D&D 5E (2024) Aasimar Celestial Revelation - Necrotic Shroud - one time only or every turn?

I think you're all wrong. Under the celestial Revelation it states the transformation lasts for 1 minute. I would then imagine that your wings lasts for that time and while active any creature that enters would have to make a saving throw or be frightened. And on each turn you can choose one target to take the extra necrotic damage. Don't make it worse then it already is.
 

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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 agree with you. I believe that it lasts for the entire minute and anything that moves within 10 feet would have to make a saving throw.
 

I think you're all wrong. Under the celestial Revelation it states the transformation lasts for 1 minute. I would then imagine that your wings lasts for that time and while active any creature that enters would have to make a saving throw or be frightened. And on each turn you can choose one target to take the extra necrotic damage. Don't make it worse then it already is.
If that were the case, then it would need to be worded differently. It would be a 10-foot Emanation that lasts for the duration, and any unallied creature that starts its turn in the radius or enters the radius makes the save, etc etc.

The way that it is currently worded (and has always been worded since Volo's) makes it clear that the frightened effect is a one-off when you first use the Bonus Action to transform. It is pretty sucky, and I don't think it would be unreasonable to house rule it so it lasts longer. But as written, it's just the eyes as pools of darkness and the flightless wings that last for the full duration.
 



It does nothing to prevent them scattering so your fireball can only hit one of them.
They don't know a fireball is coming, so they are not likely to scatter. The way it helps your fireball is it means that, during their next turn (following when you Frightened them), they can't approach your caster & party and get too close for fireball to work without being friendly fire. They may run away, and if they do so, they may scatter, but the one thing they won't do is close up with your caster/party to squelch your big AoE attacks.
 

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.

The way I am reading this is it happens when you use the bonus action, affects enemies within 10 feet when you take the bonus action and only lasts one round. It is not like an emanation that affects enemies at the end of their turn or when moved into it for the whole minute you are in form.

If so this is a pretty weak feature - small AOE, no range, lasts a round, usable only once a day.
It doesn't say it only last one round, it says it lasts 1 minute. If a creature in 10' of you fails their save, they are frightened until the end of your next turn.
 


I am playing my first Aasimar right now, 2024 version with the Cult of the Dragon Origin Feat. We are level 4 currently.

1. The Healing Hands is near useless.

2. Celestial Revolution is ok. I used Heavenly wings once, Necrotic Shroud once and the Radiant one once so far.

The Heavenly wings was the most useful, it was situational though. We had an Ogre blocking an ally and a Wizard right behind him who I wanted to melee. I activated the wings and flew over the Ogre to attack the Wizard.

The Radiant one was ok, I used it against 4 Gnoll Warriors in a fight where I could take them on 1v4 while the rest party focused on a Gnoll boss about 30 feet away. It broke them up and they ran away to get at range and avoid the every turn damage. It was good and bad, on the good side they were less effective at range and in some cases used dash to avoid getting caught in it, on the bad, after the initial activation I could only really use it against one at a time and when the party finished with the boss it became difficult to keep from doing friendly fire.

The Necrotic one I used in a close quarters fight where we were heavily outnumbered and in a Fog Cloud, so the frightened effect was nullified as they could nto see me. We were in close quarters so the Radiant one was not an option. I mostly did it for the extra damage on my attacks, although I did get an Inspiration from my feat when I triggered it since 3 failed their save.

One thing we noticed on this is it is not ended by incapacitated like most effects, I went down with necrotic shroud active so when the cleric brought me back in the fight I was still getting the damage bonus.

3. The best feature I think is the damage resistance to Necrotic and Radiant. The necrotic has come up quite a bit and has been pretty powerful in game.
 
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