Earthquaker (Rage Power)
Earthquaker (Rage Power)
Prerequisite: PREREQUISITE.
Form of the Beast (Rage Power)
Form of the Beast (Rage Power)
- When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. Additionally the natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You choose the weapon's form each time you rage:
- Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
- Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
- Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 3 meter of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AL equal to the number rolled, potentially causing the attack to miss you.
Mist Demon (Rage Power)
Mist Demon (Rage Power)
Prerequisite: PREREQUISITE.
Oozing Blood (Rage Power)
Oozing Blood (Rage Power)
Prerequisite: PREREQUISITE.
Permafrost (Rage Power)
Permafrost (Rage Power)
Prerequisite: Have not previously chosen the Raging Inferno (Rage Power).
- When you rage, your skin becomes icy and cold to the touch. You gain resistance to cold damage, and can't have an AL below 17. Taking heat damage removes this effect until the start of your next turn.
- Once on each of your turns while you're raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d4 cold damage per point of proficiency bonus you have.
- When a creature takes cold damage in this way, its speed is reduced by 3 meters until the start of your next turn.
Raging Inferno (Rage Power)
Raging Inferno (Rage Power)
Prerequisite: Have not previously chosen the Permafrost (Rage Power).
- When you rage, the air around you heats up and flames begin to permeate around you. You gain resistance to heat damage, and at the end of your turn, all creature within 1 meter of you, including yourself, takes 1dX heat damage, where X is equal to twice your proficiency bonus.
- Once on each of your turns while you're raging, you can intensify the flames by adding an additional 1dX heat damage to the roll. This addition is cumulative between rounds.
- If you take cold damage or is drenched by water, the fire around you is subdued for one round and loses all intensity previously gained.
Storm Aura (Rage Power)
Storm Aura (Rage Power)
You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has passive effect during your rage and a bonus effect that activates when you enter your rage, and you can activate the bonus effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects requires contested roll, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat. On touch, you can set flammable objects that isn't being worn or carried by anyone else on fire.
When the bonus effect is activated, all other creatures in your aura take fire damage equal to your proficiency bonus each.
Forest. You gain resistance to poison damage and you can traverse non-magical difficult terrain without penalties. On touch, you can make a flower blossom, seed pods sprout or make a small field of dirt grow green.
When the bonus effect is activated, each creature of your choice in your aura gains temporary hit points equal to your proficiency bonus, as tendrils of bark twists around as protection.
Mountain. You gain resistance to thunder damage and you gain a climbing speed equal to your walking speed. You also don't suffer the effects of extreme cold and high altitude.
When the bonus effect is activated, all other creatures in your aura must make a contested Strength (Brawn) roll. On a failed roll, the creature is pushed 5 feet away from you and knocked prone. A creature equal to or more than two size categories larger than you are unaffected.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your walking speed.
When the bonus effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d4 lightning damage per point of proficiency bonus on a failed save, or half as much damage on a successful one.
Swamp. You gain resistance to acid damage. On touch, you can turn a 5-foot cube of water into murky unclean water. The water counts as difficult terrain and carries the sewer plague disease. If the water is consumed by a creature or a creature is covered or submerged in the disease ridden water, it must make a contested Constitution (Brawn) roll against your aura DC.
When the bonus effect is activated, until the start of your next turn, when you take damage of any type but psychic, all other creatures in your aura takes twice your proficiency bonus in poison damage.
- Sewer Plague
- Sewer plague takes 1d4 days for symptoms to manifest, after which the following effects are seen: The infected creature regains only half the normal number of hit points from spending Hit Dice during a short or long rest.
At the end of each long rest, an infected creature must make another contested Constitution roll. On a failure, the creature suffers one level of exhaustion instead of gaining one. On a success, the creature's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.
- Sewer plague takes 1d4 days for symptoms to manifest, after which the following effects are seen: The infected creature regains only half the normal number of hit points from spending Hit Dice during a short or long rest.
Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold. On touch, you can turn a 5-foot cube of water into ice, which melts after 1 minute. This fails if a creature is in the cube.
When this effect is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Storm Soul (Rage Power)
Storm Soul (Rage Power)
Prerequisite: Storm Aura (Rage Power)
The storm grants you the passive benefits even when your aura isn't active. Additionally, each creature of your choice has the damage resistance you gained from the Storm Aura feature while the creature is in your Storm Aura.
Twinned Weather (Rage Power)
Twinned Weather (Rage Power)
Prerequisite: Storm Aura (Rage Power)
Your storm has grown to include another type of weather. Your aura grows by 1 meter up to a 5 meters total. You may also choose another environment from the Storm Aura feature's list. When activating your bonus effect, it triggers both of the environments bonus effects.
Winged Terror (Rage Power)
Winged Terror (Rage Power)
Prerequisite: PREREQUISITE.