Elemental Mod List (Corebound Awakening Supplement)

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Fire Mod[edit]

  • Hostile creatures within 5 ft per 5 Feature Level take 1d4 fire damage per 2 Feature Level at the start of your turn.
  • On a successful melee hit, target ignites: 1d6 fire damage per 5 Feature Level at start of their turn for 1 round per 5 Feature Level.
  • You shed bright light in a 10 ft radius.
  • Immunity to natural cold effects (not magical cold).

Water Mod[edit]

  • Gain +5 swim speed per Feature Level.
  • Once per turn, when hit by a melee attack, you may use your reaction to flow around it, reducing the damage by 1d6 + Feature Level.
  • You can breathe underwater while the mod is active.
  • Gain resistance to acid damage.

Wind Mod[edit]

  • Fall damage is halved.
  • Your jump distance triples.
  • While moving, you have +Feature Level to Dexterity saving throws against area effects.
  • You can dash as a free action.

Earth Mod[edit]

  • Gain +1 AC per 4 Feature Level (rounded down).
  • Resistance to bludgeoning damage.
  • You cannot be forcibly moved or knocked prone unless the attacker beats your Strength + Feature Level.
  • Ignore movement penalties from rough terrain.

Emitter Mod[edit]

  • At the start of each of your turns, you and one creature within 10 ft regain HP(SHP first, then DHP) equal to your Feature Level.
  • If you are reduced to 0 DHP, you may delay unconsciousness for 1 round, staying at 1 DHP (once per long rest).
  • Gain resistance to necrotic damage.
  • You are always aware of the current HP of creatures within 30 ft.

Diviner Mod[edit]

  • Gain a +1 bonus to AC and saving throws per 5 Feature Levels.
  • Once per short rest, you may automatically succeed on a saving throw against a spell or effect you can perceive.
  • Gain advantage on Insight and Perception checks.
  • You may see invisible or magically obscured creatures within 10 ft per 2 Feature Levels.

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