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character:albaz:spells [2023/06/28 14:54] – [Spellcasting Rules & Details] Cindercharacter:albaz:spells [2023/12/28 13:02] (current) – [Level 3 Spells] Cinder
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-====== Albaz'Spell Page ======+<WRAP centeralign> 
 +====== Albaz'Primal Exploits, Details & Mechanics ====== 
 +</WRAP>
  
 [[character:albaz|{{:wiki:media:back.png?65|}}]] [[character:albaz|{{:wiki:media:back.png?65|}}]]
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 **Spellcasting Focus** **Spellcasting Focus**
  
-Ferocity +**Ferocity** \\ 
-Companions are dangerous creatures Though often +Companions are dangerous creatures Though often more docile than their wild counterparts, they aren’t fully domesticated Each companion’s ferocity is a measure of their tenacity and fury, and of how those things build in battle As a companion’s ferocity increases, they gain access to powerful new features, but they also become more difficult for a caregiver to control If a companion isn’t incapacitated at the start of their and their caregiver’s turn, their ferocity increases by 1d4 + the number of hostile creatures within 5 feet of the companion that they can see or hear For the purpose of building ferocity, a group of creatures that share a single stat block (such as a swarm of rats) count as one creature Ferocity builds round after round during combat, and there is no maximum to the level of ferocity a companion can gain 
-more docile than their wild counterparts, they aren’t + 
-fully domesticated Each companion’s ferocity is a measure of their tenacity and fury, and of how those things +**Rampage** \\ 
-build in battle As a companion’s ferocity increases, +After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and is not incapacitated, they run the risk of entering a rampage The companion’s caregiver can make a Wisdom (Animal Handling) check (no action required) to try to stop the companion from entering a rampage To make the check, the caregiver must not be incapacitated, and the companion must be able to see or hear the caregiver The DC for the check equals 5 + the companion’s ferocity On a success, the companion acts normally on their turn On a failure, or if the caregiver doesn’t make the check, the companion enters a rampage When a companion enters a rampage, they immediately move up to their speed toward the nearest creature and attack that creature with their signature attack (see below), dealing extra damage equal to half their ferocity if the attack hits If at least one ally and one enemy are nearest and equidistant to the companion, the caregiver’s player rolls any die On an odd number, the companion attacks an ally On an even number, the companion attacks an enemy The caregiver’s player determines which specific ally or enemy the companion engages (and can choose their own character if they wish) A companion who can’t reach a creature to attack while in a rampage uses the Dash action to move as far as they can toward the nearest creature If a companion can’t sense any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger When a companion who has entered a rampage resolves their action or ends their turn, their ferocity drops to 0 and they are no longer in a rampage 
-they gain access to powerful new features, but they also + 
-become more difcult for a caregiver to control +**Reducing Ferocity** \\
-If a companion isn’t incapacitated at the start of their +
-and their caregiver’s turn, their ferocity increases by 1d4 +
-+ the number of hostile creatures within 5 feet of the +
-companion that they can see or hear For the purpose of +
-building ferocity, a group of creatures that share a single +
-stat block (such as a swarm of rats) count as one creature Ferocity builds round after round during combat, +
-and there is no maximum to the level of ferocity a companion can gain +
-Rampage +
-After rolling to increase ferocity at the start of their +
-turn, if a companion has 10 ferocity or more and is not +
-incapacitated, they run the risk of entering a rampage +
-The companion’s caregiver can make a Wisdom (Animal Handling) check (no action required) to try to stop +
-the companion from entering a rampage To make the +
-check, the caregiver must not be incapacitated, and the +
-companion must be able to see or hear the caregiver The +
-DC for the check equals 5 + the companion’s ferocity +
-On a success, the companion acts normally on their turn +
-On a failure, or if the caregiver doesn’t make the check, +
-the companion enters a rampage +
-When a companion enters a rampage, they immediately move up to their speed toward the nearest creature +
-and attack that creature with their signature attack (see +
-below), dealing extra damage equal to half their ferocity +
-if the attack hits If at least one ally and one enemy are +
-nearest and equidistant to the companion, the caregiver’s +
-player rolls any die On an odd number, the companion attacks an ally On an even number, the companion +
-attacks an enemy The caregiver’s player determines +
-which specifc ally or enemy the companion engages (and +
-can choose their own character if they wish) +
-A companion who can’t reach a creature to attack +
-while in a rampage uses the Dash action to move as far +
-as they can toward the nearest creature If a companion +
-can’t sense any potential targets, they move as far as they +
-can in a random direction determined by the GM, avoiding danger +
-When a companion who has entered a rampage +
-resolves their action or ends their turn, their ferocity +
-drops to 0 and they are no longer in a rampage +
-Reducing Ferocity+
 To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for
 reducing the creature’s ferocity reducing the creature’s ferocity
-Ferocity Actions+ 
 +**Ferocity Actions** \\
 Each companion has three actions in their stat block that Each companion has three actions in their stat block that
 cost ferocity to use To use one of these ferocity actions, a cost ferocity to use To use one of these ferocity actions, a
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 attack Ferocity actions can’t be used while a companion attack Ferocity actions can’t be used while a companion
 is in a rampage is in a rampage
-End of Combat+ 
 +**End of Combat** \\
 When a combat encounter involving a companion ends When a combat encounter involving a companion ends
 and the companion isn’t dying, the companion regains and the companion isn’t dying, the companion regains
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 ends, typically at the point when creatures stop acting in ends, typically at the point when creatures stop acting in
 initiative order  initiative order 
 +
 =====Spell List===== =====Spell List=====
  
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 Primal Exploits: 2nd Level Primal Exploits: 2nd Level
 You can take any of the following exploits when you gain You can take any of the following exploits when you gain
-this feature at 2nd level, or when you gain new exploits at +this feature at 2nd level, or when you gain new exploits at 10th and 17th levels 
-10th and 17th levels + 
-Aid Us, Friend (3 Ferocity)You can activate this +Aid Us, Friend (3 Ferocity) \\ 
-exploit whenever you take the Attack action Before or +You can activate this exploit whenever you take the Attack action Before or after you attack, your companion can take the Help action as a bonus action 
-after you attack, your companion can take the Help + 
-action as a bonus action +Bring Them Down (4 Ferocity). \\ 
-Bring Them Down (4 Ferocity). When your companion hits a creature with their signature attack, you +When your companion hits a creature with their signature attack, you can use your reaction to command the companion to yank the target down The target must succeed on a Strength saving throw or fall prone 
-can use your reaction to command the companion to + 
-yank the target down The target must succeed on a +Drag Them (4 Ferocity). \\ 
-Strength saving throw or fall prone +When your companion hits a Large or smaller creature with their signature attack and both the companion and the target are standing on the ground, you can use your reaction to command your companion to move the target The target must make a Strength saving throw On a failure, the companion moves up to half their walking speed in any direction you choose and pulls the target with it 
-Drag Them (4 Ferocity). When your companion hits + 
-a Large or smaller creature with their signature attack +Feral Refexes (2 Ferocity). \\ When you or your
-and both the companion and the target are standing on +
-the ground, you can use your reaction to command your +
-companion to move the target The target must make +
-a Strength saving throw On a failure, the companion +
-moves up to half their walking speed in any direction you +
-choose and pulls the target with it +
-Feral Refexes (2 Ferocity). When you or your+
 companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack
-Hurricane Blow (3 Ferocity). You can activate this + 
-exploit whenever you take the Attack action The frst +Hurricane Blow (3 Ferocity). \\ You can activate this exploit whenever you take the Attack action The frst time you hit a creature with a weapon attack this turn, the attack deals its normal efects, and you can push the target up to 10 feet away from you 
-time you hit a creature with a weapon attack this turn, + 
-the attack deals its normal efects, and you can push the +No Escape (1+ Ferocity). \\ At the start of your turn when your companion gains ferocity and doesn’t enter a
-target up to 10 feet away from you +
-No Escape (1+ Ferocity). At the start of your turn +
-when your companion gains ferocity and doesn’t enter a+
 rampage, you can spend up to your Wisdom modifer in rampage, you can spend up to your Wisdom modifer in
-ferocity (minimum 1; no action required) Until the start + 
-of your next turn, your speed or your companion’s speed +ferocity (minimum 1; no action required) \\ Until the start of your next turn, your speed or your companion’s speed (your choice) increases by 5 feet × the ferocity spent 
-(your choice) increases by 5 feet × the ferocity spent +
  
 Primal Pounce (3 Ferocity). When your companion Primal Pounce (3 Ferocity). When your companion
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 Primal Exploits: 10th Level Primal Exploits: 10th Level
-You can take any of the following exploits when you gain +You can take any of the following exploits when you gain new exploits at 10th and 17th levels 
-new exploits at 10th and 17th levels + 
-Crushing Charge (8 Ferocity). As an action, you +Crushing Charge (8 Ferocity). \\ 
-move up to your speed in a straight line without provoking opportunity attacks You can move through other +As an action, you move up to your speed in a straight line without provoking opportunity attacks You can move through other creatures’ spaces, but must end your move in an unoccupied space Each creature in a space you move through, except for your companion, must make a Strength saving throw On a failure, a creature takes 4d6 bludgeoning damage and is knocked prone On a success, the creature takes half as much damage and isn’t knocked prone \\ 
-creatures’ spaces, but must end your move in an unoccupied space Each creature in a space you move through, +When you reach 17th level, the damage increases to 5d6 
-except for your companion, must make a Strength saving + 
-throw On a failure, a creature takes 4d6 bludgeoning +Expanding Fury (6 Ferocity). \\ 
-damage and is knocked prone On a success, the creature +When your companion uses a ferocity action that afects creatures within a specifc distance of the companion, you can use your reaction to expand that distance by 10 feet  
-takes half as much damage and isn’t knocked prone + 
-When you reach 17th level, the damage +Furious Vengeance (5 Ferocity). \\ 
-increases to 5d6 +When a creature hits you or your companion with a melee attack, you can use your reaction to deal 4d6 psychic damage to the attacker \\ 
-Expanding Fury (6 Ferocity). When your companion uses a ferocity action that afects creatures within +When you reach 17th level, the damage increases to 5d6 
-a specifc distance of the companion, you can use your + 
-reaction to expand that distance by 10 feet +Marked Prey (4 Ferocity). \\  
-Furious Vengeance (5 Ferocity). When a creature +When your companion uses a ferocity action that requires a creature to make a saving throw, you can use your reaction to impose disadvantage on the save 
-hits you or your companion with a melee attack, you + 
-can use your reaction to deal 4d6 psychic damage to +Primal Shout (6 Ferocity). \\  
-the attacker +As an action, you let loose a menacing bellow Each creature of your choice that can
-When you reach 17th level, the damage increases +
-to 5d6 +
-Marked Prey (4 Ferocity). When your companion +
-uses a ferocity action that requires a creature to make a +
-saving throw, you can use your reaction to impose disadvantage on the save +
-Primal Shout (6 Ferocity). As an action, you let loose +
-a menacing bellow Each creature of your choice that can+
 hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the
 end of your next turn end of your next turn
-Wrath of the Pack (4 Ferocity). When you hit a + 
-creature with an attack and that creature is within 5 +Wrath of the Pack (4 Ferocity). When you hit a creature with an attack and that creature is within 5 feet of your companion, you can have your companion make a signature attack against the creature (no action 
-feet of your companion, you can have your companion +required) On a hit, the attack deals its normal efects, and the target is knocked prone 
-make a signature attack against the creature (no action +
-required) On a hit, the attack deals its normal efects, +
-and the target is knocked prone +
  
 ====Level 2 Spells==== ====Level 2 Spells====
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 ====Level 3 Spells==== ====Level 3 Spells====
  
-Infernal Exploits: 3rd Level +Infernal Exploits: 3rd Level You can take one of the following exploits when you gain this feature at 3rd level or when you gain a new infernal exploit at 11th level 
-You can take one of the following exploits when you gain + 
-this feature at 3rd level or when you gain a new infernal +Drain Them (4 Ferocity). \\ 
-exploit at 11th level +When your companion hits another creature with their signature attack, you can use your reaction to have your companion regain hit points equal to half the damage dealt 
-Drain Them (4 Ferocity). When your companion + 
-hits another creature with their signature attack, you +Hellish Wound (4 Ferocity). \\ 
-can use your reaction to have your companion regain hit +When your companion hits another creature other than a construct or an undead with their attack, you can have the attack deal a hellish wound to the creature (no action required) At the start of each of their turns, a target with a hellish wound loses 1d10 hit points for each hellish wound they have \\ 
-points equal to half the damage dealt +All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch the wounds with a successful Wisdom (Medicine) check with a DC equal to your exploit save DC 
-Hellish Wound (4 Ferocity). When your companion hits another creature other than a construct or an + 
-undead with their attack, you can have the attack deal a +Infernal Teleport (4 Ferocity). \\ 
-hellish wound to the creature (no action required) At the +As an action, you or your companion (your choice) are surrounded by swirling shadow and smoke The target teleports to an unoccupied space within 90 feet of their starting position 
-start of each of their turns, a target with a hellish wound + 
-loses 1d10 hit points for each hellish wound they have +Wicked Deception (3 Ferocity). \\  
-All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch +As an action, choose a creature hostile to you that you can see within 30 feet of you That creature must succeed on a Wisdom saving throw or suddenly view you and your companion as friends until the end of your next turn While in this state, the creature is unable to attack or otherwise harm you or your companion This efect ends early if you or your companion attacks the afected creature Creatures immune to the charmed condition can’t be afected by this exploit 
-the wounds with a successful Wisdom (Medicine) check +
-with a DC equal to your exploit save DC +
-Infernal Teleport (4 Ferocity). As an action, you or +
-your companion (your choice) are surrounded by swirling +
-shadow and smoke The target teleports to an unoccupied space within 90 feet of their starting position +
-Wicked Deception (3 Ferocity). As an action, +
-choose a creature hostile to you that you can see within +
-30 feet of you That creature must succeed on a Wisdom +
-saving throw or suddenly view you and your companion +
-as friends until the end of your next turn While in this +
-state, the creature is unable to attack or otherwise harm +
-you or your companion This efect ends early if you or +
-your companion attacks the afected creature Creatures +
-immune to the charmed condition can’t be afected by +
-this exploit +
  
 ====Level 4 Spells==== ====Level 4 Spells====
  • character/albaz/spells.1687929841.txt.gz
  • Last modified: 11 months ago
  • by Cinder