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Storm Aura (Rage Power)

From Kronopolis and the Flat Plane
Revision as of 14:29, 19 June 2025 by Wioum (talk | contribs)
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This is a Rage Power option.


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.

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.