Difference between revisions of "Desertwalker Step (3.5e Soulmeld)"

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|date_created=21/12/2020
 
|date_created=21/12/2020
 
|status=Completed
 
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<onlyinclude>{{3.5e Soulmeld
 
<onlyinclude>{{3.5e Soulmeld
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|class=Totemist
 
|class=Totemist
 
|save=Reflex
 
|save=Reflex
|summary=Many sand creatures inspire the way of the desert traveller, in totemists.
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|summary=Many sand creatures inspired totemists in the way of the desert traveller.
 
|fluff=You summon an aspect that combines the abilities of the ashworm and the dunewinder<sup>Sa</sup>.
 
|fluff=You summon an aspect that combines the abilities of the ashworm and the dunewinder<sup>Sa</sup>.
 
|benefit=You are not hindered by sand and loose terrain when travelling on it.
 
|benefit=You are not hindered by sand and loose terrain when travelling on it.
  
You gain the sandswim ability similarly to an asherati. You gain a burrow speed equal to 10 feet (3 meters) while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet (1,5 meters) with a heavier load or if you try to drag a Medium or larger creature along. You can breathe normally while sandswimming.
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You gain the sandswim ability, similarly to an asherati<sup>Sa</sup>. You gain a burrow speed equal to 10 feet (3 meters) while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet (1,5 meters) with a heavier load or if you try to drag a Medium or larger creature along. You can breathe normally while sandswimming.
  
 
If you already have the sandswim ability you may now use it even with a medium load and it drops to 10 feet (3 meters) with a heavier load or if you try to drag a Medium or larger creature along.
 
If you already have the sandswim ability you may now use it even with a medium load and it drops to 10 feet (3 meters) with a heavier load or if you try to drag a Medium or larger creature along.
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A successful Reflex save (DC is 10 + amount of essentia invested + Constitution modifier) halves the damage.
 
A successful Reflex save (DC is 10 + amount of essentia invested + Constitution modifier) halves the damage.
  
You must wait 4 rounds before using this breath weapon again.
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You must wait 3 rounds before using this breath weapon again.
  
 
|shoulders=<!-- shoulder bind option offered by the soulmeld, if any -->
 
|shoulders=<!-- shoulder bind option offered by the soulmeld, if any -->
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|waist=''Your lower body becomes a bit jelly-like, as if you were a worm.''
 
|waist=''Your lower body becomes a bit jelly-like, as if you were a worm.''
  
You gain [[tremorsense]] out of 10 feet (3 meters) + 5 feet (1,5 meters) per amount of essentia invested.  
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You gain [[SRD:Tremorsense|tremorsense]] out of 10 feet (3 meters) + 5 feet (1,5 meters) per amount of essentia invested.  
  
Increase the range by half if you are on soil that lets ou sandswim.
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Increase the range by half if you are on soil that lets you sandswim.
  
 
|legs=<!-- leg bind option offered by the soulmeld, if any -->
 
|legs=<!-- leg bind option offered by the soulmeld, if any -->
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|totem=''An incorporeal armor of chitin surrounds you.''
 
|totem=''An incorporeal armor of chitin surrounds you.''
  
You gain a [[natural armor]] bonus equal to 2 + 1 per two points of essentia invested in this soulmeld.
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You gain a [[natural armor]] bonus equal to 2 + 1 (up to +5) per two points of essentia invested in this soulmeld.
  
 
Your carrying capacity when using the sandswim ability increases by one half.
 
Your carrying capacity when using the sandswim ability increases by one half.

Latest revision as of 14:37, 2 October 2021

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Author: the bluez in the dungeon (talk)
Date Created: 21/12/2020
Status: Completed
Editing: Clarity edits only please
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Desertwalker Step 
Descriptors: Fire
Classes: Totemist
Chakra: Feet, Hands, Throat, Totem, Waist
Saving Throw: Reflex

You summon an aspect that combines the abilities of the ashworm and the dunewinderSa.

You are not hindered by sand and loose terrain when travelling on it.

You gain the sandswim ability, similarly to an asheratiSa. You gain a burrow speed equal to 10 feet (3 meters) while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet (1,5 meters) with a heavier load or if you try to drag a Medium or larger creature along. You can breathe normally while sandswimming.

If you already have the sandswim ability you may now use it even with a medium load and it drops to 10 feet (3 meters) with a heavier load or if you try to drag a Medium or larger creature along.

Essentia: Increase the burrow speed by 5 feet (1,5 meters) per essentia point invested in this soulmeld.  

Chakra Bind (Throat)

Your throat enlarges, as a special gland grows inside of it.

You gain a breath weapon that deals half fire and half bludgeoning damage, as it spits super-heated sand.

You deal 1d6 + 1d6 per amount of essentia invested. It is a line of 10 feet (3 meters) + 10 feet per amount of essentia invested.

A successful Reflex save (DC is 10 + amount of essentia invested + Constitution modifier) halves the damage.

You must wait 3 rounds before using this breath weapon again. 

Chakra Bind (Hands)

Your hands grow black spikes.

As a move action you may throw a spike as a ranged attack, with your highest bonus, but no more than one per round. This attack deals 1d6 of damage. The target hit must make a Fortitude save (DC is 10 + amount of essentia invested + Constitution modifier) or suffer a poison that does 1 + 1 per point of essentia invested in this soulmeld of Strength damage, as primary damage. It has no secondary damage.

You may use a standard action to throw two spikes or a full-round action to throw three, with the same bonus. You may hit different targets but no more than 10 feet (3 meters) apart from each other.

Range is 15 feet (4,5 meters) + 5 feet (1,5 meters) per essentia point invested. 

Chakra Bind (Waist)

Your lower body becomes a bit jelly-like, as if you were a worm.

You gain tremorsense out of 10 feet (3 meters) + 5 feet (1,5 meters) per amount of essentia invested.

Increase the range by half if you are on soil that lets you sandswim. 

Chakra Bind (Feet)

Your legs become covered with chitinous plates.

You gain the benefit of evasion while on any surface that lets you sandswim. If you succed on a Reflex save to reduce damage you immediately hide beneath the sand. 

Chakra Bind (Totem)

An incorporeal armor of chitin surrounds you.

You gain a natural armor bonus equal to 2 + 1 (up to +5) per two points of essentia invested in this soulmeld.

Your carrying capacity when using the sandswim ability increases by one half.


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the bluez in the dungeon's Homebrew (749 Articles)
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Article BalanceHigh +
Authorthe bluez in the dungeon +
ClassTotemist +
DescriptorFire +
Identifier3.5e Soulmeld +
RatingUndiscussed +
SummaryMany sand creatures inspired totemists in the way of the desert traveller. +
TitleDesertwalker Step +
TypeFeet +, Hands +, Throat +, Totem + and Waist +