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Storm Aura (Rage Power): Difference between revisions

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<noinclude>{{this|a [[Rage Power]] [[Rage Power/Options|option]]}}[[Category:Rage Power]][[Category:Caelum Rage Power]]</noinclude>
<noinclude>{{this|a [[Rage Power]] [[Rage Power/Options|option]]}}[[Category:Rage Power]][[Category:Caelum Rage Power]]</noinclude>
* You emanate a stormy, magical aura while you rage. The aura extends {{c|3}} meters from you in every direction, but not through [[total cover]].
* You emanate a stormy, magical aura while you [[rage]]. The aura extends {{c|3}} meters 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.
* 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 [[DL]] equals {{c|8 + your proficiency bonus + your Constitution modifier}}.
* If your aura's effects requires contested roll, the [[DL]] equals {{c|8 + your proficiency bonus + your Constitution modifier}}.
** '''Desert.''' You gain [[resistance]] to heat 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.
** '''Desert'''<br> You gain [[resistance]] to heat 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 heat damage equal to {{c|your proficiency bonus}} each.
*** When the bonus effect is activated, all other creatures in your aura take heat damage equal to {{c|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.
** '''Forest'''<br>  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 point]]s equal to {{c|your proficiency bonus}}, as tendrils of bark twists around as protection.
*** When the bonus effect is activated, each creature of your choice in your aura gains [[temporary hit point]]s equal to {{c|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 [[walk]]ing speed. You also don't suffer the effects of extreme cold and high altitude.  
** '''Mountain'''<br> You gain [[resistance]] to thunder damage and you gain a climbing speed equal to your [[walk]]ing 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 2 meters away from you and knocked [[prone]]. A creature equal to or more than two [[size]] categories larger than you are unaffected.
*** 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 2 meters 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 [[walk]]ing speed.  
** '''Sea'''<br> You gain [[resistance]] to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your [[walk]]ing 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 {{c|1d4}} lightning damage per point of proficiency bonus on a failed save, or half as much damage on a successful one.
*** 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 {{c|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 2 meter 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 [[DL]].
** '''Swamp'''<br> You gain [[resistance]] to acid damage. On touch, you can turn a 2 meter 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 [[DL]].
***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 {{c|twice your proficiency bonus}} in poison damage.
***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 {{c|twice your proficiency bonus}} in poison damage.
****'''Sewer Plague'''. Sewer plague takes {{c|1d4}} days for symptoms to manifest, after which the following effects are seen: The infected creature regains only half the normal number of [[hit point]]s from spending [[hit dice]] during a [[short or long rest]]. <br>At the end of each [[long rest]], an infected creature must make another contested [[Fortitude]] 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'''. Sewer plague takes {{c|1d4}} days for symptoms to manifest, after which the following effects are seen: The infected creature regains only half the normal number of [[hit point]]s from spending [[hit dice]] during a [[short or long rest]]. <br>At the end of each [[long rest]], an infected creature must make another contested [[Fortitude]] 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 2 meter cube of water into ice, which melts after 1 minute. This fails if a creature is in the cube.
** '''Tundra'''<br> You gain [[resistance]] to cold damage, and you don't suffer the effects of extreme cold. On touch, you can turn a 2 meter 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 the creature becomes [[immobilized]] until the start of your next turn, as magical frost covers it.
*** 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 the creature becomes [[immobilized]] until the start of your next turn, as magical frost covers it.
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Latest revision as of 22:55, 19 June 2025

This is a Rage Power option.


  • You emanate a stormy, magical aura while you rage. The aura extends 3 meters 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 DL equals 8 + your proficiency bonus + your Constitution modifier.
    • Desert
      You gain resistance to heat 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 heat 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 2 meters 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 2 meter 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 DL.
      • 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 Fortitude 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 2 meter 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 the creature becomes immobilized until the start of your next turn, as magical frost covers it.

Prone

  • Attack rolls against you has disadvantage if they are made from further than 2 meters away from you.

Immobilized

  • Your speed is 0, and cannot benefit from any bonuses to your speed.