WARNING! DM Discretion Advise: The use of the following features may not be suitable for Player use. Discuss with your Player/Dungeon Master for any further use of these features/abilities to be played outside of the Dungeon Master’s hands.
Description: Whether it was your intention or not, you have been infused with a very destructive energy. This magical energy is usually gained when creatures come too close to a plagueland, though sometimes they afflict beings who have never had any contact with rampant magic. They can sometimes have a physical abnormality, like spell-scars or rune marks, but more often it is an intangible mark that appears only when its power is activated. An active spell-scar might appear as jagged cracks of blue light racing across the forearms and hands, a corona of cerulean flame, a blazing blue glyph on the forehead, or perhaps even wings of cobalt flame. In all instances, blue fire is a sure indicator of a spell-scar. You gain the following benefits:
- Increase either your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Hazard Runes: You have maximum 10 rune marks. You can spend one rune mark to cast the spells Counterspell, Dispel Magic, and Shield. You can an additional rune marks to cast any of the spells at a higher level(1 rune mark=1st level spell, 9 rune marks=9th level spell). You are also able to increase your Spellscarred Strike ability by spending more rune marks. You regain 1d6+4 amount of rune marks back daily at dawn. Your spell casting ability for these spells is Charisma.
- Spell Absorption: When you are targeted by an enemy's spell, you can use your reaction absorb the oncoming spell. You gain the number of recharged Hazard Runes equaled to the level of the spell that is targeting you. You are still subjected to whatever save or effect would normally inflict on you. You are able to use this ability 3 times, and after the third time you can not use it again until you finish a short or long rest.
- Spellscarred Strike: Your wild arcana energy surges threw your vains, spreading across your weapon of choice with the essence of blue fire and embers. Your attacks do an additional 1d6 fire damage. You are able to increase the number of hit dice by spending an extra rune mark.
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Posted Apr 7, 2019so how long does spell scarred strike last?
is it just one attack or multiple?
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Posted Apr 8, 2019It is meant to be for just one strike, similar to a paladin smite. However you can use it for another attack if you have more Hazard Runes to spend.