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D&D (2024) Aasimar Celestial Revelation - Necrotic Shroud - one time only or every turn?

ECMO3

Legend
I'm really struggling to think of a case where I'd pick Necrotic Shroud. A 10-foot radius is practically nothing, particularly when centered on the "caster," so it's no good for battlefield control. I guess... if you're in a fight that's right on the edge, and you're surrounded in melee, and trying to improve your odds of staying alive for one more round?

You pick it for the Frightened effect. Overall I think Necrotic is better than Radiant, but niether are anything special to write home about.
 

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The fear effect seems to me most useful as a panic button for squishy characters who get dog piled; Flight and damage options are situational tools that work well with some barbarian builds; the heal is mostly for reviving downed characters.

But the most useful thing they get is necrotic resistance. There are a lot of monsters that do necrotic damage.
 

Dausuul

Legend
The fear effect seems to me most useful as a panic button for squishy characters who get dog piled; Flight and damage options are situational tools that work well with some barbarian builds; the heal is mostly for reviving downed characters.

But the most useful thing they get is necrotic resistance. There are a lot of monsters that do necrotic damage.
Edit: Never mind, I misunderstood -- necrotic resistance is a general aasimar trait, not anything related to Necrotic Shroud.
 
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ECMO3

Legend
The fear effect seems to me most useful as a panic button for squishy characters who get dog piled; Flight and damage options are situational tools that work well with some barbarian builds; the heal is mostly for reviving downed characters.

A bonus action to cause AOE Frightened is going to be useful. The 10 foot limit is kind of restrictive, but I think it is most useful on martials that intend to get surrounded and have the high Charisma to pull it off. Being 1 round though makes it somewhat limiting.
 
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A bonus action to cause AOE Frightened is going to be useful. The 10 foot limit is kind of restrictive, but I think it is most useful on martials that intend to get surrounded and have the high Charisma to pull it off. Being 1 round though makes it somewhat limiting.
Once per day for one round isn’t generally useful for a character who is regularly going to find themselves on the front line. It’s only useful as a run away ability for a character who does not want to be there. Sorcerers and warlocks have plenty of charisma.

A key feature of the aasimar abilities is they are not spells, so they are not subject to the one spell slot per round restriction, and they can be used by a raging barbarian.

An idea: a zealot barbarian could use healing hands on themselves as an action after they fall to zero hp, then either bonus action carry on raging or fear.
 
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Dausuul

Legend
A bonus action to cause AOE Frightened is going to be useful. The 10 foot limit is kind of restrictive, but I think it is most useful on martials that intend to get surrounded and have the high Charisma to pull it off. Being 1 round though makes it somewhat limiting.
I suppose at higher levels, a 1-round debuff can be worth more than the ongoing stream of chip damage.

And now that I'm thinking about it, it could be a solid tanking move. Dart into the middle of a group of enemies, hit them with Frightened, then move back so that you're between them and the rest of the party. For 1 round, they can't advance toward the party and have disadvantage on all attacks. That could be a strong opening play, especially if you can confine them in a narrow space and buy another round for the casters to hit them with AoEs.
 
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Oofta

Legend
Supporter
Am I reading the same thing? Because Necrotic Shroud is a Celestial Revelation

Celestial Revelation​

When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required)​
...​
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.​

I don't see why this wouldn't apply for the full 1 minute duration. What am I missing? Wouldn't creatures other than your allies have to repeat the save every round they're within 10 feet? :unsure:
 

I suppose at higher levels, a 1-round debuff can be worth more than the ongoing stream of chip damage.

And now that I'm thinking about it, it could be a solid tanking move. Dart into the middle of a group of enemies, hit them with Frightened, then move back so that you're between them and the rest of the party. For 1 round, they can't advance toward the party and have disadvantage on all attacks. That could be a strong opening play, especially if you can confine them in a narrow space and buy another round for the casters to hit them with AoEs.
With most monsters having a ranged attack in the 2024 rules I’m not sure “can’t advance” is all that useful.
 

Dausuul

Legend
Am I reading the same thing? Because Necrotic Shroud is a Celestial Revelation

Celestial Revelation​

When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required)​
...​
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.​

I don't see why this wouldn't apply for the full 1 minute duration. What am I missing? Wouldn't creatures other than your allies have to repeat the save every round they're within 10 feet? :unsure:
When an effect calls for a save every round, it specifies when the save takes place -- for instance, "when a creature comes within 10 feet of you for the first time in a turn or starts its turn there."

Perhaps they meant to put in such a clause for Necrotic Shroud but forgot. As written, however, it triggers only at the moment you activate the ability. For the rest of the duration, all you get is bonus necrotic damage.

With most monsters having a ranged attack in the 2024 rules I’m not sure “can’t advance” is all that useful.
It's pretty useful if you've imposed disadvantage on those ranged attacks. And it's super useful if you have, say, a spellcaster who wants to lob an extra Fireball without frying their own party.
 


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