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Possession Effects Table

Every time that Hurodash rages while possessed by a member of the /wiki/spaces/CAM/pages/371785746, he must roll on the following table:

d20Effect
1The host is overwhelmed by the force of the god's personality and drops hopelessly to the ground, incapacitated for 1d4 rounds. Rage is likely to end.
2The host is overwhelmed by the force of the god's personality and - while the host continues to rage - it loses the desire to attack with any weapon other than his bare hands. The host will be unwilling to drop rage to avoid the effects. 
3-6The host is overwhelmed by the personality flaw of the god and acts in that fashion to an overwhelming degree while it continues to rage. While continuing to rage, the host is surrounded by a sheath of divine, psychic energy. Spells and other magical effects - both positive and negative - have no effect on the host and all current magical effects are dispelled. The host will not drop rage to avoid the effects. 
7The host teleports up to 20 feet to an unoccupied space it can see. This can be done in addition to any movement. Until the host's rage ends, the host can activate this effect again on each of its turns as a bonus action.
8The host conjures 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of the host's turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.
9Arcane energy enshrouds the host. Until the host's rage ends, the host gains a +2 bonus to AC, and whenever a creature within 10 feet of the host hits the host with an attack, that creature takes force damage equal to the host's Constitution modifier.
10Plant life temporarily grows around the host: until the host's rage ends, the ground within 10 feet of the host is difficult terrain, but the host itself is not subject to the penalty.
11Arcane energy taps into the minds of those around the host. Each hostile creature within 30 feet of the host must succeed on a Wisdom saving throw or the host sees a glimpse of the creature’s thoughts, learning how it plans to attack it. As a result, the creature has disadvantage on attack rolls against the host until the start of the host's next turn.
12Shadows weave around a weapon of the host's choice that it is holding. Until the host's rage ends, the weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If the host drops the weapon or throws it, the weapon dissipates and reappears in your hand at the end of the host's turn.
13A beam of brilliant light lances from the host's chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of the host's next turn.
14Necrotic energy bursts from the host. Each creature within 30 feet of the host takes 1d10 necrotic damage, and the host gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
15-20The special possession feature of the god that you are possessed by.

Possession Features Table

GodPossession FeaturePersonality Flaw
ShagambiThe host can make one extra attack (not Attack action!) when taking the Attack action on its turn.Never show mercy.
KubazanThe host's Strength score becomes 23, unless is it already higher.Recklessly fearless, takes great risks.






















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