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Aspect Codex
Resilience 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
Resilience has 42 powers ready for character sheets, including 38 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
38 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Resilience has 42 powers ready for character sheets, including 38 with VTT hooks.
Resilience 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.
When you take damage, brace your body against the hit. Reduce the damage by 1d6 + your STR modifier.
Root your weight and harden your posture. Until the start of your next turn, you have advantage on STR saves and checks made to resist being pushed, pulled, knocked prone, grappled, or shoved.
When you take bludgeoning, piercing, or slashing damage, reduce the damage by 1d8 + your STR modifier. If you are wearing armor or using a shield, add your proficiency bonus to the reduction.
Your skin, armor, or aura hardens. For the duration, gain temporary hit points equal to 1d10 + your STR modifier. While these temporary hit points remain, your AC cannot be reduced by nonmagical effects.
When you would fail a CON save or a save against poison, disease, exhaustion, or pain, roll 1d4 and add it to the save, potentially turning the failure into a success.
When a creature within range would be pushed, pulled, knocked prone, or moved by force, anchor it with your stance. The target gains advantage on the triggering save or check, and if it succeeds it may move 5 ft. without provoking opportunity attacks.
Your body adapts to punishment. You gain a +1 bonus to AC while wearing medium armor, using a shield, or wearing no armor. You also have advantage on checks to endure forced marches, harsh weather, hunger, thirst, and lack of sleep.
End one prone condition on yourself and make a CON save against one poisoned, frightened, slowed, stunned until your next turn, or exhaustion effect of Tier 2 or lower. On a success, that effect ends.
When a creature within range takes damage, interpose your body, shield, armor, or shoulder. Reduce the damage by 2d8 + your STR modifier. You may choose to take any remaining damage yourself.
When you would be stunned, dazed, knocked unconscious by nonlethal force, or have concentration broken by physical impact, make a CON save against the effect DC. On a success, the triggering effect fails against you.
When you take acid, cold, fire, lightning, poison, or thunder damage, reduce the damage by 3d8 + your STR modifier. For the duration, you have resistance to the triggering damage type.
Until the start of your next turn, your speed is reduced by 10 ft., but you cannot be moved unwillingly unless you choose to be, and hostile creatures cannot move through your space.
Harden your body and equipment into a single defensive shell. For the duration, gain temporary hit points equal to 3d10 + your STR modifier, and you have advantage on saves against being knocked prone or disarmed.
You and up to six willing creatures in the emanation endure travel, weather, and fatigue. For the duration, targets have advantage on CON saves against forced march, harsh weather, hunger, thirst, and environmental exhaustion. This does not remove existing exhaustion.
When a creature you can see within range takes damage, absorb part of the hit through sheer toughness. Reduce the damage by 4d8 + your STR modifier. If the target is adjacent to you, you may take up to half the remaining damage yourself.
When you fail a saving throw against blinded, deafened, frightened, poisoned, diseased, paralyzed until your next turn, stunned until your next turn, or exhaustion, reroll the save with a bonus equal to your STR modifier.
You become a living barricade. Allies in the emanation have half cover while you are not incapacitated. When an ally in the emanation is hit by an attack, you may move into its space or an adjacent space, then become the target of the attack instead if the attacker is within reach or line of sight.
When an attack hits you but does not critically hit, reduce its damage by 4d10 + your STR modifier. If this reduces the damage to 0, you do not visibly react and gain advantage on your next Intimidation check against the attacker before your next turn.
Enter a guarded state. For the duration, gain resistance to bludgeoning, piercing, and slashing damage, and advantage on STR and CON saves. Your speed is reduced by 10 ft. while this power is active.
When an ally within range would take damage, move up to half your speed toward them without provoking opportunity attacks. If you end adjacent to them or in the line of effect, reduce the damage by 5d10 + your STR modifier and take any remaining damage yourself if you choose.
Choose acid, cold, fire, lightning, poison, or thunder. For the duration, you have resistance to that damage type and advantage on saves against environmental hazards related to it. You may change the chosen type when you finish a short rest.
Your toughness extends to your mind. You have advantage on saves against fear, charm, intimidation, pain, exhaustion, and effects that would force you to abandon a defensive position or ally.
Your Resilience powers ignore effects that reduce damage reduction by half unless those effects are Tier 6 or higher. You have advantage on saves against exhaustion, forced movement, being knocked prone, and being stunned by physical impact.
Choose two damage types other than psychic. For the duration, you have resistance to those damage types. If you already have resistance to one chosen type, reduce damage of that type by your STR modifier after resistance is applied.
Project a defensive aura. Allies of your choice in the emanation gain temporary hit points equal to 2d8 + your STR modifier when they start their turns there, and have advantage on saves against forced movement and being knocked prone.
When an area effect would damage creatures in the emanation, brace against it. Chosen creatures in the area gain advantage on the triggering save and reduce damage taken by 6d8 + your STR modifier.
Your flesh, armor, and bones become nearly unyielding. For the duration, you have resistance to bludgeoning, piercing, slashing, force, and thunder damage, and cannot be critically hit unless incapacitated.
When you would suffer a condition of Tier 7 or lower, make a CON save against the effect DC. On a success, the condition fails against you. Conditions resisted this way include blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned, and exhaustion.
Become a walking wall. Chosen allies in the emanation have half cover and resistance to bludgeoning, piercing, and slashing damage while they remain within 10 ft. of you. Hostile creatures treat spaces within 5 ft. of you as difficult terrain.
When a creature hits you with a melee attack, harden against the impact. Reduce the damage by 7d10 + your STR modifier. If reduced to 0, the attacker must make a STR save or its weapon, natural weapon, or striking limb becomes weakened, subtracting 1d6 from its next damage roll before your next turn.
For the duration, you have resistance to all damage except psychic, cannot be pushed, pulled, knocked prone, grappled, restrained, or moved against your will, and count as three sizes larger for blocking movement and holding position.
When damage, a failed save, or an environmental event would kill you outright, reduce the damage or consequence enough that you survive at 1 hit point instead. This does not restore lost body parts or prevent capture, only death.
Your body becomes a defensive structure. Gain temporary hit points equal to 8d10 + your STR modifier. While any remain, you have advantage on all STR and CON saves, and attackers cannot score critical hits against you unless they are Tier 8 or higher.
When up to six creatures you can see within range take damage from the same effect, divide the harm across your resilience. Each target reduces its damage by 8d8 + your STR modifier. You then take force damage equal to the number of protected creatures, which cannot be reduced.
You have resistance to bludgeoning, piercing, slashing, force, thunder, poison, and damage from environmental extremes. Your Resilience powers ignore effects that bypass resistance unless they are divine, Artifact-grade, or story-protected.
For the duration, no effect of Tier 9 or lower can move you, knock you prone, teleport you, banish you, restrain you, or force you to change position unless you choose. If the ground beneath you is removed, you remain suspended until the effect ends.
When you or a creature you can see within range takes damage, reduce that damage to 0 if its source is Tier 9 or lower and not divine, Artifact-grade, or story-protected. If the source is higher or protected, instead reduce the damage by 12d10 + your STR modifier.
Create a zone of survival around you. Chosen creatures in the emanation have resistance to damage from environmental hazards, siege weapons, falling structures, extreme heat, extreme cold, pressure, vacuum, storms, and mundane disasters. The area does not prevent harm, but makes survival possible.
Become an absolute bastion. For the duration, you are immune to bludgeoning, piercing, and slashing damage, resistant to all other damage except psychic, and cannot be critically hit, knocked prone, moved, restrained, or stunned unless by Tier 10 or story-protected effects.
When you would die, be destroyed, be erased by bodily harm, or be reduced to 0 hit points, you refuse to break. You remain at 1 hit point, end one condition of Tier 10 or lower affecting you, and gain resistance to the triggering damage type for 1 minute.
For the duration, chosen creatures in the emanation gain resistance to all damage except psychic and have advantage on saves against being moved, knocked prone, restrained, stunned, poisoned, frightened, or exhausted. Once per round, when a chosen creature takes damage, reduce it by 10d10 + your STR modifier.
Become the mythic barrier between harm and what must survive. Define the protected thing with the GM: a person, family, city, oath, gate, army, child, relic, or world. Until resolved, your resilience bends events toward that protection. You can endure impossible punishment for that purpose, but the effect ends when the protected thing is saved, destroyed, willingly released, or defeated by Tier 10 harm, divine intervention, or a story condition set when used.
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