Primordial, Stage 4 (Energy Flow) Image

As a bonus action, you can burst into a shower of elemental material then materialize somewhere else. You magically teleport up to 30 feet to an unoccupied space you can see, along with any equipment you are wearing or carrying. Moving in this way does not provoke opportunity attacks. After teleporting, you can choose one of the following:
Swift Assault. You can immediately make a weapon attack. If you make a ranged attack, you do not have disadvantage if a hostile creature is within 5 feet.

Spark Storm.
Each creature within 10 feet of you must succeed on a Dexterity saving throw. On a failed save creatures take 2d6 fire damage.

Boulderous Hide. Choose a damage type. Until the start of your next turn, you have resistance to that damage type.

Sea Mother’s Tether. A thin tether of water links you to a creature within 30 feet. While tethered, if the creature would take damage, you can choose to take that damage instead. Additionally, if you would be damaged, the tethered creature can choose to take that damage instead. This damage cannot be reduced or prevented in any way.

You can use this ability a number of times equal to your Constitution modifier. You regain all expended uses at the end of a long rest.

Flaw.
Pull of Chaos. Your new native plane attempts to pull you to it, laying claim to your form. Whenever you roll a natural 1 on a saving throw against a magical spell or ability, you take 1d6 force damage per two character levels in addition to any other damage or effects you would suffer, as your native plane attempts to unbind you from the Material Plane. For example, a 6th-level character would take 3d6 force damage. This damage ignores resistances and immunities.

Primordial, Stage 4 (Energy Flow) Image

Comments

Posts Quoted:
Reply
Clear All Quotes