CoS 1/Ziff
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Great Strength
If given upon death, you are revived with full HP and gain a +5 bonus to Strength for 1 hour.
If given in an agreement, gain full HP and gain a +5 bonus to Strength for 1 hour. Your unarmed attacks deal 5 extra damage for 10 minutes and the damage is magical
- Changes: Your voice deepens and you become visibly more muscular. When moving it almost seems like it's slower and more deliberate.
- Physical Prowess:
- Gain +2 Strength and increase the maximum Strength you can get from Ability Score Improvements by 2.
- Gain the ability power up as an action, becoming under the effects of Enhance Ability (Strength), not requiring concentration, once per long or short rest.
- Gain the Rage feature from the Barbarian class. If you already had the Rage feature, or you gain it later, instead gain +1 use and +2 damage while raging.
- Your critical hit chance is increased by 1 (normally critically hit on 19 & 20 instead of just 20). This effect stacks with other similar effects.
- Demand Respect:
- If you critically hit or roll a 20 on a Strength check, attack, or save, gain a Channeled Boon.
- If you manage to make a person feel belittled (DM's discretion), gain a Channeled Boon.
Strenght of Giants
- Changes: Your physical prowess increase further and anyone who sees you look on in awe or fear. Your gait is that of a predator. Attention to your unmatched abilities feel amazing and though you appreciate admiration, nobody loves your skill more than yourself. Just about everyone else pales by comparison!
- Physical Prowess:
- Your rage feature gains one additional use per day and has a +5 bonus to damage. I.e. +2 to hit and +5 to damage
- Your power-up is now always active while raging.
- The maximum Strength you can get from Ability Score Improvements is increased by 2 (+4 total).
- You gain the Crusher, Slasher and Great Weapon Master feats. If you already have one or more of those, instead choose one or more from Athlete, Alert, Charger, Fighting Initiate, Mage Slayer, Martial Adept, Savage Attacker or Sentinel to gain instead of the ones you have.
- Crushing Blows:
- Any time you have advantage on a Strength based attack roll, check or saving throw, you may choose to take 1D6 unpreventable damage to reroll one of the dice and pick the result you prefer. You can use this as long as you have at least 1 hit point.
- Once per turn when you miss an attack, you can choose to push through taking 1d12 unpreventable damage to change the miss into a critical hit instead.
- Demand Respect:
- New flaws: "I like to bully people to make them feel weak and inferior" and "I seek to punish those who offend me".
- If you are insulted and you don't hurt the offender physically in the next minute, you take 4d6 psychic damage. Any further insults have no effect until after your next long rest. If you successfully hurt the offender, gain a Channeled Boon
Supremacy of Power
- Changes: The skin of your face start peeling with blood red scales showing up below. Your eyes turn pitch black except for an uneven yellow glowing crack, like an otherworldly predatorial entity looking out. Over the course of the next 8 hours, three more arms start growing out from your sides and the rest of your skin peels off to reveal an uneven coverage of red scales across your entire body. You start noticing, in detail, how weak everyone around you are. You become afraid you may at some time lose your own powers and you jealously hold on to them while proudly flaunting them. When you rage, dark hot fumes emanate from your body and the heat hurts but feels deeply satisfying. These changes can only be reversed by a Wish spell.
- Physical Prowess:
- Your power-up now also grants advantage to attack rolls.
- The maximum Strength you can get from Ability Score Improvements is increased by 2 (+6 total).
- Your carry capacity is quadrupled.
- You no longer have a limit on the amount of times you can rage in a day and your damage bonus goes up to +10, but you also take 1d6 unpreventable damage every time you deal damage to a creature or object you attack during a rage.
- You can choose to take up a 5 feet larger square on the battlefield to dual-wield two-handed weapons as well as wielding an off-handed weapon in your fifth hand. If you do so, you can attack one extra time with your extra two-handed weapon and once with the off-handed weapon. You use your Strength bonus for damage on these attacks.
- Hellfire Engine:
- At the end of another creature's turn, you can pull energy from your core to play an extra turn, without altering your initiative count. Doing so deals 4d12 points of unpreventable damage to you and your maximum hit points is reduced by the same amount. You can use this feature once per round as long as you have at least 1 hit point.
- Whenever you hit a creature, you can choose to take 1d12 points of unpreventable damage to deal 1d12 extra force or fire damage. The damage dealt (not taken) is multiplied on a critical hit. Any damage you take from it reduces your maximum hit points by the same amount. You can use this feature once per attack as long as you have at least 1 hit point.
- Your maximum hit points will return by 1d12 every time you finish a long or short rest until you reach your original hit point maximum.
- If you reach 0 hit points from any unpreventable damage originating from your powerful actions, glowing white-red cracks show on your body for a second and you detonate in a powerful explosion of fire and force. Creatures within range must succeed on a Dexterity saving throw with a DC equal to your Strength score or be dealt damage to them, taking half on a successful save. Half of this damage is fire damage and half is force damage. The damage is 1d12 per hit die you have, plus your Strength score. Those standing within 10 feet are dealt the full amount, within 20 feet half, within 40 feet a quarter and within 80 feet an eighth.