Apprentice of Xaudin Feat

You have tapped into a primeval flow of the Daegu, drawing the attention of the Duma. Your scales start to become like shimmering crystals, marking your ascent into the lower houses of the Prismatic Court.

Prerequisite: Kasniska Draelish, 7th level

  • Crystalline Fury. The jaeda you control becomes to you like a stream of liquid crystal, refracting light as if through black glass. When you take the Attack action on your turn, you can replace one of your attacks with a wave of crystalline essence. The wave's effect reflects your Core Affinity (see the list below). Once you use this ability, you can’t do so again until you finish a long rest. The DC for the saving throw is equal to 8 + your Constitution modifier + your proficiency bonus.
  • Prismatic Defense. Your scales glimmer with refracted light. As a reaction when you take damage of the type that you are resistant to thanks to your Core Affinity trait, you gain immunity to that instance of damage instead. If you already have immunity to that damage type from another source, when you take this reaction, you instead regain a number of hit points equal to half the damage dealt of that type. Once you use this ability, you can't do so again until you finish a long rest.

Next Feat: Kykuun's Patronage

Source: TfV

Crystalline Fury

  • Repelling Wind (Relu). All creatures in a line 30 feet long and 5 feet wide must make a Dexterity saving throw or be pushed a number of feet equal to 10 + 5 times your proficiency bonus away from you. The creature takes 1d6 bludgeoning damage for every 10 feet it travels if it impacts an object or creature.
  • Rushing Waves (Gana). All creatures in a 15-foot cone must make a Dexterity saving throw or be slowed a number of feet equal to 5 times your proficiency bonus until the end of their turn. If they fail their save by 5 or more, they are also knocked prone.
  • Crippling Earth (Kish). The ground in a 30-foot cone becomes difficult terrain for a number of rounds equal to your proficiency bonus (disappearing at the end of the last round at initiative count 0). When a creatures moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels.
  • Drowsy Spores (Nemun). All creatures in a 15-foot cone must make a Constitution saving throw or become dazed until the start of your next urn. If the creature fails their save by 10 or more, they gain the Sleeping condition instead until the end of their next turn.
  • Clinging Flames (Duras). All creatures in a 15-foot cone must make a Dexterity saving throw or gain the Burning condition (taking 2d4 fire damage each time) for a number of rounds equal to your proficiency bonus unless they or another creature ends it early (see the condition).
  • Searing Rays (Het). All creatures in a line 30 feet long and 5 feet wide must make a Dexterity saving throw or become Blinded until the beginning of your next turn. Creatures that fail their save by 5 or more additionally gain 1 level of Exhaustion for a number of rounds equal to your proficiency bonus. Creatures affected can make a Constitution saving throw at the end of their turns to end the Exhaustion effect early.
  • Misleading Fog (Tejet). All creatures in a 30-foot cone must make an Intelligence saving throw or become Charmed by you a number of rounds equal to your proficiency bonus. Creatures effected can make another Intelligence saving throw at the end of their turns to end the effect early.
  • Lethargic Spasm (Patuk). All creatures in a line 30 feet long and 5 feet wide must make a Strength saving throw or become Slowed until the start of your next turn. Creatures that fail their save by 5 or more become Stunned instead.
  • Crippling Dread (Zinu). All creatures in a 15-foot cone must make a Constitution saving throw or become Frightened of you for a number of rounds equal to your proficiency bonus. Creatures that fail their save by 10 or more become Paralyzed instead. Creatures effected can make another Constitution saving throw at the end of their turns to end either effect early.
  • Smothering Presence (Mejul). All creatures in a 15-foot cone must make a Wisdom saving throw or become Restrained for a number of rounds equal to your proficiency bonus. Creatures that fail their save by 5 or more also become Silenced. Creatures effected can make another Wisdom saving throw at the end of their turns to end the effect early.
  • Punishing Gaze (Sedrak). All creatures in a line 60 feet long and 5 feet wide must make a Constitution saving throw or become Poisoned for a number of rounds equal to your proficiency bonus. Creatures cannot regain hit pointed while poisoned in this way. Creatures affected can make another Constitution saving throw at the end of their turns to end this effect early.
  • Kaleidoscopic Lens (Januris). You gain the special exhalation associated with your matched Affinity Attribute.

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Cover image: Falindrith by Sam Santala

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