![]() For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move.Ĭonstructed Nature. You can no longer be petrified and are immune to the poisoned condition.You gain resistances to psychic and bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.You are now immune to both poison damage.You also gain the following resistances and immunities: You can no longer swim and your weight becomes 5x your current weight. Once you use this feature, you can’t use it again until you finish a long rest. Constructs, undead, and creatures that can’t be frightened are immune to this feature. The target has disadvantage on the next saving throw it makes within the next minute. As an action, you can unsettle a creature you can see within 15 feet of you. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type. When you make a death saving throw and roll 16 or higher, you regain 1 hit point. You don’t age, and effects that would cause you to age don’t work on you.Ĭling to Life. Becoming a Hollow One is a supernatural gift (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) that bestows upon you the following traits.Īgeless. Once you use this trait, you can’t use it again until you finish a long rest.Īs a Hollow One, the void left behind by your departed soul is filled with the strange magic of Blightshore. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. ![]() You have advantage on death saving throws. Additionally, you gain the following traits.ĭefy Death. Choose or roll a random destiny using the Heroic Destiny table. Great deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. You retain your creature type, yet you register as construct to spells and other effects that detect the presence of the construct creature type. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Additionally, when you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. You don’t need to sleep, and magic can’t put you to sleep. You are immune to disease.Ĭerebral Processor. You don’t need to eat, drink, or breathe. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. Your body has been augmented to the point of it assimilating certain traits of various constructed creatures, represented by the following benefits: It gives a character an extraordinary ability, which can be used one or more times. Unlike a magic item, a supernatural gift isn’t an object and doesn’t require attunement. A charm is typically the work of a powerful spirit, a location of ancient magic, or a creature that has legendary actions. A blessing is usually bestowed by a god or a godlike being. ![]() Such supernatural gifts come in two forms: blessings and charms. A supernatural gift is a special reward granted by a being or force of great magical power.
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