Consume Energy

Level 2classRareRemaster

Trigger An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type.

Trigger An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type.


Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a deviant against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract rank of the ability, which last for 1 minute.


Awakening The energy you consume helps empower your abilities. The next ability from the dragon classification that you use increases its range by 30 feet if it has a range, or increases its area by 10 feet if it's a cone or line. If you don't use this benefit within 1 minute, it fades.

40-foot cone

70-foot line


Awakening You channel some of the seized energy into your next attack. Choose one of your weapons or unarmed attacks. Until the end of your next turn, Strikes with the chosen weapon or unarmed attack deal an additional 1d6 damage of a type matching the energy you consumed.

Effect: Consume Energy (Augment Strike)

Traits

Deviant

This trait describes strange supernatural or paranormal abilities.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.