Font of Essence Feat

Those who have gained mastery over Essence have learned how to transform known techniques with devastating efficiency and how to call forth more empowered forms.

Prerequisite: Draelish  
  • Essence Wielder. Draelish wield the powers of creation in their most destructive forms, utilizing them for combat and, if crafty, other uses as well. Choose two abilities of your choice from the list below. You gain a number of Essence Charges based on your proficiency bonus which can be used to activate them, sharing the same charge pool. You regain all expended charges on a long rest. The DC for your Essence Wielder abilites is equal to 8 + your Constitution modifier + your proficiency bonus. If you already have the Essence Wielder ability when you pick up this feat, choose three abilities of your choice from the list below instead of two. You can pick up this feat multiple times.
  • 1. Ancestral Might. Your enemies fear the voice that calls out behind yours. Starting at 3rd level, as a bonus action, you can expend one Essence Charge to let out a reverberating roar, washing dread over your enemies. You can force each creature of your choice within 10 feet of you to make a Wisdom saving throw. A target automatically succeeds on the save if it can’t hear you. On a failed save, a target becomes frightened of you until the end of your next turn.
  • 2. Primeval Dread. (Prerequisite: Ancestral Might) Your enemies are left paralyzed by your voice, mistaking it for long-forgotten terrors. Starting at 7th level, as an action, you can expend two Essence Charges to let out a mind-numbing roar. You can force each creature of your choice within 15 feet of you to make a Wisdom saving throw. A target automatically succeeds on the save if it can’t hear you. On a failed save, a target becomes paralyzed until the start of your next turn.
  • 3. Conduit. Strength comes from clan and kin, burning brighter the stronger you all are. Starting at 1st level, as a bonus action, you can tether your Essence to another willing Draelish who is within 60 feet of you for 1 minute. You both must be of the same Affinity (Flux Affinities can connect with any Affinity, but you cannot connect with a Formless). You combine the number of Essence Charges you both have, sharing the same charge pool between the two of you. You must stay within 60 feet of each other or the connection is broken, and you cannot connect with more than one Draelish at a time. Once you have become tethered, you cannot do so again until both of you finish a long rest.
  • 4. Nexus. (Prerequisite: Conduit) Unmatched strength comes from those joined together in unity. Starting at 5th level, as a bonus action, you can tether your Essence to up to two willing Draelish who are within 120 feet of you for 1 minute. You both must be of the same Affinity (Flux Affinities can connect with any Affinity, but you cannot connect with a Formless). You combine the number of Essence Charges you both have, sharing the same charge pool between the two of you and sharing any Essence Wielder abilities. You must stay within 120 feet of each other or the connection is broken, and you cannot connect with more than one Draelish at a time. Once you have become tethered, you cannot do so again until both of you finish a long rest.
  • 5. Essence Exhalation. You breathe out Essence given form, sending out a wave of destructive energy. Starting at 1st level, as an action, you can expend one Essence Charge to exhale destructive energy in a shape determined by your Core Affinity. All creatures within must make a saving throw according to your Core Affinity, taking 2d10 Affinity damage on a failed save or half as much damage on a successful one. The damage and area increases as you grow stronger (see the table below).
  • 6. Essence Volley. Starting at 3rd level, when you take the Attack action on your turn, you can expend one Essence Charge to replace one of your attacks to exhale a bolt of condensed Essence at one target within 60 feet of you. The target must make a saving throw according to your Core Affinity, taking 2d6 Affinity damage on a failure. The number of bolts you can exhale for each Attack increases when you reach 5th level (2 bolts), 11th (3 bolts), and 17th level (4 bolts). You can direct the bolts at the same target or at different ones, making a separate saving throw for each bolt.
  • 7. Essence Explosion. (Prerequisite: Essence Exhalation) You condense the destructive force of Essence into an unstable ball of pure volatility. Starting at 3rd level, when you use an action to exhale your Essence Exhalation, you can choose to replace the normal shape tied to your Core Affinity to shoot out a 5-foot radius sphere within a range of 60 feet instead. All creatures within the sphere must make a saving throw according to your Core Affinity, taking 2d10 Affinity damage on a failed save or half as much damage on a successful one. The damage and area increases as you grow stronger (see the table below).
  • 8. Imposing Presence. A presence all Draelish possess begins to take shape. Starting at 5th level, as a bonus action, you can expend one Essence Charge to let out a shrill roar, followed by an infrasonic whoosh! Enemies within a 15-foot radius centered on you began to feel intense pressure, becoming nauseous. Until the start of your next turn, the first attack roll against each of those enemies who could hear you has advantage.
  • 9. Imperial Visage. (Prerequisite: Imposing Presence) A presence all Draelish possess solidifies its control. Starting at 7th level, as a bonus action, you can expend two Essence Charges to let out an ear-piercing roar, shaking the ground slightly and filling enemies with dread and unease. Enemies within a 20-foot radius centered on you are left overcome by a wave of intense pressure. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you.
  • 10. Infused Strike. You infuse Essence into your strikes. Starting at 1st level, as a bonus action, you can expend two Essence Charges to infuse a simple or martial weapon you are holding or your unarmed strikes with the damage type associated with your Affinity. For 1 minute, when you hit with the infused weapon or unarmed strike, it deals an extra 1d4 damage of the chosen type when it hits once per turn. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Once you use this ability, you can't do so again until you finish a short or long rest.
  • 11. Overcharge. (Prerequisite: Essence Exhalation) Volatile energy courses through you, surging in power as you grow in strength. Starting at 5th level, when you use the Essence Exhalation or Essence Explosion ability, you can double the area-of-effect (see the table below). Doing so expends all of your remaining Essence Charges however.
  • 12. Scornful Rebuke. Starting at 3rd level, as a reaction when you take damage from a creature that is within 5 feet of you, you can expend one Essence Charge to release a wave of essence in retaliation. Creatures within 5 feet of you must make a Strength saving throw. On a failure, they take 1d6 Affinity damage and are additionally knocked prone if they are no more than one size larger than you. On a successful save, they take half damage and are not knocked prone. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
  • Focused Channeling. You gain a DC bonus to your Essence Wielder abilities equal to half your proficiency bonus rounded down. This does not stack if you pick up this feat multiple times.
  • Untapped Potential. Each time you pick up this feat, you gain an additional Essence Charge, adding it to the same charge pool that your Essence Wielder trait uses.
  Click here to return to the Draelish Ancestry page.
 
 

Cover image: Falindrith by Sam Santala

Comments

Please Login in order to comment!