Out Of Rage
While In Rage
Cosmetic Trait |
Description |
Rage Trait |
Description |
Glowing Veins |
Veins pulse with visible light beneath the skin, especially around the neck, arm, hands. |
Enlarged Muscles |
Muscles bulge to impossible proportions, veins popping and visibly glowing. |
Hulking Figure |
Larger than average, tall and hulking, but uneven and with odd proportions. |
Radiant Eyes |
Eyes glow brightly, emitting light that makes them look almost inhuman. |
Cracked Skin Glow |
Small cracks in their skin occasionally glow faintly with gamma energy, like volcanic fissures. |
Protuding Bones |
Bones seem to grow, pressing against the skin in exaggerated fashion. |
Unstable Gaze |
Eyes have a faint, glowing ring around the pupils or irises, which flares in response to strong emotions. |
Ground Scorching |
Footsteps makes the ground burn or smoke faintly. |
Unnatural Coloration |
The skin is some unusual hue for their species. |
Elongated Jaw |
Jawline grows larger and more animalistic, teeth sharpening. |
Thickened Skin |
Skin looks unusually tough, with a texture almost resembling cracked stone or weathered leather. |
Gamma Breath |
Every breath comes out as a visible, green-hued vapor that briefly lingers in the air. |
Bulky |
Buldging muscles and physique, above what might look natural |
Bone Spurs |
Bony, twisted protrusions emerge temporarily from their knuckles, elbows, or shoulders. |
Faint Steam |
Constantly emits faint wisps of steam or heat, especially in colder environments. |
Sizzling Sound |
Skin or muscles emit a faint sizzling or popping sound, as though struggling to contain furious power. |
Gamma Fiends in the World
Fiends are often tragic figures, tormented by the changes wrought upon them. Even those in control of their fury find themselves on the outside, mistrusted and avoided by their fellows. Some find company and solace in adventuring parties, turning their anger into a valuable asset, or mercenary work. More than a few find their way to the frontline against the xenos, seeking revenge and perhaps understanding.
The search for a cure is a scattershot effort, done by fiends, their friends, or the curious. Xenobiologists see it as an opportunity to further their field, while clerics of the Radiant Atom see it as blasphemy to turn away the gift of power that has been granted them.
Features
Overview
Level |
Feature |
Description |
3 |
Fury |
Channel an ever-growing anger to crush your enemies. |
3 |
Strength Beyond Reason |
Use your Fury to execute powerful techniques. |
6 |
Unyielding |
Become angry enough to reduce damage. |
10 |
Destroyer |
Use Fury to make your Brutal Strikes even more brutal. |
10 |
Endless Wrath |
You learn to become even more angry, and gain additional benefits from Fury. |
14 |
Superior Strength |
Your strength grows to unrivaled heights and you learn to use it in new ways. |
14 |
Fury Incarnate |
You learn new ways to gain Fury. |
Fury
3rd-level Gamma Fiend feature
Your fury is one powered by unknowable radiation, giving you strength beyond any mortal man.
While in Rage, you can gain 1 Fury by:
- Taking damage
- Reducing a creature to 0 hitpoints
- Scoring a critical hit
You can gain a maximum amount of Fury equal to your Proficiency bonus every turn.
Fury offers the following benefits:
- Add your Fury to your Rage damage
- Spend 1 Fury to extend your Rage by one turn (no action)
Additionally, it is used to power your other abilities.
Strength Beyond Reason
3rd-level Gamma Fiend feature
You channel your Fury into deeds of terrible destruction. You can only use one Fury ability per attack. You learn the following abilities:
Smash
You can spend Fury to deal more damage. For each Fury spent, you add 1d6 damage to the attack. If you have Advantage of the Attack, you add your Strength Modifier to the damage total. (i.e if you spend 3 fury with Strength 16, you add 3d6+3 damage).
Clobber
You can spend Fury to disorient your opponent. For 3 Fury, you can impose Disadvantage on the targets next Saving Throw. The effect lasts until the end of your next turn.
Shatter
You can spend Fury to break the ground and halt your opponents. For 2 Fury, you can create a 15 ft zone in front of you that counts as Difficult Terrain. Enemies in the zone when you create it must make a Dexterity saving throw or be knocked prone.
Unyielding
6th-level Gamma Fiend feature
You become too furious for pain. Whenever you take damage, you can spend 2 Fury to reduce it by 2d6 plus your Proficiency bonus. If you still take damage, you do not gain Fury from the attack.
Too Angry
6th-level Gamma Fiend feature
You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you.
Destroyer
10th-level Gamma Fiend feature
They've made you angry, and they'll suffer for it. You learn to channel your Fury into your Brutal Strikes.
When you use Brutal Strike, you can spend 2 Fury to retain Advantage when you use a Brutal Strike feature.
Endless Wrath
10th-level Gamma Fiend feature
Your Fury improves. At different points of Fury, you gain the following benefits:
Fury |
Effect |
4 |
Your movement ignores difficult terrain. Other effects (such as Grease) still apply. |
8 |
Your melee weapon attacks deal an extra 1d6 force damage. |
12 |
Creatures that deal damage to you with a melee weapon must make a Saving Throw or be Frightened. The DC is 8 + your Strength Modifier. |
15 |
Creatures within 10 feet of you have disadvantage on saving throws against being frightened. |
20 |
Enemy spellcasters within 10 feet of you have disadvantage on concentration checks. |
Superior Strength
14th-level Gamma Fiend feature
You gain new abilities that use Fury.
Unstoppable Rampage
4 Fury
As an Action, you move up to your speed in a straight line. Each creature in your path a Dexterity saving throw or take 3d10 force damage and be pushed 10 feet to the side. Objects and terrain in your path are destroyed if they have less than 30 hit points.
Hurl
3 Fury
You can grab a nearby object (or rip up part of the terrain) and hurl it up to 60 feet. The hurled object deals 3d6 bludgeoning damage to the target it hits and is knocked prone. The impact creates a shockwave, forcing creatures within 5 feet of the target to make a Dexterity saving throw or take 2d6 force damage. If you have grappled a creature, you can throw them - a hurled creature takes both damages.
Juggernaut Form
6 Fury
As an action, you channel your Fury to assume a more devastating form. For 1 minute, you grow to Huge size and gain the following benefits:
- Your reach increases by 5 feet.
- You deal an extra 2d8 damage on melee weapon attacks.
- You have advantage on Strength checks and saving throws.
Remaining in Juggernaut Form costs 1 Fury at the start of your turn. If you reach 0 Fury, Juggernaut Form ends.
Fury Incarnate
14th-level Gamma Fiend feature
You learn new ways to gain Fury. You can now gain 1 Fury from:
- Dropping below half maximum health
- Forced to make a Saving Throw
- When you are surrounded by 3 or more hostile creatures
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