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Aspect Codex
Energy Charging is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Energy Charging has 42 powers ready for character sheets, including 39 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
39 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Energy Charging has 42 powers ready for character sheets, including 39 with VTT hooks.
Energy Charging defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Make one melee weapon attack. On a hit, the target takes normal weapon damage and is sheathed in unstable energy until the start of your next turn. If it willingly moves before then, it takes 4 (1d8) thunder damage.
Touch one Tiny unattended object. For the duration, it sheds dim light in a 5-ft. radius, hums faintly, and the first creature that touches it takes force damage equal to your INT modifier. The charge then ends.
The next weapon attack or unarmed strike you hit with before the start of your next turn deals an extra 1d8 force, lightning, or thunder damage, chosen when you use this power.
Touch one weapon, tool, or handheld object. For the duration, the first time each turn it hits a creature or is used to deliver an attack, it deals additional lightning damage equal to your INT modifier.
When a creature you can see within range hits with an attack, add your INT modifier to the damage roll. If the attack pushes, pulls, or knocks the target prone, add your proficiency bonus instead.
Touch one unattended object no larger than 5 ft. in any dimension. The next time a creature hits, throws, breaks, or steps on the object, it detonates. Creatures within 5 ft. must make a DEX save, taking 7 (2d6) force damage on a failed save, or half as much on a success.
When you or an object you are touching takes bludgeoning, piercing, slashing, force, lightning, or thunder damage, reduce the damage by 2d8 + your INT modifier. The next Charged Strike you use before the end of your next turn deals extra damage equal to your INT modifier.
Touch up to three pieces of ammunition, thrown weapons, or Tiny objects. The first time each charged item hits a creature before the effect ends, it deals an extra 2d6 force, lightning, or thunder damage.
When a charged object or charged weapon you can see within range hits a creature or is broken, detonate the charge. Creatures within 10 ft. of the target must make a DEX save, taking 10 (3d6) force damage on a failed save, or half as much on a success.
Gain temporary hit points equal to 2d8 + your INT modifier. While you have these temporary hit points, the first Charged Strike you hit with each turn deals extra damage equal to your proficiency bonus.
Touch one weapon. It becomes magical, gains a +1 bonus to attack rolls, and deals an extra 1d4 force, lightning, or thunder damage on a hit. Choose the damage type when you use this power.
Charge one unattended object or 5-ft. square surface. The first hostile creature that enters within 5 ft. of it triggers the charge. Creatures within 10 ft. must make a DEX save, taking 18 (4d8) force damage on a failed save, or half as much on a success.
When a creature you can see within range takes force, lightning, or thunder damage from you or a charged object, move half the damage to a second creature within 30 ft. of the first. The first creature takes the remaining damage.
Teleport to an unoccupied space within range adjacent to a charged object, a charged creature, or a creature that took force, lightning, or thunder damage this turn. One creature within 5 ft. of your arrival space takes force damage equal to your INT modifier.
Touch one weapon or object. Once per turn when it hits a creature or is thrown, creatures within 10 ft. of the target must make a DEX save, taking 14 (4d6) force damage on a failed save, or half as much on a success.
When a creature you can see within range takes force, lightning, or thunder damage, reduce the damage by 4d8 + your INT modifier. A weapon or object you touch becomes charged; its next hit before the end of your next turn deals extra damage equal to your INT modifier.
Charge up to three objects or willing creatures within range. The first time each target hits with an attack or takes damage before the effect ends, it releases energy; one creature within 10 ft. of that target takes force, lightning, or thunder damage equal to your INT modifier.
Choose one charged object or creature within range. It releases stored energy. Creatures of your choice within 15 ft. must make a DEX save, taking 27 (6d8) force damage on a failed save, or half as much on a success.
The next Energy Charging power you use before the start of your next turn deals maximum damage instead of rolling damage dice.
Hostile creatures treat the emanation as unstable ground. When a hostile creature starts its turn in the emanation or hits you with a melee attack, it must make a DEX save, taking 18 (4d8) force damage on a failed save, or half as much on a success.
Detonate up to three charged objects or creatures you can see within range. Each detonation affects creatures within 10 ft. of the target. A creature caught in multiple detonations makes one DEX save, taking 36 (8d8) force damage on a failed save, or half as much on a success.
Once per turn when one of your charged objects or charged creatures releases stored energy, gain temporary hit points equal to your INT modifier and move 10 ft. without provoking opportunity attacks.
Touch one weapon. It becomes magical, gains a +2 bonus to attack rolls, and deals an extra 2d4 force, lightning, or thunder damage on a hit. Choose the damage type when you use this power.
Charge up to six objects or willing creatures within range. The first time each target hits with an attack or takes damage before the effect ends, it releases energy; one creature within 10 ft. of that target takes 2d6 force, lightning, or thunder damage.
When a creature you can see within range is hit by an attack from a charged weapon or object, turn the hit into a critical hit. After the attack resolves, the charged item releases a 10-ft. burst; creatures of your choice in the burst take force damage equal to your INT modifier.
When you take force, lightning, thunder, or weapon damage, reduce the damage by 6d8 + your INT modifier. If this reduces the damage to 0, regain 1 expended Charge. You can regain a Charge this way once per round.
Choose one charged object or creature within range. Energy leaps through up to four creatures of your choice within 30 ft. of the target. Each affected creature must make a DEX save, taking 44 (8d10) force, lightning, or thunder damage on a failed save, or half as much on a success.
Gain a flying speed of 40 ft. Once per turn when a charge releases within 60 ft. of you, you may teleport to an unoccupied space within 10 ft. of the released charge.
Touch one weapon. It becomes magical, gains a +3 bonus to attack rolls, and deals an extra 3d4 force, lightning, or thunder damage on a hit. Choose the damage type when you use this power.
When a creature you can see within range releases a charged effect or takes force, lightning, or thunder damage, it must make a CON save or become stunned until the start of your next turn.
Once per turn when one of your charges releases, choose a second charged object or creature within 30 ft.; it releases its charge without ending its duration.
Choose a charged object or creature within range. Energy detonates in a 40-ft. radius centered on it. Creatures of your choice in the area must make a DEX save, taking 55 (10d10) force, lightning, or thunder damage on a failed save, or half as much on a success.
For the duration, gain resistance to force, lightning, and thunder damage, a flying speed of 60 ft., and once per turn when you release a charge, add your INT modifier to one damage roll from that release.
Charge up to ten unattended weapons, pieces of ammunition, or Tiny objects within range. As a bonus action while the effect lasts, launch one charged object at a creature within 120 ft. of you. Make a ranged power attack; on a hit, it deals 6d8 force, lightning, or thunder damage.
You have resistance to force, lightning, and thunder damage. Once per round when you take one of those damage types, reduce it by your INT modifier and charge one object or weapon you are touching without using an action.
Choose up to three charged objects or creatures within range. Each releases a 20-ft. radius detonation. Creatures of your choice in the detonations make one DEX save, taking 66 (12d10) force, lightning, or thunder damage on a failed save, or half as much on a success.
Objects and willing creatures of your choice in the emanation are charged. Once per turn, when a charged target hits with an attack, takes damage, or is moved against its will, one hostile creature within 10 ft. of it takes force, lightning, or thunder damage equal to your INT modifier.
When a charged object or creature within range would be destroyed, reduced to 0 hit points, or critically hit, release its stored energy. Creatures of your choice within 30 ft. must make a DEX save, taking 66 (12d10) force damage on a failed save, or half as much on a success. The triggering target then survives at 1 hit point if it was a creature.
For the duration, your Energy Charging powers ignore resistance to force, lightning, and thunder damage. Once per turn when a charge releases, you may cause it to release a second time against a different target within 30 ft.
Choose one creature or object within range. It becomes massively charged. At the start of each of its turns, or when it is hit by an attack, creatures of your choice within 30 ft. of it must make a DEX save, taking 55 (10d10) force, lightning, or thunder damage on a failed save, or half as much on a success.
When you or a creature you can see within range would take damage or fail a saving throw, reduce the damage to 0 or turn the failed save into a success. Then charge the protected target; the next time it hits or is hit before the end of its next turn, it releases 55 (10d10) force damage to one creature of your choice within 30 ft.
Choose a point within range. Energy detonates from every charged object and conductive surface in a 60-ft. radius centered on that point. Creatures of your choice in the area must make a DEX save, taking 88 (16d10) force, lightning, or thunder damage on a failed save, or half as much on a success. On a failed save, a creature is pushed 30 ft. away from the center.