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Your primal
instincts benefit both your rage and persistent rage abilities:
•
Rage.
When you enter your rage, you can choose one of your primal instinct rage
powers and gain the benefit of that rage power for the duration of the rage.
•
Persistent Rage.
When you enter your persistent rage, you gain the benefit of all your primal
instinct rage powers and one of your primal instinct persistent rage powers.
If any of the
primal instinct feature grants you an ability or a spell that calls for a
saving throw, the DC is equal to 8 + your rage potency + your proficiency
bonus. In addition, any spell you gain with your primal instincts uses your
rage potency in place of any spellcasting ability modifiers.
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Chaotic Wrath
You rage is
chaotic and destructive.
Rage power:
Chaotic Wrath
When you enter
rage, roll on the raging chaos table to determine the magical effect
produced. The magical effect end when you rage ends.
Persistent Rage
Power: Unleash Chaos
When enter a
persistent rage, you can instead roll twice on the destructive chaos table and
choose one of the rolled effects. If you roll the same number on both dice,
you can ignore the number and choose any effect on the table. While raging,
you can use a bonus action to roll on the table again. When you do so, the
previous effect immediately ends, and you gain the magical effect of the new
roll. All magic effects end when your rage ends.
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Destructive
Chaos
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d8
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Effect
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1
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Chromatic. Until your rage ends, you are surrounded by
multicoloured, protective lights; you gain a +1 bonus to AC, and
while within 10 feet of you, your allies gain the same bonus.
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2
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Spaces. You teleport up to 15 feet to an unoccupied space
you can see. Until your rage ends, you can use this effect again each time
you use a bonus action to maintain your rage.
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3
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Spirit. An intangible spirit appears adjacent to a creature you
can see within 30 feet. At the end of your turn, the spirit disappears in a
haunting shriek, and each creature within 5 feet of it must succeed on a
Dexterity saving throw or take 1d6 + your rage potency psychic
damage. Until your rage ends, you can use this effect again, summoning
another spirit each time you use a bonus action to maintain your rage.
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4
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Gravitation. Magic infuses one weapon of your choice that you are
holding. Until your rage ends, the weapon’s damage type changes to force,
and it gains the light and thrown properties,
with a normal range of 20 feet and a long range of 60 feet. If the weapon
leaves your hand, the weapon reappears in your hand at the end of the
current turn.
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5
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Retribution. Once between each of your turns until the end of
your rage, a creature that hits you with an attack takes 1d6 + your
rage potency force damage, as magic lashes out in retribution.
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6
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Shadows. Shadowy tendrils lash around you. Each creature of
your choice that you can see within 30 feet of you must succeed on a
Constitution saving throw or take 3d12 necrotic damage. You also
gain 3d12 temporary hit points.
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7
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Life. Flowers and vines temporarily grow around you; until
your rage ends, the ground within 15 feet of you is difficult terrain for
your enemies.
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8
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Light. A bolt of light shoots from your chest. Another
creature of your choice that you can see within 30 feet of you must succeed
on a Constitution saving throw or take 1d6 radiant damage and
be blinded until the start of your next turn. Until your
rage ends, you can use this effect again each time you use a bonus action
to maintain your rage.
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