Feat/List/Theme/Innate/Body Power

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Aura Sight

→ Aura Sight
Power: Body Power
Prerequisite: Wisdom 13 or higher


You perceive auras, energy signatures that can reveal key elements of a creature's nature.

  • You can sense a one-word summary of the emotional state of creatures you can see, such as happy, confused, afraid, or violent. This is represented by a variety of different colors outlining their body. Love for example might be expressed either in a bright pink or a brilliant deep red, while disgust might be a darker green and hate void black.

    By expending innate points, you can increase the effects:

Assess Foe
(2 innate points)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point percentage from its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice.

View Aura
(3 innate points, concentration 1 hour)
As an action, you study one creature's aura. Until your concentration ends, while you can see the target, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen
(5 innate points, concentration 1 minute)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.


Brute Force

→ Brute Force
Power: Body Power
Prerequisite: Strength 13 or higher


You augment your natural strength with innate power, granting you the ability to achieve incredible feats of might.

  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.

Brute Strike
(1-7 innate points)
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per innate point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back
(1-7 innate points)
When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 5 meters away from you per innate point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per innate point spent.

Mighty Leap
(1-7 innate points)
As part of your movement, you jump in any direction up to 10 meters per innate point spent.

Feat of Strength
(2 innate points)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.


Celerity

→ Celerity
Power: Body Power
Prerequisite: Dexterity 13 or higher


You channel innate power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Rapid Step
(1-7 innate points)
As a bonus action, you increase your walking speed by 5 meters per innate point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense
(2 innate points)
As a bonus action, you take the Dodge action

Blur of Motion
(2 innate points)
As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed
(2 innate points)
As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action
(5 innate points, concentration 1 minute)
As an action, you cast the Haste spell on yourself, without expending a spell slot.


Intellect Fortress

→ Intellect Fortress
Power: Body Power
Prerequisite: Intelligence 13 or higher


You forge an indomitable wall of psychic energy around your mind—one that allows you to launch counterattacks against your opponents.

  • You gain resistance to psychic damage.

Psychic Backlash
(2 innate points)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry
(1-7 innate points)
As a reaction when you make a Sanity or Will saving throw, you gain a +1 bonus to that saving throw for each innate point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt
(5 innate points, concentration 10 minutes)
As an action, you emanate a 10-meter radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a Sanity or Will saving throw and add the number rolled to the total.


Iron Durability

→ Iron Durability
Power: Body Power
Prerequisite: Constitution 13 or higher


You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

  • You gain a +1 bonus to AL.

Iron Hide
(1-7 innate points)
As a reaction, when you are hit by an attack, you gain a +1 bonus to AL for each innate point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide
(2 innate points)
As a bonus action, you gain resistance to physical damage damage until the end of your next turn.

Iron Resistance
(7 innate points, concentration 1 hour)
As an action, you gain resistance to any physical damage of your choice, which lasts until your concentration ends.


Mantle of Awe

→ Mantle of Awe
Power: Body Power
Prerequisite: Charisma 13 or higher


You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

  • You gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence
(1-7 innate points)
As an action, you exert an aura of sympathetic power. Roll 2d8 per innate point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 19 meters of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention
(2 innate points, concentration 1 minute)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 20 meters of you. It must make a Will saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe
(7 innate points, concentratino 10 minutes)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 20 meters of you. Each target must succeed with a Will saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


Precognition

→ Precognition
Power: Body Power
Prerequisite: Perception 13 or higher


By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Precognitive Hunch
(2 innate point, concentration 1 minute)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a contested check, or an ability check, you roll a d4 and add it to the total.

All-Around Sight
(3 innate points)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense
(5 innate points, concentration 8 hours)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.