Set Effects
Poisonous (Pestilum)
- You gain advantage on saves against being Poisoned. In addition, you can use an action to poison one food or drink item once per long rest (DC 14 dex (sleight of hand) skill check). If you succeed, food and drink tastes horrible to your until you finish a long rest.
- You can choose to freeze still water directly under you when you step on it. Water frozen in this way thaws after 10 minutes.
- Once per long rest, you can ignite a flammable item you can see within 30 feet of you that is not being worn or held.
- You gain Darkvision if you do not already have it. Additionally, when you are not in bright or dim light, your movement speed is increased by 5 feet. Furthermore, before you roll for damage on your turn, you may choose to change the damage type of one of the dice you roll to necrotic damage.
- As an action, you gain the ability to read the emotions of someone you can see within 30 feet of you. You can feel their surface emotions and attitudes, along with ones they have buried deep within themselves. You can use this feature once per long rest.
- Once per long rest, on the first turn when you are at or below half HP, you can choose to go into a Bloodied state for 1 minute or until you go unconscious. During this time, you gain an extra +1d4 damage of your weapon’s damage type on each hit. When this effect ends, you gain 1 point of Exhaustion.
- Once per long rest, you gain advantage on one area of effect Dexterity saving throw.
- You can use a bonus action to attempt to attract or repel metal objects within 15 feet of you. These objects are pulled or pushed 5 feet directly to or from you. If the metal is not magnetic, this has no effect. A metal is magnetic if the bars it is made from requires iron to smelt it.
- For every 10 feet you fall and would take fall damage, remove 1d10 from the dice you would roll for that damage (to a minimum of 0 dice rolled). In addition, your jump height and jump distance increase by 5 feet and 15 feet, respectively.
- At the end of a long rest, roll a Wisdom saving throw (DC 15). On a fail, you gain the “fiend” creature type until your next long rest. During this time, your irises turn red, you sprout small horns on the top of your head, and your skin turns to a pale red. In this state, it is immediately apparent you are fiendish to anyone who can directly see your skin or face.
- You gain advantage on saves against sells, spell attacks have disadvantage against you, and you have resistance to damage from spells.
- At the end of a long rest, roll a Wisdom saving throw (DC 15). On a fail, you gain the “celestial” creature type until your next long rest. During this time, your irises turn white, you gain a translucent, golden halo above your head, and your skin dimly glows. In this state, it is immediately apparent you are angelic to anyone who can directly see your skin or face.
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