< Rage Power | Options
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<noinclude>{{also|[[Ancestral Protectors (Rage Power)]] {{!}} [[Ancestral Legion (Rage Power)]]}}</noinclude> | <noinclude>{{also|[[Ancestral Protectors (Rage Power)]] {{!}} [[Ancestral Legion (Rage Power)]]}}</noinclude> | ||
''These ancestors are not universal and are more an example or excerpt of the possible ancestors one can call upon, depending on one's heritage. You can either ignore the name of the ancestor and call them by their epithet or change their name. You can also with your DM create new one's that fit your ancestry.'' | |||
{| class="wikitable cc1" | {| class="wikitable cc1" | ||
!1d6 !! Ancestor | !1d6 !! Ancestor | ||
|- | |- | ||
| 1 | | 1 | ||
| '''Talok, the Guardian''' aids you and your allies by providing supernatural protection. If you or another creature you can see within 10 meters of you takes damage, you can use your [[reaction]] to reduce that damage by {{c|1d4}} for each point of [[proficiency bonus]] you have. | | '''Talok, the Guardian''' aids you and your allies by providing supernatural protection. If you or another creature you can see within {{c|10 meters}} of you takes damage, you can use your [[reaction]] to reduce that damage by {{c|1d4}} for each point of [[proficiency bonus]] you have. | ||
|- | |- | ||
| 2 | | 2 | ||
| '''Cilath, the Warden''' joins you in your rage, waiting to deal with your foes with the primal ferocity of nature. As a bonus action, you can command him to create one of the following effects: | | '''Cilath, the Warden''' joins you in your rage, waiting to deal with your foes with the primal ferocity of nature. As a [[bonus action]], you can command him to create one of the following effects: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
|style="vertical-align:top;"|'''Forked Lightning''' | |style="vertical-align:top;"|'''Forked Lightning''' | ||
|Three creatures of your choice within 20 meters must make a contested [[Dexterity]]([[Acrobatics]]) check against a [[DL]] of {{c|13 + your [[proficiency bonus]]}}, taking {{c|1d4}} lightning damage per point of [[proficiency bonus]] on a failure, or half as much damage on a success. | |Three creatures of your choice within {{c|20 meters}} must make a contested [[Dexterity]]([[Acrobatics]]) check against a [[DL]] of {{c|13 + your [[proficiency bonus]]}}, taking {{c|1d4}} lightning damage per point of [[proficiency bonus]] on a failure, or half as much damage on a success. | ||
|- | |- | ||
|style="vertical-align:top;"|'''Landslide''' | |style="vertical-align:top;"|'''Landslide''' | ||
| Choose a point within 10 meters. Each creature other than you within a 3 meter radius of that point must make a contested [[Dexterity]]([[Acrobatics]]) roll against a [[DL]] of {{c|13 + your [[proficiency bonus]]}}. On a failure, a creature takes bludgeoning damage equal to {{c|your proficiency bonus}}, is knocked [[prone]] and is pushed 3 meters in one direction (same for all creatures within the area). If the ground in that area is loose earth or stone, it becomes [[difficult terrain]]. | | Choose a point within {{c|10 meters}}. Each creature other than you within a {{c|3 meter}} radius of that point must make a contested [[Dexterity]]([[Acrobatics]]) roll against a [[DL]] of {{c|13 + your [[proficiency bonus]]}}. On a failure, a creature takes bludgeoning damage equal to {{c|your proficiency bonus}}, is knocked [[prone]] and is pushed {{c|3 meters}} in one direction (same for all creatures within the area). If the ground in that area is loose earth or stone, it becomes [[difficult terrain]]. | ||
|- | |- | ||
|style="vertical-align:top;"|'''Jet Whip''' | |style="vertical-align:top;"|'''Jet Whip''' | ||
| Choose a target within 10 meters that must make a contested [[Dexterity]]([[Acrobatics]]) check against a [[DL]] of {{c|13 + your [[proficiency bonus]]}}. On a failure, the creature takes bludgeoning damage equal to your [[proficiency bonus]], is knocked [[prone]] and is pulled 5 meters towards you. | | Choose a target within {{c|10 meters}} that must make a contested [[Dexterity]]([[Acrobatics]]) check against a [[DL]] of {{c|13 + your [[proficiency bonus]]}}. On a failure, the creature takes bludgeoning damage equal to your [[proficiency bonus]], is knocked [[prone]] and is pulled {{c|5 meters}} towards you. | ||
|} | |} | ||
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| 4 | | 4 | ||
| '''Marwac, the Hunter''' waits for your command, firing one of his spirit-bound arrows on a target of your choice that you can see. As a [[bonus action]], make a ranged weapon [[attack]] with proficiency and a [[Dexterity]] bonus of {{c|5}}, from a point within 10 meters of you, against a target within 50/210 meters. On a hit you deal {{c|1d8 + 5 + your proficiency bonus}} force damage. | | '''Marwac, the Hunter''' waits for your command, firing one of his spirit-bound arrows on a target of your choice that you can see. As a [[bonus action]], make a ranged weapon [[attack]] with proficiency and a [[Dexterity]] bonus of {{c|5}}, from a point within {{c|10 meters}} of you, against a target within {{c|50/210 meters}}. On a hit you deal {{c|1d8 + 5 + your proficiency bonus}} force damage. | ||
|- | |- | ||
| 5 | | 5 | ||
| '''Heshaar, the Healer''' comes forth with restorative power. When he joins, at the start of your turn, each creature of your choice within 7 meters regains [[hit point]]s equal to {{c|your [[proficiency bonus]]}}. As a [[bonus action]], you can activate this effect again. | | '''Heshaar, the Healer''' comes forth with restorative power. When he joins, at the start of your turn, each creature of your choice within {{c|7 meters}} regains [[hit point]]s equal to {{c|your [[proficiency bonus]]}}. As a [[bonus action]], you can activate this effect again. | ||
|- | |- | ||
| 6 | | 6 |
Latest revision as of 15:21, 21 June 2025
See also: Ancestral Protectors (Rage Power) | Ancestral Legion (Rage Power).
These ancestors are not universal and are more an example or excerpt of the possible ancestors one can call upon, depending on one's heritage. You can either ignore the name of the ancestor and call them by their epithet or change their name. You can also with your DM create new one's that fit your ancestry.
1d6 | Ancestor | ||||||
---|---|---|---|---|---|---|---|
1 | Talok, the Guardian aids you and your allies by providing supernatural protection. If you or another creature you can see within 10 meters of you takes damage, you can use your reaction to reduce that damage by 1d4 for each point of proficiency bonus you have. | ||||||
2 | Cilath, the Warden joins you in your rage, waiting to deal with your foes with the primal ferocity of nature. As a bonus action, you can command him to create one of the following effects:
| ||||||
3 | Gorlokh, the Slayer brings forth his mighty axe to help you wipe away the enemies you face. The first time you hit a creature with an attack on your turn, Gorlokh makes a melee attack as well. Make a melee weapon attack with proficiency and a Strength bonus of 5 against the same creature. On a hit you deal 1d12 + 5 + your proficiency bonus force damage. | ||||||
4 | Marwac, the Hunter waits for your command, firing one of his spirit-bound arrows on a target of your choice that you can see. As a bonus action, make a ranged weapon attack with proficiency and a Dexterity bonus of 5, from a point within 10 meters of you, against a target within 50/210 meters. On a hit you deal 1d8 + 5 + your proficiency bonus force damage. | ||||||
5 | Heshaar, the Healer comes forth with restorative power. When he joins, at the start of your turn, each creature of your choice within 7 meters regains hit points equal to your proficiency bonus. As a bonus action, you can activate this effect again. | ||||||
6 | Vharn, the Herald causes the first creature you hit with an attack on your turn to become hindered. Until the start of your next turn, that target has disadvantage on any attack roll it makes, and if the target hits a creature with an attack, any attack against it has advantage. |