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* 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}}. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| 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. | | 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. | ||
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| 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. | ||
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| 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. | | 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. | ||
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| 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. | ||
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| You gain [[resistance]] to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your [[walk]]ing speed. | | You gain [[resistance]] to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your [[walk]]ing speed. | ||
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| 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. | ||
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| You gain [[resistance]] to acid damage. On touch, you can turn a {{c|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]]. | | You gain [[resistance]] to acid damage. On touch, you can turn a {{c|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]]. | ||
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| 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. | ||
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| '''Sewer Plague''' <br>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''' <br>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. |
Latest revision as of 15:37, 21 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 |
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Forest |
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Mountain |
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Sea |
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Swamp |
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Tundra |
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- Your only movement option is Crawl.
- You have disadvantage on attack rolls.
- Attack rolls against you has advantage if they are made from within 2 meters of you.
- Attack rolls against you has disadvantage if they are made from further than 2 meters away from you.