The body is not stable flesh — it is volatile infused plasma.
When stressed, struck, or empowered, it reacts unpredictably.
Passive Benefit
Because of his plasma form:
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You have advantage on checks to escape grapples.
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You can squeeze through a 1-inch gap if not wearing heavy armor.
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You do not need to breathe.
UNSTABLE PLASMA
Your form destabilizes under pressure.
Plasma Instability Die
You have a d6 Instability Die.
The die increases in size over time during combat.
When Does It Increase?
The Instability Die increases one step (d6 → d8 → d10 → d12) when:
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You take critical damage
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You casts a spell of 3rd level or higher
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You drops below half HP
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A Rift effect is nearby (DM discretion)
It resets to d6 after a long rest.
When Does It Trigger?
Whenever You:
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Are reduced to 0 HP
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Channels a Channel Divinity
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OR roll a natural 1 on a spell attack
He rolls his current Instability Die.
Roll Effects
1 – Plasma Surge
Core flares violently.
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Creatures within 5 ft take force damage equal to the die roll.
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You shed bright light for 1 round.
2 – Density Shift
Your form briefly liquefies.
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You gain resistance to the triggering damage type until end of next turn.
3 – Arc Flash
Electric-like plasma arcs outward.
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One random creature within 10 ft takes lightning damage equal to die roll.
4 – Stabilization Pulse
The core compresses inward.
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Roll your instability dice again and you gain temporary HP equal to the die roll.
5 – Flicker Step
You partially destabilizes spatially.
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You may teleport 10 ft to an unoccupied space you can see.
6+ (only if die is d8 or higher) – Rift Glimmer
Reality thins briefly.
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Advantage on next spell attack OR
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Disadvantage on next attack against him.
At d12 Instability
If you roll maximum value on a d12:
The plasma overloads.
Choose one:
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Emit a 15 ft radius burst (force damage = die roll)
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Regain a spent Channel Divinity
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Automatically succeed a concentration check
Then Instability resets to d6.
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