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Demonspirit Aura: Difference between revisions
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At the start of the summoned creatures turn, it must succeed a {{Saving Throw|Wisdom}} or be driven {{Cond|Demonspirit Madness|Mad}}. | At the start of the summoned creatures turn, it must succeed a {{Saving Throw|Wisdom}} or be driven {{Cond|Demonspirit Madness|Mad}}. | ||
| image = Demonspirit Aura.webp | | image = Demonspirit Aura.webp | ||
| icon = Demonspirit Aura Icon.webp | |||
| toggleable = yes | | toggleable = yes | ||
| additional = | | additional = | ||
Line 11: | Line 12: | ||
| aoe m = 9 | | aoe m = 9 | ||
| aoe ft = 30 | | aoe ft = 30 | ||
| condition = Demonspirit | | condition = Demonspirit Aura | ||
| condition duration = | | condition duration = | ||
| condition save = | | condition save = | ||
| granted by spells = | | granted by spells = | ||
| used by creatures = | | used by creatures = |
Latest revision as of 18:32, 13 May 2024
Demonspirit Aura is a toggleable passive feature granted by the Abyss Beckoners that improve the damage resistance of summons at the risk of driving them .
Description
The wearer's summoned creatures have resistance to all damage except Psychic damage.
At the start of the summoned creatures turn, it must succeed a Wisdom saving throw or be driven .
Details
- Toggleable
Condition: Demonspirit Aura
- Affected entity's summoned creature has Resistance to all damage except Psychic.
- At the start of the summoned creature's turn, it must succeed a Wisdom saving throw or be driven Mad.
How to learn
Granted by the equipment:
Notes
- Even though it is not stated ingame the aura has a size of AoE: 9 m / 30 ft (Radius) coming from the wearer.
- This can be seen ingame as a red circle around the player.