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Amber Hearth

Cleanup

3g

Minor changes to adjust how Solarite Beam (Boon #03) should interact with its target or spells infused.

Boon #03: Infusion of Light. Requires 5 perk(s)

On a failed save, take 4d8 Radiant damage, halved damage on a successful save. You can only have up to 1 (+1 per 3 perks) Solarite beam at any given time.

Condition: If a Spell or Ability deals damage to 4 or more creatures from one damage instance source. This Sun Spell can Infuse with it.

Infused: Release a Solarite Beam upon a target of your choice affected by the infused Spell or Ability, it then focuses on that target until it dies or Solarite Beam expires.


New

On a failed save, take 2d8 Radiant damage, halved damage on a successful save. You can only have up to 2 (+1 per 3 perks) Solarite beams at any given time.

Condition: You can infuse a Spell or Ability if it deals damage and has an area of effect.

Infused: Deal additional 2d8 radiant damage after the initial damage dealt to all creatures affected. Choose an affected target, a Solarite Beam forms and will chase the target until it dies or Solarite beam expires. Light’s Reach

Skycrash Comet and Holy Star Rays has an increased cast range to 60ft.

New

Skycrash Comet and Holy Star Rays have their cast range increased by 30ft.


D&D Homebrew Universe
GM Master: Timothy R Wee

Universe Born on Oct 2017

Welcome to the world of Verlantis, plagued by the aftermath of the Eternal Wars between Heaven and Hell. 

Explore the world as it adapts and resolves their own agendas in a universe influenced by Outworldly Beings.

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