ESSENCES — THE LEGATEE'S ESSENCE CATALOGUE

Illustration in progress

Salorras reference: the essence list of the legatee essencer class (the echoe and grafted agent traditions draw on it as well, and the omenar priest-essencer burns essences into divine waves). This is the catalogue the legatee class file points to — the essencer’s equivalent of a spell list. Everything here follows standard D&D 5e 2024 conventions. Essences are a Salorras subsystem that is not magic.

How Essences Work

Essences grant powers that often resemble spells but are almost always passive and harmless to the user. They are not magical: they need no components and no focus, carry no risk in armor, can’t be brewed into potions or scribed onto scrolls, and are untouched by Counterspell, Dispel Magic, and Antimagic Field. Your essencer level equals your level in the essencer class, and it scales any level-dependent essence variable, exactly as spell level and character level scale a spell.

Producing essences is the essencer’s daily preparation, done during a long rest. Each produced essence demands a production penalty — a temporary sacrifice of some ability, sense, or trait that lasts until your next long rest — and the produced essences are held in your internal organ, the thalamus, up to its capacity for each essence level (the columns of the legatee’s class table). Production penalties stack even when identical, but can never reduce a statistic to nothing.

Burning an essence takes its Burn Time (a Bonus Action by default; some are faster, slower, or reactive). Most essences then work passively on you for their Duration; you can quench a burning essence at will (no action), ending it. Burning the same essence again while it is active adds its bonuses (unless noted). Where an essence lets a target resist, the target makes a saving throw against your essence save DC (8 + your Proficiency Bonus + your Charisma modifier). A few potent essences require Concentration, as a spell would (noted in the entry).

Catalytic combustion (a legatee feature from 6th level) lets you overdrive any essence as you burn it: its bonuses are strengthened by half and its duration is halved. This is the legatee’s one combustion technique; there is no riskier overdrive beyond it.

How to Read an Essence Entry

Each entry opens with the essence’s core and subcore (and any descriptor, such as acid or mind-affecting) and its level (1st–3rd; higher is stronger). Then come the working lines:

  • Production Penalty — the sacrifice borne until your next long rest.
  • Burn Time — how long the burn takes.
  • Range / Target / Area — omitted when the essence is personal (applied to you), the default.
  • Duration — how long the powers last; all essences can be quenched early.
  • Save — listed only when a target may resist (against your essence save DC).

Unless noted, “each additional essence” means burning another of the same essence at the same time increases the effect as stated.

The Three Essential Cores

Every essence belongs to one of three essential cores, each with five subcores of closely related essences.

  • Physical — the body’s condition. Subcores: strength (might and melee), dexterity (agility), constitution (health and stamina), speed (movement), harden (toughness against blows).
  • Sensorial — the five senses. Subcores: ocular (sight and the unseen), auricular (hearing), olfactory (smell), taste (the mouth), touch (feel and danger-sense).
  • Vital — the stranger components of a living being. Subcores: physiology (the organs), gravity, mind, space, time.

Essence Quick Reference

1st-level essences

CoreEssenceSummary
PhysicalEmpowered Muscles+1/essence to melee attack and damage
PhysicalAgile Tendons+1/essence to AC and Dexterity saves
PhysicalTough Crasistemporary hit points and Constitution-save bonus
PhysicalRapid Movement+10 ft/essence to speed
PhysicalHard Skinreduce nonmagical B/P/S damage by 1/essence
SensorialVision Enhancer+2/essence to sight Perception (or darkvision)
SensorialAural Enhancer+2/essence to hearing Perception
SensorialSmell Enhancer+2/essence to smell-based checks
SensorialGustatory Enhancer+2/essence to taste-based checks
SensorialFeel Enhancer+2/essence to touch-based checks
VitalAnatomic Deformityblunt critical-hit and unseen-attacker extra damage
VitalLevitationrise or sink at will
VitalMemory Enhancerphotographic memory; a bonus prepared spell
VitalSize Modificationalter your size by one category per essence
VitalAge Manipulationlook younger; a bonus to seeming other than you are

2nd-level essences

CoreEssenceSummary
PhysicalGrafted Weaponturn a hand into a weapon
PhysicalAdrenaline Burst+3/essence to one Dexterity d20
PhysicalExtraordinary Plateletsstanch your own wounds and cling to life
PhysicalMolecular Hyperkinesisblur — attackers roll with Disadvantage
PhysicalResistant Skinresistance to a chosen damage type per essence
SensorialVisual Alertnessadvantage vs visual illusions (or darkvision)
SensorialAural Alertnessadvantage vs sound illusions
SensorialScent Amplificationkeen smell to 15 ft/essence
SensorialVitriolic Salivaspit acid for 2d4/essence
SensorialAsaar’adin’s Touchshare a produced essence with an ally
VitalDurable Nervous Systemshrug off stun, paralysis, and the like
VitalNullify Gravityfly 30 ft/essence
VitalMind Shieldresist mind-attacks and burn the attacker
VitalSpacesensesense creatures within 20 ft in one realm
VitalTime Decelerationslow foes in a 10-ft aura

3rd-level essences

CoreEssenceSummary
PhysicalElementally Imbued Arms+2d6/essence energy on unarmed strikes
PhysicalUnerring Dexterityadd 1d6/essence to a Dexterity d20
PhysicalRapid Cicatrizationregain 2 HP/essence each turn
PhysicalMultidimensional Transportshort blink or long teleport via the Transitive realms
PhysicalIndestructible Skinreduce all damage taken by 2/essence
SensorialTrue Visiontruesight 20 ft/essence
SensorialBlindsightblindsight 30 ft/essence
SensorialAdrenal Scentcombat bonuses against a scented foe
SensorialAcinus Tonguepotions affect you more strongly
SensorialTremorsensetremorsense 20 ft/essence
VitalTransmute Formtake another creature’s form
VitalBlack Hole Plexusadvantage vs spells; crush what touches you
VitalTelekinetic Objecttelekinetically wield a weapon or shield
VitalMultidimensional Existenceexist in two or more realms at once
VitalTime Intervalact freely for 1 round while the world stands still

Essence Descriptions

Empowered Muscles

Physical (Strength); 1st-level Production Penalty: −1 to Strength-based checks and saves. Burn Time: Bonus Action. Duration: 1 hour.

You grow stronger and more muscular: +1 to melee attack rolls, melee damage rolls, Strength checks, and Strength saving throws. Each additional essence increases the bonus by +1.

Grafted Weapon

Physical (Strength); 2nd-level Production Penalty: the transformed hand can’t be used for fine tasks (disadvantage on such checks). Burn Time: Bonus Action. Duration: 1 hour.

You transform one hand (or a limb used as a hand) into any simple or martial one-handed melee weapon of iron. You are proficient with it while it lasts, and it can’t be dropped or disarmed. With both hands transformed you can, as an Action, merge them into a two-handed melee weapon. Each additional essence grants a cumulative +1 to the weapon-hand’s attack and damage rolls; at +1 or more it counts as magical for overcoming resistance. A weapon-hand can be broken by a successful sunder-style effect — if it is, the essence ends and the hand is left maimed until you heal.

Elementally Imbued Arms

Physical (Strength); 3rd-level Production Penalty: −1 to melee damage rolls. Burn Time: Action. Duration: 1 hour.

Your arms are steeped in elemental power. Your unarmed strikes (and any grafted weapon hand) deal an extra 2d6 damage of one type chosen when you burn the essence — acid, cold, fire, lightning, or thunder — and count as magical. Each additional essence adds +2d6. A single hand can carry only one energy type; a merged two-handed weapon may carry two, one for each original hand.

Agile Tendons

Physical (Dexterity); 1st-level Production Penalty: −1 to Dexterity-based checks and saves. Burn Time: Bonus Action. Duration: 1 hour.

You become lithe and nimble: +1 to AC, Dexterity saving throws, Dexterity checks, and ranged attack rolls. Each additional essence increases the bonus by +1.

Adrenaline Burst

Physical (Dexterity); 2nd-level Production Penalty: −1 to Dexterity saving throws. Burn Time: No action (declared before the roll). Duration: until the triggering roll resolves.

Lightning reflexes seize you. Add a +3 bonus to one d20 roll tied to Dexterity — a Dexterity saving throw, a ranged attack roll, or a Dexterity-based check — declared before you roll. Each additional essence increases the bonus by +3, or lets you spend the bonuses on separate rolls.

Unerring Dexterity

Physical (Dexterity); 3rd-level Production Penalty: −1 to AC. Burn Time: No action (a reaction to your own roll). Duration: until the triggering roll resolves.

You sense a clumsy action an instant before it happens and correct it. After rolling a d20 tied to Dexterity, you may add 1d6 to the result. Each additional essence adds +1d6 (spend as several dice or one pooled roll).

Tough Crasis

Physical (Constitution); 1st-level Production Penalty: −1 to Constitution saving throws. Burn Time: Bonus Action. Duration: 1 hour.

You gain a hardier constitution: temporary hit points equal to your essencer level (minimum 5) and +1 to Constitution saving throws. Each additional essence grants a fresh helping of temporary hit points and +1 more to Constitution saves.

Extraordinary Platelets

Physical (Constitution); 2nd-level Production Penalty: −1 to Constitution saving throws. Burn Time: Bonus Action. Duration: 1 hour.

Your blood clots at will. Any ongoing or persistent damage on you (bleeding, acid, and the like) ends at the start of your turn, and while dying you automatically succeed on death saving throws. Each additional essence also lets you regain 1 hit point whenever you would stabilize. The essence has no effect if you lack natural healing.

Rapid Cicatrization

Physical (Constitution); 3rd-level Production Penalty: −2 to your hit point maximum per essence, until your next long rest. Burn Time: Action. Duration: 10 minutes.

You gain astonishingly fast cell regrowth: at the start of each of your turns you regain 2 hit points while you have at least 1. Each additional essence adds +2. This also ends any ongoing bleeding.

Rapid Movement

Physical (Speed); 1st-level Production Penalty: −5 ft to speed. Burn Time: Bonus Action. Duration: 1 hour.

You move much faster than normal: +10 ft to your speed. Each additional essence adds another +10 ft. The bonus (and the penalty) applies to every movement mode you have — walking, flying, climbing, swimming.

Molecular Hyperkinesis

Physical (Speed); 2nd-level Production Penalty: −10 ft to speed. Burn Time: Bonus Action. Duration: Concentration, up to 1 hour.

Your molecules vibrate so fast that your outline blurs: attack rolls against you are made with Disadvantage, exactly as the Blur spell (a foe that doesn’t rely on sight, or that can see through the blur, ignores it). Each additional essence extends the duration by a further hour. Unlike Blur, this is not magic and is not ended by Dispel Magic.

Multidimensional Transport

Physical (Speed); 3rd-level Production Penalty: −10 ft to speed. Burn Time: Bonus Action (short blink) or 10 minutes (long jump). Duration: instantaneous.

You cross Material distance by slipping through the Transitive realms. As a Bonus Action you blink through the Ethereal or the Shadow to teleport up to 30 ft to an unoccupied space you can see; each additional essence adds +30 ft. Alternatively, over a 10-minute burn you jump through the Astral to cross up to 300 miles, carrying only yourself (each additional essence +300 miles), as the Teleport spell but keyed to a place you know. The transit is blocked wherever the realms don’t overlap or by effects that bar dimensional travel, and it can’t leave you within a Transitive realm.

Resistant Skin

Physical (Harden); 2nd-level Production Penalty: −1 to Constitution saving throws. Burn Time: Bonus Action. Duration: 1 hour.

Your skin resists energy. Choose one damage type when you burn it — acid, cold, fire, lightning, or thunder — and gain resistance to it. Each additional essence either grants resistance to a further chosen type or, against one already-chosen type, upgrades that resistance to immunity for the duration.

Hard Skin

Physical (Harden); 1st-level Production Penalty: −1 to Constitution saving throws. Burn Time: Bonus Action. Duration: 1 hour.

Your skin gains cohesion and resilience: reduce the damage you take from nonmagical bludgeoning, piercing, and slashing by 1. Each additional essence increases the reduction by +1.

Indestructible Skin

Physical (Harden); 3rd-level Production Penalty: −1 to Dexterity (Stealth) checks; your skin grinds audibly. Burn Time: Action. Duration: 10 minutes.

Your skin becomes incredibly hard: reduce all damage you take from any one instance by 2 (to a minimum of 0). Each additional essence increases the reduction by +2. This applies against every source, magical or not.

Vision Enhancer

Sensorial (Ocular); 1st-level Production Penalty: −2 on sight-based Wisdom (Perception) checks. Burn Time: Bonus Action. Duration: 1 hour.

Your sight sharpens: +2 on Wisdom (Perception) checks that rely on sight (and your passive Perception rises accordingly). Each additional essence adds +2. Alternatively, you may instead gain darkvision 30 ft (each additional essence +30 ft).

Visual Alertness

Sensorial (Ocular); 2nd-level Production Penalty: −4 on sight-based Wisdom (Perception) checks. Burn Time: Bonus Action. Duration: 1 hour.

You resist visual trickery: you have Advantage on saving throws and checks to see through any illusion that works by visual deception, and you automatically discern a disguise or figment you study closely. Alternatively, you may instead gain darkvision 30 ft (each additional essence +30 ft).

True Vision

Sensorial (Ocular); 3rd-level Production Penalty: −6 on sight-based Wisdom (Perception) checks; Disadvantage on sight-reliant attacks and checks in bright light. Burn Time: Action. Duration: 10 minutes.

You see things as they truly are: truesight to 20 ft. Each additional essence adds +20 ft. Alternatively, you may instead gain devil-like darkvision 30 ft that pierces magical darkness (each additional essence +30 ft).

Aural Enhancer

Sensorial (Auricular); 1st-level Production Penalty: −2 on hearing-based Wisdom (Perception) checks. Burn Time: Bonus Action. Duration: 1 hour.

Your hearing sharpens: +2 on Wisdom (Perception) checks that rely on hearing. Each additional essence adds +2.

Aural Alertness

Sensorial (Auricular); 2nd-level Production Penalty: −4 on hearing-based Wisdom (Perception) checks. Burn Time: Bonus Action. Duration: 1 hour.

You resist sound-based trickery: you have Advantage on saving throws and checks to see through any illusion that works through sound. Requires undamaged hearing.

Blindsight

Sensorial (Auricular); 3rd-level Production Penalty: −6 on hearing-based Wisdom (Perception) checks; Disadvantage on hearing-reliant checks. Burn Time: Action. Duration: 10 minutes.

From the faintest vibrations you build a picture of your surroundings: blindsight 30 ft (you perceive invisible and darkness-hidden creatures within range, though not the ethereal). Each additional essence adds +30 ft. Requires undamaged hearing.

Smell Enhancer

Sensorial (Olfactory); 1st-level Production Penalty: you lose smell and taste until your next long rest. Burn Time: Bonus Action. Duration: 1 hour.

Your sense of smell sharpens: +2 on any Intelligence or Wisdom check that can draw on smell — Medicine, Nature, Survival, Insight, and the like. Each additional essence adds +2.

Scent Amplification

Sensorial (Olfactory); 2nd-level Production Penalty: you lose smell and taste until your next long rest. Burn Time: Bonus Action. Duration: 1 hour.

Your nose rivals a beast’s: you can detect and pinpoint creatures by smell within 15 ft, even when they are invisible or hidden, and you have Advantage to track by scent. Each additional essence adds +15 ft. A creature that has taken care to mask its scent can hide from it normally.

Adrenal Scent

Sensorial (Olfactory); 3rd-level Production Penalty: you lose smell and taste until your next long rest. Burn Time: Action. Duration: 1 hour.

When you “smell” danger, your adrenal glands flood you with strength. While you can scent an enemy (as with Scent Amplification, or any keen-smell trait), you gain +2 to attack rolls, +2 to damage rolls, and +2 on Wisdom (Perception) checks — but only against that one enemy at a time. Each additional essence adds +2. Without a keen sense of smell the bonuses trigger only against a foe that has struck you after you dropped below half your hit points.

Gustatory Enhancer

Sensorial (Taste); 1st-level Production Penalty: you lose smell and taste until your next long rest. Burn Time: Bonus Action. Duration: 1 hour.

Your sense of taste sharpens: +2 on any check that can draw on taste — Medicine, Nature, Survival, and the like. Each additional essence adds +2.

Vitriolic Saliva

Sensorial (Taste) [acid]; 2nd-level Production Penalty: you lose smell and taste until your next long rest. Burn Time: Bonus Action to ready; an Action to spit. Range: 30 ft. Duration: 1 hour.

Your saliva becomes caustic acid. As an Action, make a ranged essence attack (your essence attack modifier) against a creature within 30 ft; on a hit it takes 2d4 acid damage. After spitting, your glands can’t fire again for 1 minute. Each additional essence adds +2d4. You may instead drain the acid into a vial (this empties your glands for 10 minutes); the vial keeps its bite for 1 hour.

Acinus Tongue

Sensorial (Taste); 3rd-level Production Penalty: you lose smell and taste until your next long rest. Burn Time: Action. Duration: 1 hour.

Your tongue grows hundreds of tiny receptors that amplify potions. While the essence lasts, the benefits of any potion you drink are multiplied by 1.5, but its duration is halved (minimum 1 round; instantaneous potions ignore the duration cut, and a rolled benefit multiplies the final result). Each additional essence raises the multiplier by +0.5. Requires undamaged taste.

Feel Enhancer

Sensorial (Touch); 1st-level Production Penalty: −1 to attack rolls and AC (formication). Burn Time: Bonus Action. Duration: 1 hour.

Your sense of touch sharpens: +2 on any check that can draw on touch — Sleight of Hand, checks with thieves’ tools, Medicine, Animal Handling, and the like. Each additional essence adds +2.

Asaar’adin’s Touch

Sensorial (Touch); 2nd-level Production Penalty: −2 to attack rolls and AC (formication). Burn Time: the Burn Time of the essence being shared. Range: touch. Duration: the shared essence’s duration. Save: Charisma negates (unwilling target only).

You share your produced essences with allies. Burn an asaar’adin’s touch essence together with one other produced essence and touch a creature: the touched creature gains the benefit of that other essence for its normal duration (their body is briefly altered so they can bear it). You may share any produced essence of any level except asaar’adin’s touch itself, and may share several by burning more. An unwilling recipient resists with a Charisma saving throw against your essence save DC.

Tremorsense

Sensorial (Touch); 3rd-level Production Penalty: −3 to attack rolls and AC (formication). Burn Time: Action. Duration: 1 hour.

Your touch grows exquisitely sensitive: tremorsense 20 ft — you pinpoint anything in contact with the ground (or, while you are in water, moving through the water). Each additional essence adds +20 ft. Requires undamaged touch.

Anatomic Deformity

Vital (Physiology); 1st-level Production Penalty: −1 to Constitution saving throws. Burn Time: Bonus Action. Duration: 1 hour.

Your vital organs shift position without losing function: the extra damage from critical hits and from attacks by unseen or hidden foes is halved against you. Each additional essence — a second essence reduces that extra damage to none; further essences instead extend the duration.

Durable Nervous System

Vital (Physiology); 2nd-level Production Penalty: −1 to Constitution saving throws. Burn Time: Bonus Action. Duration: 1 hour.

Your nervous system grows resilient: you have Advantage on saving throws to avoid or end the Stunned, Paralyzed, and Incapacitated conditions. Each additional essence adds another condition to the list — Frightened, then Charmed, then being knocked Prone by force.

Transmute Form

Vital (Physiology); 3rd-level Production Penalty: −2 to your hit point maximum until your next long rest. Burn Time: Action. Duration: Concentration, up to 1 hour.

Your cells copy another creature’s genetic code. You take the form of any beast, humanoid, giant, dragon, fey, aberration, plant, or monstrosity whose Challenge Rating is no greater than your essencer level ÷ 3. You gain the form’s Strength, Dexterity, and Constitution scores, its movement modes, and its natural weapons and nonmagical special traits (such as poison, keen senses, or amphibious), but keep your Intelligence, Wisdom, Charisma, and mind, and gain none of the form’s spellcasting or magical abilities. Each additional essence raises the allowed Challenge Rating by +1. If reduced to 0 hit points while transformed, you revert and the essence ends.

Levitation

Vital (Gravity); 1st-level Production Penalty: your density rises; your carrying capacity drops by a quarter. Burn Time: Bonus Action. Duration: 10 minutes.

You control the gravity acting on you, rising or sinking 10 ft on your turn and hovering in place. Each additional essence adds +10 ft. You can’t propel yourself horizontally through open air, but you can push or pull along a fixed surface (walking a ceiling, drifting off a wall) at half speed.

Nullify Gravity

Vital (Gravity); 2nd-level Production Penalty: your density rises; your carrying capacity drops by half. Burn Time: Bonus Action. Duration: Concentration, up to 10 minutes.

You ignore gravity entirely: you gain a flying speed of 30 ft (reduced by 10 ft in medium or heavy armor). Each additional essence adds +30 ft. If your concentration breaks or the duration ends while you are aloft, you fall.

Black Hole Plexus

Vital (Gravity); 3rd-level Production Penalty: your density rises; your carrying capacity drops by three-quarters. Burn Time: Action. Duration: 10 minutes. Save: Strength (a creature that touches you).

You condense the gravity around your body into an almost-invisible lattice of microscopic singularities hugging your skin. You have Advantage on saving throws against spells. Any creature of your size or smaller that touches you or hits you with a melee attack must succeed on a Strength saving throw or take 3d10 force damage as it is crushed at the molecular level; each additional essence adds +1d10 and lets the lattice grip a creature one size larger.

Memory Enhancer

Vital (Mind); 1st-level Production Penalty: −1 to Intelligence checks. Burn Time: Bonus Action. Duration: 8 hours.

You gain photographic memory: you perfectly record any sequence, conversation, or text you see or hear and recall it at will, with Advantage on Intelligence checks to recall lore or detail. If you can prepare spells, while the essence lasts you may also prepare one extra 1st-level spell; each additional essence grants another.

Mind Shield

Vital (Mind) [mind-affecting]; 2nd-level Production Penalty: −1 to Intelligence checks. Burn Time: Bonus Action. Duration: 1 hour.

You resist attacks on your mind: +1 to saving throws against being Charmed or Frightened and against psychic damage, and whenever you succeed on such a save the attacker takes 1d4 psychic damage. Each additional essence adds +1 to the save and +1d4 to the counterstrike.

Telekinetic Object

Vital (Mind); 3rd-level Production Penalty: −1 to Intelligence checks. Burn Time: Action. Duration: Concentration, up to 1 minute.

With your mind you wield a melee weapon or shield you were holding when you burned the essence. It floats within 30 ft of you. On each of your turns you can use a Bonus Action to make one attack with a controlled weapon (essence attack modifier; on a hit, the weapon’s damage plus your Charisma modifier), or to have a controlled shield defend a creature within range (granting it +2 AC until your next turn). Each additional essence lets you control one further object and adds +1 to its attack and damage or defense. An intelligent magic item may resist your control.

Size Modification

Vital (Space); 1st-level Production Penalty: −1 to Constitution saving throws; you can’t take any teleport or plane-shifting action. Burn Time: Action. Duration: 1 hour.

You reshape your size: each essence changes your size by one category, larger or smaller. As with Enlarge/Reduce, enlarging grants Advantage on Strength checks and saves and larger weapon dice; reducing grants Advantage on Dexterity checks and saves and smaller weapon dice. Your gear does not resize unless itself able to.

Spacesense

Vital (Space); 2nd-level Production Penalty: −1 to Constitution saving throws; you can’t take any teleport or plane-shifting action. Burn Time: Bonus Action. Duration: 1 hour.

You sense everything around you. When you burn it, choose the Material world or one Transitive realm — Astral, Ethereal, Mirrors, or Shadow: you sense the presence of any creature or object (even invisible) within 20 ft there. Each additional essence adds +20 ft or lets you sense a further realm at once. The sense sharpens with study — presence on the first round, number and size on the second, exact locations on the third.

Multidimensional Existence

Vital (Space); 3rd-level Production Penalty: −2 to your hit point maximum until your next long rest; you can’t take any teleport or plane-shifting action. Burn Time: Action. Duration: Concentration, up to 1 hour.

You gain simultaneous existence in more than one realm. When you burn it, choose a Transitive realm — Astral, Ethereal, Mirrors, or Shadow: you gain that form alongside your Material one, overlapping the same space, perceiving both, and gaining that form’s advantages against creatures native to it (striking an ethereal foe with no penalty while remaining a normal target to Material foes). Each additional essence grants a further realm-form. You may dismiss any one form (even the Material) as long as one remains; with only a single Transitive form active you function as the matching travel effect. When the duration ends you return to your Material form.

Age Manipulation

Vital (Time); 1st-level Production Penalty: you appear 5 years older, with any aging that entails, until your next long rest. Burn Time: 1 minute. Duration: 8 hours.

You control your body’s youth: you appear 5 years younger and gain +2 on Charisma (Deception) checks to pass as someone other than yourself. Each additional essence removes 5 more years and adds +2 more. Reducing yourself below adolescence changes your statistics to that age stage (the referee sets the details for your kindred).

Time Deceleration

Vital (Time); 2nd-level Production Penalty: −5 ft to speed and −1 to attack rolls (slowed time). Burn Time: Action. Range: self (10-ft-radius aura). Duration: Concentration, up to 1 minute. Save: Wisdom negates.

You slow time in a 10-ft-radius aura around you. Any creature other than you that starts its turn in the aura, or enters it for the first time on a turn, must succeed on a Wisdom saving throw or have its speed halved and take −2 to AC and attack rolls until the start of its next turn. Each additional essence worsens the penalty by a further −2. A creature that saves is unaffected by your aura for 24 hours.

Time Interval

Vital (Time); 3rd-level Production Penalty: −10 ft to speed and −2 to attack rolls (slowed time). Burn Time: No action. Duration: 1 apparent round (see text).

You accelerate so violently that the world seems frozen while it truly moves on. You take one extra turn immediately, during which other creatures are untouchable — you can’t affect them or anything they wear or carry, and you are treated as invisible to them — though you may use unattended objects and move freely. You can prolong the effect by burning further time interval essences (each no action) during the frozen time. The effect ends if you use it to harm another creature or to force it to make a save; any lingering area effect you create resolves normally once time resumes.

Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/DnD 5e/5e-magic/5e-essences.md

Open ↗
Link copied