Climate Aura Image

Climate Aura

It has a strange aura that manifests itself in unique ways according to time.

  • You have 1 weather point that regenerates after a short rest.
  • Depending on the weather around you, you get the following benefits: (Cannot benefit from multiple effects at the same time)
  1. Rain: Gains Resistance to Fire damage.
  2. Dim Sun (Day): Immune to Poison damage.
  3. Strong Winds: Gains 10 feet of additional movement.
  4. Scorching Sun: His weapon attacks deal 1 bonus necrotic damage.
  5. Night Sky: His weapon attacks deal 1 bonus radiant damage.
  6. Snowing: Gain 5 + Constitution temporary hit points, as long as you have them, you will not take non-magical cold damage.
  7. Fog: You gain advantage on attack rolls against creatures in the fog.

 

You can use 1 climate point to:

  • Rain: As a reaction action, the water neutralizes the casting of any spell cast during the round, this does not eliminate any spell that was already active.
  • Faint Sun (Day): You spend half an hour neutralizing an allied disease or poison.
  • Strong Winds: As an additional action, you double your movement and generate a wind tunnel in your path, a creature can use the tunnel to be dragged to the opposite end. The tunnel lasts until the end of the next turn.
  • Scorching Sun: You use your shadow to create a solid object that does not occupy more than a 2 foot cube. The created object absorbs light on contact and disappears if the sun goes down.
  • Night Sky: As an action, your aura shines with the intensity of the stars illuminating a radius of 120 feet around you eliminating negative effects (Non-lethal) such as Fear and Bewitched.
  • Snowing: As a reaction action if you are the target of an attack, you can leave behind an ice clone that has 10 hp, if the attack does not destroy it, the weapon is stuck in the ice.
  • Fog: As an additional action you teleport to a square that you can see inside the fog.
Climate Aura Image

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