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Minor Fury Powers

Minor Furies


Minor Fury PowerElementManifesting TimeDurationDesciption
Bounding FlamesFire1 ActionConcentration 1 minuteYou create up to four torch-size lights within range. Each light sheds Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the Fury Powers range.
Brawn BoostEarth1 actionConcentration, up to 1 minuteYou draw upon the strength and resolve of the earth for a temporary boost. Once before the power ends, you can roll a d6 and add the result to one Strength check of your choice. You can roll the die before or after making the check. The power then ends.
DeflectionAir1 reaction, which you take when a melee attack hits youInstantaneousYou wave your hand toward an attacker, briefly placing a barrier of wind between you. The damage you take from the triggering attack is reduced by 1d6, as you deflect some of it. The damage you can deflect increases by 1d6 when you reach levels 7, 13, and 18.
Electric PalmAir1 ActionInstantaneousLightning springs from you to a creature that you try to touch. Make a melee Fury Crafting attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. The damage increases by 1d8 when you reach levels 7, 13, and 18.
Fine EdgeMetal1 Bonus Action1 RoundAs a bonus action, you guide your metal fury to realign the edge of one slashing or piercing weapon you are holding, making it extra sharp. You add 1d4 force damage to your next attack with the weapon before the end of your next turn. The damage increases by 1d4 when you reach levels 7, 13, and 18.
Fist of IronMetal1 actionConcentration, up to 1 minuteYour metal fury flows over your hand, encasing it in iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical. The damage increases to 1d8 at 7th level, 2d6 at 13th level, and 3d6 at 18th level.
Flameproof ArmFire1 Bonus ActionConcentration, up to 1 hourFlameproof Arm is a common power among smiths and other crafters who work with heat. When you use this power, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you're protected by Flameproof Arm, you have resistance to fire damage until the start of your next turn.
Fling FireFire1 ActionInstantaneousYour fire fury manifests and shoots out, striking an enemy. Make a ranged Fury Crafting attack against a target. On a hit, the target takes 1d1O Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. The damage increases by 1d10 when you reach levels 7, 13, and 18.
Fling IcicleWater1 ActionInstantaneousYour water fury condenses and freezes the water in the air into an icicle. You then fling at a target within 60 feet. Make a ranged Fury Crafting attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. The damage increases by 1d8 when you reach levels 7, 13, and 18.
FloweringWood1 actionConcentration, up to 1 minuteYou cause fragrant flowers to grow from a nonmagical, inanimate object within 20 feet. If the object is held by an unwilling creature, that creature can make a Dexterity saving throw to negate the effect. If sustained for the full duration, the flowers give forth a pleasing scent and may attract bees, hummingbirds, or other pollinators. If the object can't normally sustain living flowers, the flowers wilt away afer24 hours
FortitudeMetal1 ActionConcentration, up to 1 minuteYou borrow just a bit of the resilience of your metal fury. Once before the power ends, you can roll a d6 and add the result to one Constitution check of your choice. You can roll the die before or after making the check. The power then ends.
NimblenessWind1 ActionConcentration, up to 1 minuteYou borrow just a bit of the agility of your wind fury. Once before the power ends, you can roll a d6 and add the result to one Dexterity check of your choice. You can roll the die before or after making the check. The power then ends.
One with the FuriesAll1 ActionInstantaneousYou exert control over the furies, creating one of the following effects within 30 ft.Beckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent; the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Fury: You cause dirt, sand, fire, smoke, mist, plants, metal, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
Psychic ShockWater1 Action1 RoundYou use your Water Fury to project enhanced and confusing emotions at a target within 60 ft., The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. The damage increases by 1d6 when you reach levels 7, 13, and 18.
PummelstoneEarth1 ActionInstantaneousUsing your earth fury, you cause a fist-sized chunk of stone to rise up and hurl itself against the 1 target in 60 feet. Make a ranged Fury Crafting attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll. The damage increases by 1d6 when you reach levels 7, 13, and 18.
Push a LegWind1 ActionInstantaneousYou lash out with a burst of wind, sweeping a creature within 30 ft. off its feet. The target of this power must succeed on a Dexterity saving throw or fall prone.
Shape WaterWater1 ActionInstantaneous, or 1 Hour(see below)You choose an area of water within 30 feet that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you use this power multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
StabilizeWater1 ActionInstantaneousYou reach out and touch a Dying creature. The creature becomes Stable.
Steel DefenseMetal1 ActionConcentration 1 minuteWhenever a creature makes an attack roll against you before the manifestation ends, the attacker subtracts 1d4 from the attack roll.
Steel WeaveMetal1 Action1 MinuteYour metal fury causes two small pieces of metal to circle around you. Until the power ends, you can use your reaction to command a metal piece to hinder one melee attack against you. If you do so, the metal piece flies between you and your attack and shatters, imposing disadvantage on the attack roll. If the attack hits you, the attacker takes 1d4 slashing damage. When all the metal pieces have shattered, the power ends. The number of animated metal pieces increases by 1 when you reach levels 7, 13, and 18.
StormshotWind1 ActionInstantaneousYou channel your wind fury and cause one of your hands or a weapon you are holding to be wreathed in lightning. You then hurl that lighting at one creature or object in 90 feet. Make a ranged fury crafting attack against the target. On a hit, the target takes 1d8 lightning damage. If the target is wearing or made of metal or carrying a metal weapon, it instead takes 1d10 lightning damage. The damage increases by 1d8/1d10 when you reach levels 7, 13, and 18.
Strengthen Wooden WeaponWoodBonus Action1 minuteYou use your wood fury to strengthen a wooden weapon such as a Quarterstaff or Club. For the duration, you can use your Fury Crafting ability for the Attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes 1d8. The damage increases to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 18th level.
Tree HealWood1 ActionInstantaneousGuided by your wood fury, you touch a plant, and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you use this power on a plant or plant creature, you can't use it on that target again for 24 hours. This power can be used only on plants and plant creatures.
ThunderclapEarth1 ActionInstantaneousYou slam your hand or a blunt weapon down onto the ground with shattering force. Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The power's thunderous sound can be heard up to 100 feet away. The damage increases by 1d6 when you reach levels 7, 13, and 18.
Wind LashWind1 ActionInstantaneousYour swift gesture creates a solid lash of howling wind. Make a melee fury crafting attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you. The damage increases by 1d8 when you reach levels 7, 13, and 18.
Wind WhispersWind1 Action1 roundYou point toward a creature within 120 ft. and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence: 1 foot of stone, metal, wood, or a thin lead sheet blocks the message.
WoodcraftWood1 ActionInstantaneousWhispering to the furies of the land, you create one of the following effects within range. Weather Sensor: You create a Tiny, harmless sensory effect that predicts the weather at your location for the next 24 hours. Bloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing furies, a gentle breeze, the sound of an animal, or the faint odor of a skunk. The effect must fit in a 5-foot Cube.
Wooden LashWood1 ActionInstantaneousYou form your Wood Fury into a thin whip-like shape covered in thorns that lashes out at your command towards a creature within 30 feet. Make a melee Fury Crafting attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you. The damage increases by 1d6 when you reach levels 7, 13, and 18


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