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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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Destructive Chaos
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 magic effect end when you rage ends.
Persistent Rage
Power: Unleash Chaos
When you use
your persistent rage feature, you can choose to roll on the destructive chaos
table twice and choose of the rolled effects to unleash. 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 produce the
magical effect of the new roll. All magic effects end when you rage ends.
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Destructuve
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 within 5 feet of one creature of your choice that you can
see within 30 feet of you. At the end of the current turn, the spirit
explodes, and each creature within 5 feet of it must succeed on a Dexterity
saving throw or take 1d6 + your rage potency force 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. Whenever a
creature hits you with an attack roll before your rage ends, that creature
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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