Aspect Codex
Rage
Rage 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.
What This Aspect Does
Rage 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.
Power Links
Furious Spark
Let rage flash through your body. Until the start of your next turn, add your STR modifier to one melee damage roll, STR check, or Intimidation check you make.
Angry Shove
Make a melee power attack or Athletics contest against one creature within reach. On a hit or success, the target takes 4 (1d8) bludgeoning damage and is pushed 5 ft. or knocked prone, your choice.
Rage
Enter a battle rage. For the duration, you have advantage on STR checks and STR saves, add +2 to melee damage rolls using STR, and have resistance to bludgeoning, piercing, and slashing damage. The rage ends early if you are incapacitated or if your turn ends and you neither attacked, took damage, forced a save, nor moved toward danger since your last turn.
Reckless Attack
Throw aside caution. Until the start of your next turn, you have advantage on melee attack rolls using STR, but attack rolls against you have advantage.
Roaring Threat
Roar with violent intent. Hostile creatures of your choice in the emanation must make a WIS save or become frightened of you until the start of your next turn. A creature that succeeds is immune to your Roaring Threat for 1 hour.
Pain Fuel
When you take damage, turn pain into momentum. Gain temporary hit points equal to 1d8 + your STR modifier, and add 1d4 to the next melee damage roll you make before the end of your next turn.
Danger Sense
Your rage sharpens your survival instincts. You have advantage on DEX saves against effects you can see, such as traps, explosions, falling debris, and breath weapons, as long as you are not blinded, deafened, or incapacitated.
Brutal Swing
Make one melee attack or melee power attack. On a hit, the target takes an extra 2d8 damage of the attack’s type and must make a STR save or be pushed 10 ft. and knocked prone.
Unflinching Rage
When you take damage while raging, reduce the damage by 2d8 + your STR modifier. If the damage is reduced to 0, you may move 10 ft. toward the source without provoking opportunity attacks.
Blood Heat
Your fury burns through fatigue and fear. For the duration, you have advantage on saves against being frightened, charmed, exhausted by nonmagical exertion, or slowed. If you are raging, you also ignore difficult terrain while moving toward a hostile creature.
Frenzy
Enter a frenzy while raging. For the duration, once on each of your turns, you may make one additional melee weapon attack or unarmed strike as part of the same action when you Attack. When the frenzy ends, you subtract 1d4 from the next CON save you make before your next rest.
Intimidating Presence
Choose one creature within range that can see or hear you. It must make a WIS save or become frightened of you for the duration. The target repeats the save at the end of each turn, ending the effect on a success. If you damage the target while it is frightened this way, it has disadvantage on its next save against this effect.
Raging Leap
Leap up to 30 ft. horizontally or 15 ft. vertically without provoking opportunity attacks. If you land within reach of a hostile creature, your next melee attack before the end of this turn deals extra damage equal to your STR modifier.
Break Restraint
When you become grappled, restrained, slowed, paralyzed, or magically held, make a STR save against the effect’s DC. On a success, the triggering condition fails to affect you. If you are raging, you have advantage on this save.
Retaliating Fury
When a creature within reach damages you, make one melee attack or melee power attack against it. On a hit, add 4d8 damage of the attack’s type. If you are raging, the target also cannot take reactions until the start of its next turn.
Crushing Rampage
Charge through enemies in the emanation. Creatures of your choice in the area must make a STR save, taking 4d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success. You may move up to half your speed before or after this effect.
Rage Beyond Pain
For the duration, while raging, you ignore penalties from exhaustion, wounds, poison, bleeding, and pain. You still suffer the conditions, but they do not impose disadvantage on STR attacks, STR checks, CON saves, or movement toward enemies.
Terrifying Blow
The next time you hit a creature with a melee attack before the start of your next turn, it must make a WIS save or become frightened of you until the end of your next turn. If the attack reduces it to 0 hit points, each hostile creature of your choice within 15 ft. of it must make the same save.
Relentless Rage
When you would drop to 0 hit points while raging and not die outright, make a CON save against DC 10. On a success, you drop to 1 hit point instead. Each time you use this again before a long rest, the DC increases by 5.
Brutal Critical
When you score a critical hit with a melee attack using STR, roll one additional weapon damage die or 1d12 if the attack has no weapon die. At Tier 9 or higher, roll two additional dice instead.
Savage Howl
Your howl shakes enemies and emboldens allies. Hostile creatures of your choice in the emanation must make a WIS save or become frightened for the duration. Allies of your choice in the emanation gain temporary hit points equal to 5d8 + your STR modifier. Frightened targets repeat the save at the end of each turn.
Wrecking Fury
Make one melee attack against a creature, object, or structure. On a hit, add 6d8 damage. Objects, structures, force barriers, and restraints take double damage from this power. If the target is a creature, it must make a STR save or be knocked prone and pushed 20 ft.
Rage Dominion
Your Rage powers ignore resistance to bludgeoning, piercing, and slashing damage from creatures that are frightened of you, have damaged you since your last turn, or are smaller than you. While raging, you cannot be frightened by creatures of lower tier.
Mindless Fury
When you would be charmed, frightened, stunned, confused, or possessed while raging, make a CON save against the effect’s DC. On a success, the condition fails to affect you. On a failure, you may still move toward and attack the source on your next turn.
Earthshaking Rage
Strike the ground, wall, shield, or your own chest with impossible force. Creatures of your choice in the emanation must make a STR save, taking 6d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success. Unsecured objects in the area are thrown 10 ft.
Warpath
For the duration while raging, your speed increases by 20 ft., you can move through hostile creatures’ spaces if they are no more than one size larger than you, and the first time each turn you move through a hostile creature’s space, it takes bludgeoning damage equal to your STR modifier.
Primal Champion
Your STR and CON maximums each increase by 2, and your current STR and CON each increase by 1 if below the new maximum. While raging, you count as one size larger for carrying, pushing, grappling, shoving, and resisting forced movement.
Unstoppable Charge
Charge in a 60-ft. line. Creatures in the line must make a STR save, taking 8d10 bludgeoning damage and being knocked prone and pushed 20 ft. on a failed save, or half damage only on a success. You destroy mundane obstacles in the path that are not thicker than 1 foot of stone, 1 inch of metal, or 3 feet of wood.
Wrathful Reprisal
When a creature within range damages you or an ally you can see, move up to your speed toward that creature without provoking opportunity attacks and make one melee attack if it is within reach. On a hit, add 7d8 damage and force a WIS save or frighten the target until the end of your next turn.
Refuse Defeat
When you would drop to 0 hit points, you instead remain at 1 hit point and enter a deathless rage. For the duration, you do not fall unconscious from being at 0 hit points. Death saving throw failures are tracked normally and take effect when the duration ends if you are still at 0.
Titan Rage
Your rage swells to monstrous scale. For the duration, you become Large if there is room, your reach increases by 5 ft., your melee attacks deal an extra 1d12 damage, and you have advantage on STR and CON saves. If already Large or larger, increase reach by 10 ft. instead.
Worldbreaker Slam
Smash the battlefield. Creatures of your choice in the emanation must make a STR save, taking 10d10 bludgeoning damage and being knocked prone on a failed save, or half damage only on a success. The ground becomes difficult terrain for hostile creatures until the end of your next turn.
Ignore Death
When you would die from damage, instant death, a failed death save, or a body-breaking effect, your rage rejects the outcome. You instead survive at 1 hit point, end one frightened, charmed, stunned, paralyzed, or restrained condition on yourself, and may immediately stand or move up to half your speed.
Fear of the Beast
Your rage becomes a predator-shape in the minds of foes. Hostile creatures of your choice in the emanation must make a WIS save or become frightened for the duration. While frightened this way, a creature’s speed is 0 if it can see you. It repeats the save at the end of each turn.
Sovereign Rage
While raging, you are immune to being frightened and have resistance to all damage except psychic. Your Rage powers ignore resistance to bludgeoning, piercing, and slashing damage and treat immunity as resistance unless the target is divine, Artifact-grade, or story-protected.
Endless Rage
Enter a rage that does not end from lack of attacks or damage. For the duration, you gain all benefits of Rage, cannot be forced to drop it while conscious, and may choose to remain aware and functional in social scenes, though your emotions remain visibly heightened.
Apocalyptic Blow
Make one melee attack against a creature, object, or structure. On a hit, add 20d10 damage of the attack’s type. A creature hit must make a CON save or be stunned until the end of your next turn. Objects and structures take double damage.
Army Breaker
Charge, roar, and strike with army-shattering force. Hostile creatures of your choice in the emanation must make a WIS save or become frightened until the end of your next turn. Frightened creatures in the area also take 10d10 psychic or bludgeoning damage, your choice, as panic and impact scatter them.
Avatar of Fury
Become an avatar of pure rage. For the duration, you are immune to bludgeoning, piercing, and slashing damage, immune to fear, charm, stun, paralysis, and exhaustion, and your melee attacks deal an extra 2d12 damage. You cannot cast spells or concentrate, but you can speak, choose targets, and protect allies.
Unkillable
When you would die, your rage refuses the concept. For the duration, you cannot die, fall unconscious, or be reduced below 1 hit point unless your body is completely destroyed by a Tier 10 story effect. When the duration ends, you suffer all unresolved death saves and damage consequences normally.
Cataclysmic Rampage
For the duration, the emanation becomes your battlefield. Once on each of your turns, choose up to six hostile creatures in the area. Each must make a STR save, taking 14d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success. You may move up to your speed before or after this effect.
The First Fury
Awaken a mythic rage tied to a vengeance, injustice, bloodline, oath, battlefield, tyrant, or monster. Define its principle with the GM: rage that breaks a city, rage that cannot die, rage that frees the enslaved, rage that kills a god’s avatar, or rage that protects a family. Until resolved, your actions bend toward that fury. It ends only when fulfilled, calmed by a story condition, or opposed by Tier 10 mind, fate, or divine magic.
Characters With This Aspect
No character is linked to this aspect yet.