Deviant Elemental Mod List (Corebound Awakening Supplement)
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Lightning Mod[edit]
- Your movement speed increases by +5 ft per 5 Feature Levels.
- The first melee or ranged weapon attack you make each round deals an additional 1d6 lightning damage per 5 Feature Levels.
- You can redirect part of that charge — once per turn when you hit a creature, another creature within 10 ft of it takes 1d4 lightning damage per 5 Feature Levels.
- You gain resistance to lightning damage while this mod is active.
Steam Mod[edit]
- You gain heavily obscured status in a 5 ft radius cloud centered on you (moves with you).
- Melee attackers have disadvantage on their first attack against you each turn.
- Once per turn, when you hit with a melee attack, you may force the target to make a Strength saving throw (DC = 10 + Feature Level) or be pushed 10 feet away in a burst of pressurized steam.
- Gain resistance to fire damage while active.
Glass Mod[edit]
- When a creature targets you with a spell that requires a attack roll, you may use your reaction to reflect a portion of the spell: Roll a d6: On a 6, the spell has no effect on you and is redirected at a target of your choice within 30 ft (if possible) else the effect is halved.
- While active, you gain resistance to force damage.
- Melee attackers that critically hit you take 1d4 piercing damage per 5 Feature Levels from the razor-thin shards your skin ejects.
- Once per short rest: as a reaction to being hit by a melee attack, blind the attacker until the end of their next turn (Con save DC = 10 + Feature Level).
Ice Mod[edit]
- At the start of each of your turns, all creatures within 5 ft per 5 Feature Levels of you must make a Dexterity saving throw (DC = 10 + Feature Level) or have their movement speed halved until the end of their next turn.
- Melee attackers that hit you must succeed on a Constitution saving throw (DC = 10 + Feature Level) or take 1d6 cold damage and suffer disadvantage on their next attack roll.
- You can walk across icy surfaces without penalty and cannot be knocked prone due to slipping.
- Gain resistance to cold damage.
Plant Mod[edit]
- At the start of your turn, you may choose one of the following effects (rotating each turn):
Entangle: All creatures within 5 ft must succeed a Strength saving throw (DC = 10 + Feature Level) or have their speed reduced to 0 until the start of your next turn.
Regrow: You regain 1d4 HP per 5 Feature Levels.
Tanglegrasp: On a successful melee hit, the target is grappled (Escape DC = 10 + Feature Level).
- You gain advantage on saves against poison and paralysis.
- You ignore movement penalties from plants and rough natural terrain.
Illusion Mod[edit]
- Attackers have disadvantage on attacks against you.
- At the start of your turn, you may create an illusory duplicate in your space: It lasts until the start of your next turn. The next attack against you has a 50% chance to hit the illusion instead (destroying it).
- You may use a bonus action once for ever 5 Feature Levels per short rest to become invisible for 1 turn per 2 Feature Levels, or until you make an attack or cast a spell.
- You gain advantage on Charisma (Deception) checks, and you are immune to being frightened while this mod is active.
Gravity Mod[edit]
- You may increase or decrease your effective weight as a bonus action, gaining one of the following effects (choose one per turn):
Heavy Step: Gain advantage on Strength checks and you cannot be pushed or knocked prone until your next turn.
Light Step: Gain advantage on Dexterity saving throws, and falling damage is halved
- Creatures that start their turn within 5 ft per 5 Feature Levels of you must succeed a Strength saving throw (DC = 10 + Feature Level) or be pulled 5 ft toward you.
- Gain resistance to force damage.
Metal Mod[edit]
- Gain +1 AC per 5 Feature Levels.
- While active, you count as wearing medium armor for purposes of resistances and magical effects(but don’t suffer penalties).
- Melee weapon attacks deal +1 damage per Feature Level ÷ 2 and are considered adamantine for overcoming resistances.
- Once per short rest, you may use a reaction to create a magnetic burst: All metal weapons and armor within 10 ft are either pushed away or pulled toward you (your choice). Creatures wearing metal armor must succeed a Strength saving throw (DC = 10 + Feature Level) or be pulled prone.
Magma Mod[edit]
- Melee attacks deal +1d6 fire damage per 5 Feature Level, and the target’s AC is reduced by 1 until the end of your next turn (stacks up to -3, not below 10).
- When you take melee damage, the attacker takes 1d4 fire damage per 5 Feature Levels.
- You can walk across lava and heated terrain without harm, and are immune to nonmagical fire.
- Once per short rest, you may erupt molten force in a 10 ft per 5 Feature Level radius: All creatures in the area must succeed a Dexterity save (DC = 10 + Feature Level) or take 2d10 fire damage and be knocked prone.
Sound Mod[edit]
- Gain +1 to Initiative per 2 Feature Levels.
- You can use your bonus action to release a sonic pulse that disrupts nearby concentration: Each creature within 10 ft per 5 Feature Level must succeed a Constitution saving throw (DC = 10 + Feature Level) or suffer disadvantage on concentration checks until the end of your next turn.
- When you move at least 10 ft on your turn, you may leave behind an auditory illusion in your previous space — attackers have disadvantage against you until the start of your next turn.
- Gain resistance to thunder damage, and your voice can be heard clearly up to 300 feet away, even through most barriers.
Soulfire Mod[edit]
- At the start of each of your turns, you may choose to sacrifice DHP or SHP up to your Feature Level. You then deal that much extra fire or radiant damage on your next melee or spell attack (your choice).
- You may revive yourself once per long rest: If you are reduced to 0 DHP while Soulfire Mod is active, you instead drop to Feature Level DHP and immediately burst into flame. All creatures within 10 ft per 5 Feature Level must make a Dex save (DC = 10 + Feature Level) or take 2d10 radiant damage.
- While active, your body sheds dim light in a 10 ft per 5 Feature Level radius, and you gain resistance to necrotic damage.
Poison Mod[edit]
- At the end of your turn, all creatures within 5 ft must succeed a Constitution saving throw (DC = 10 + Feature Level) or be poisoned until the end of their next turn.
- Once per turn, when you deal melee damage, you may inject a toxin that deals an additional 1d6 poison damage per 5 Feature Level and reduces the target’s healing received by half for 1 round.
- While this mod is active, you gain: Immunity to poison damage. Advantage on saving throws against being poisoned.
- Your blood is toxic — a creature that bites or swallows you takes 2d10 poison damage.
Black Metal Mod[edit]
- Gain resistance to necrotic and slashing damage.
- Your melee attacks ignore resistance to nonmagical damage, and score a critical hit on a 19–20.
- When you take a critical hit, you may use your reaction to reduce the incoming damage by half and unleash a burst of metal shards: Each creature within 5 ft per 4 Feature Level must succeed a Dexterity saving throw (DC = 10 + Feature Level) or take 2d6 piercing damage per 4 Feature Level.
- You cannot be magically disarmed, and your body cannot be melted or rusted by effects that target metal.
Void Wind Mod[edit]
- No sound can be heard within 10 ft per 5 Feature Level of you, including speech, spellcasting, or movement. Creatures cannot use verbal components for spells in this zone.
- You gain advantage on Stealth checks, and you cannot be tracked by scent or sound.
- One time per 5 Feature Level per short rest, when you would be hit by an attack, you may vanish into a gust of void wind: You teleport up to 15 ft to an unoccupied space you can see and become invisible until the end of your next turn.
- You gain resistance to force and psychic damage.
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