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{{#invoke:list|category|Fauna_Rage_Power}}
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===Flora Rage Powers===
===Flora Rage Powers===
''The plants around you move and respond to your emotions. When tensions rise and your impulses and rage demands your action, the plants answers as well.''
{{#invoke:list|category|Flora_Rage_Power}}
{{#invoke:list|category|Flora_Rage_Power}}
===Fungi Rage Powers===
===Fungi Rage Powers===

Revision as of 22:15, 19 June 2025

Caelum Rage Powers

Storm Aura (Rage Power)

Storm Aura (Rage Power)

  • 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
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.

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.


Elementus Rage Powers

Earthquaker (Rage Power)

Earthquaker (Rage Power)
Prerequisite: PREREQUISITE.


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 2 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.

Winged Terror (Rage Power)

Winged Terror (Rage Power)
Prerequisite: PREREQUISITE.


Fauna Rage Powers

Beastial Frenzy (Rage Power)

Beastial Frenzy (Rage Power)


Bestial Shape (Rage Power)

Bestial Shape (Rage Power)

  • You can alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
    • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
    • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength(Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.

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.

Flora Rage Powers

The plants around you move and respond to your emotions. When tensions rise and your impulses and rage demands your action, the plants answers as well.

Primeval Protection (Rage Power)

Primeval Protection (Rage Power)
Prerequisite: PREREQUISITE.


Rooted Alliance (Rage Power)

Rooted Alliance (Rage Power)

  • When you enter your rage, you can choose a number of other willing creatures you can see within 10 meter of you equal to your proficiency bonus (minimum of one creature).
  • You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can once on each of their turns drain your pool of temporary hit points and add it to themselves, they may take as much as they want from your pool as long as you allow it.
  • Additionally, when a creature has a pool of these temporary hit points, as long as it is standing on solid ground, it has advantage on contested checks to avoid being pushed or knocked prone.

Thorny Retaliation (Rage Power)

Thorny Retaliation (Rage Power)

  • When you take damage from a creature that is within 2 meters of you during your rage, you can use your reaction to make a melee weapon attack against that creature.
  • Additionally, when you take damage from an attack within 10 meters, you can force the attacker to make a Dexterity(Acrobatics) contested roll against a DL of 10 + your Constitution modifier + your Proficiency bonus. On a failure you deal 1 piercing damage, 1d4 poison damage and the target is poisoned until the end of its next turn.

Fungi Rage Powers

Perennial Spores (Rage Power)

Perennial Spores (Rage Power)

  • Your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
  • Additionally, if no such spell is cast, your body will be brought back to life within INCOMPLETE

Rage Beyond Death (Rage Power)

Rage Beyond Death (Rage Power)

  • While you're raging, you do not suffer any negative effects from the dying condition, being below 0 hit points or exhaustion. If you're dying, you must still make dying contest checks, and you suffer the normal effects of taking damage while at 0 hit points, accumulating exhaustion. However, if you would die due to exhaustion, you don't die until your rage ends, and you die then only if you still have 0 hit points, else you reduce your exhaustion 1 level.

Spore Gas (Rage Power)

Spore Gas (Rage Power)

  • You release a sporal spray in the vicinity around you. As a bonus action, up to 10 other creatures of your choice within 20 meters of you either gain advantage or disadvantage on attack rolls and saving throws until the start of your next turn.
    • Once you use this feature, you can't use it again until you finish a long rest.

Spiritus Rage Powers

Ancestral Consultation (Rage Power)

Ancestral Consultation (Rage Power)

  • You gain the ability to consult with your ancestral spirits. You can cast the guidance cantrip, but only on yourself, and you can cast the augury or clairvoyance spell, without using a spell slot or material components. The use of clairvoyance summons one of your ancestral spirits to the chosen location.
    • After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Ancestral Legion (Rage Power)

Ancestral Legion (Rage Power)
Prerequisite: Ancestral Protectors (Rage Power)

  • You may choose one ancestor to be your spirit guide. This ancestor is now with you even while you are not raging and can perform his abilities if you call upon them.
  • While you're raging, you still roll and gain the effect of the Ancestor table. Additionally, if you roll the number of your chosen spirit guide you must reroll that die, but may roll an additional die, gaining any ancestors not yet present.
  • Any effect that uses the same type of action, like a bonus action, activates all the present ancestors effects.


Ancestor Table

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:
Forked Lightning Three creatures of your choice within 20 meters must make a contested Dexterity(Acrobatics) check against a DL of 13 + your proficiency bonus, taking 1d4 lightning damage per point of proficiency bonus on a failure, or half as much damage on a success.
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 13 + your proficiency bonus. On a failure, a creature takes bludgeoning damage equal to 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.
Jet Whip Choose a target within 10 meters that must make a contested Dexterity(Acrobatics) check against a DL of 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.
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.

Ancestral Protectors (Rage Power)

Ancestral Protectors (Rage Power)
Prerequisite: Ancestral Consultation (Rage Power).

  • While you're raging, at the start of your turn roll on the Ancestor Table to determine what ancestor joins you in the fight.


Ancestor Table

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:
Forked Lightning Three creatures of your choice within 20 meters must make a contested Dexterity(Acrobatics) check against a DL of 13 + your proficiency bonus, taking 1d4 lightning damage per point of proficiency bonus on a failure, or half as much damage on a success.
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 13 + your proficiency bonus. On a failure, a creature takes bludgeoning damage equal to 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.
Jet Whip Choose a target within 10 meters that must make a contested Dexterity(Acrobatics) check against a DL of 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.
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.

Divine Fury (Rage Power)

Divine Fury (Rage Power)
You can channel divine fury into your weapon strikes.

  • While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + your proficiency bonus. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
  • Additionally, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Terra Rage Powers

Leyline Conduit (Rage Power)

Leyline Conduit (Rage Power)
Prerequisite: PREREQUISITE.