as I mentioned above are applied.

UrsusArctos
2015-12-17, 09:11 PM
One of the design principles of 5E is that level 2 is a big level, and everyone gets something that really changes what the class does at that level.

Nuke does not change how this class works. An extra 2d12 damage 1/Day in a 5 foot radius? What you need to do is make Inspirations or Inner Path start at level 2. Right now, level one is loaded with class features. Spread those out.

Also, spellcasting classes always have dead levels whenever they gain a new level of spells. This should not have class features at 3, 7, 9, 11, 15 or 17.

Oerlaf
2015-12-18, 11:27 AM
Thank you all for your comments. I'll try revising the idea of the class for I have two days before I must go to work again where my access to net is limited. So, I hope you will like the next version.

BTW, the shield had duration of 1 munute. As it is a buff I edited it to Concentration, up to 1 minute.

Oerlaf
2015-12-30, 08:57 AM
Seems like I'm done here

Ivellius
2015-12-31, 12:34 PM
I see what you've done here... I would change some of the terms to make this "Warcraft Priest with all of the terms filed off" vs. "Warcraft Priest with some of the terms filed off."

In general, the class needs a lot of work and smoothing out of the progression to improve it. Based on class features, two of the three paths are quite a bit beyond anything currently in the game.

Class Features:
I like the idea of Flash Heal, but I'd make it take a bonus action (if done on your turn) or a reaction (that can even be done before damage is dealt if an ally is targeted). Nice that its uses scale, as well. I'd consider moving it to 3rd level just to add something other than new spell slots there, though.

Aegis should...take your reaction, probably?

I'd like a different form of Divine Smite to distinguish it more from the Paladin's version (Priests don't want to get into melee, after all). Something that just lets you convert spell slots to damage would be cool and in keeping with the class idea.

It shouldn't be gained at the same level as an ASI, though (class features rarely are). Same with Mind Control, which also needs more language about what it allows you to do / not do (mind control is complicated!). It's probably not all that strong for something that lasts one turn and refreshes on a long rest.

Mass Aegis takes an action? It's probably fine. I assume Protection Aura was an earlier version that you just didn't delete.

Ultimate Form should be folded under path features because it changes based on path. The language for these should probably be rendered more as permissions (e.g., "While in Holy Form you can cast as damaging spells only those that deal radiant damage and target only fiends or undead with them") rather than restrictions. Holy Form is pretty good because it's fairly restricted, but the Discipline and Shadow ones are incredibly strong and need to be toned down.

Path Features:
Progression is strange here: 2nd, 6th, 9th, 14th, 15th, 18th, and effectively 20th is really unusual for archetype options.

Holy Light:

Make Love, Not War is just really restrictive and means you're basically not a damage dealer. Although it's okay to have the occasional drawback, I think these paths are too full of them.
Angelic Bulwark is kind of complicated in wording. It's not terrible but could be simpler.
Angelic Feather seems a bit arbitrary--why a bonus action? Why only 3 times per long rest? Why is it so much stronger against fiends and undead (should probably just be disadvantage on the save)?
Solace is pretty strong. Should be more limited.
Psychic Scream as written has no limits, and it definitely should.
Divine Insight is way too strong. As written, you can cast cure wounds as a max-level spell without expending spell slots. Unlimited healing is also not something this edition does. Just having Flash Heal apply to a couple of new spells would be fine.
Divine Star--what happens if you move from your position? It's generally fine, but the dice seem arbitrary--why 9d4?


Gray Discipline:

Night and Day is too good (and unnecessary); damaging spells deal more than their healing counterparts, and as written this works with cantrips for unlimited healing. You'd basically never use healing spells with this except for Flash Healing for damage, I guess.
Penitence is okay, but the damage dice again seem arbitrary.
I like the idea of Shadow Mend, but it could be simplified in wording. It's not all that strong, all things considered, and the 40-ft. range seems arbitrary (noticing a theme?). Most ranged effects are done in increments of 30 feet.
Shield Discipline is also not a bad idea, but I'd probably not make it give an actual spell slot (some kind of spell damage or healing would be fine). When you say "discharged," does that mean "when broken" or "when cast"? If it gives actual spell slots, it'd be better as a Path capstone.
Twist of Fate also seems pretty strong and more like a class capstone, especially given the sheer number of class features you get.
Clarity of Will is a good capstone if you're taking out the other stuff.


Forgotten Shadow:

In general, I think it would be frustrating for players to see a class archetype that suddenly prevents you from doing what you assumed the class would do. It's unnecessarily punishing to heal now, and Egomania just means that you'll heal other people even less.
Shadow Word: Void is all right except for its range.
Mind Bomb I assume is supposed to affect enemies, not allies? It's fine.
Void Lord is the kind of strength you'd expect from a capstone.
Shadowy Insight is kind of meh. If it helps it's good, but most of the time it won't.
Legacy of the Void is very strong, even without the synergy with Void Lord.