Template:Passive feature property page

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{{Passive feature property page
| name = IsToggled
| description = This passive feature can be toggled on/off by the user.
}}
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IsToggled is a passive feature property. This passive feature can be toggled on/off by the user.

List of passive features with IsToggled

Feature Effects

AblazeAblaze

When the sphere is ablaze, it leaves behind a Fire Fire surface and deals 2d6⁠Fire⁠Fire to nearby creatures and objects.

Adroit CasterAdroit Caster

Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice. Usable once per short rest.

Arcane BatteryArcane Battery

Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn't cost a spell slot.

Aspect of the Beast: Honey BadgerAspect of the Beast: Honey Badger

If you're Poisoned Poisoned, Frightened Frightened, or Charmed Charmed at the start of your turn, you have a 50% chance to begin Raging without expending a Rage Charge.

Aura of MurderAura of Murder

Enemies within 3 m (10 ft) become Vulnerable to Piercing⁠Piercing damage, unless they are Immune to it.

Bardic RollBardic Roll

Add a +1d6 bonus to your next Ability Check.

Consume Life EssenceConsume Life Essence

Consume the life essence that you have collected to cast any Necromancy spell without consuming a spell slot.

Cull the WeakCull the Weak

When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1~4⁠Psychic⁠Psychic damage.

Daredevil ProximityDaredevil Proximity

Your Ranged Spell Attacks are made as melee spell attacks when you are adjacent to a hostile creature. This effect can be toggled off.

Dark One's Own LuckDark One's Own Luck

Call on your patron to change your fate and add a 1d10 to an D20.png Ability Check.

Demonspirit AuraDemonspirit Aura

The wearer's summoned creatures have resistance to all damage except Psychic⁠Psychic damage.

At the start of the summoned creatures turn, it must succeed a Wisdom Saving Throw Wisdom Saving Throw or be driven Mad Mad.

FreecastFreecast

You have discovered a marvellous adaptability within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. Refreshes after a Long Rest.

Gleamdance Dagger: GlowingGleamdance Dagger: Glowing

This object shines with a glowing light in a radius of 6 m (20 ft)⁠6 m (20 ft).

Gontr Mael: GlowingGontr Mael: Glowing

This object shines with a glowing light in a radius of 6 m (20 ft). Toggle this to douse and rekindle the light.

Great Weapon Master: All InGreat Weapon Master: All In

When attacking with a melee weapon you are Proficient with and are wielding in both hands, Attack Rolls take a -5 penalty, but their damage increases by 10.

Heat ConvergenceHeat Convergence

Consume your Heat Heat to fuel a powerful attack.

Hellish RebukeHellish Rebuke

React to your next attacker with flames that deal 2d10⁠Fire⁠Fire.

Improved Bardic Inspiration: Attack Roll or Ability CheckImproved Bardic Inspiration: Attack Roll or Ability Check

Add a +1d12 bonus to your next Attack Roll Attack Roll or Ability Check.

Improved Bardic Inspiration: Saving ThrowImproved Bardic Inspiration: Saving Throw

Add a +1d12 bonus to your next Saving Throw Saving Throw.

Lathander's LightLathander's Light

Sheds holy light in a 6 m (20 ft) radius. In combat, fiends and undead standing in the light are Blinded Blinded if they fail a DC 14 Constitution throw.

LuckyLucky

You gain 3  Luck Points, which you can use to gain Advantage Advantage on Attack Roll Attack Rolls, Ability Check Ability Checks, or Saving Throw Saving Throws, or to make an enemy reroll their Attack Roll Attack Rolls.

Manifestation of BodyManifestation of Body

Your hands sap the ki from your enemies' bodies. Your unarmed attacks deal an additional 1d4 + Wisdom Modifier⁠Necrotic⁠Necrotic damage.

Manifestation of MindManifestation of Mind

Your hands sap the ki from your enemies' bodies. Your unarmed attacks deal an additional 1d4 + Wisdom Modifier⁠Psychic⁠Psychic damage.

Manifestation of SoulManifestation of Soul

Your hands sap the ki from your enemies' bodies. Your unarmed attacks deal an additional 1d4 + Wisdom Modifier⁠Radiant⁠Radiant damage.

Metamagic: Careful SpellMetamagic: Careful Spell

Allies automatically succeed Saving Throws against spells that required them.

Metamagic: Distant SpellMetamagic: Distant Spell

Increases the range of the spell by 50%. Melee spells are increased to 9 m (30 ft).

Metamagic: Empowered SpellMetamagic: Empowered Spell

Increase the cost of spells that deal direct damage by 1  Sorcery Point to roll their damage with Advantage Advantage.

You can use Empowered Spell in combination with other Metamagic.

Metamagic: Extended SpellMetamagic: Extended Spell

Double the duration of conditions, summons, and surfaces caused by spells.

Metamagic: Heightened SpellMetamagic: Heightened Spell

Targets of spells that require saving throws have Disadvantage Disadvantage on their first saving throw.

Metamagic: Quickened SpellMetamagic: Quickened Spell

Spells that take an  Action take a  Bonus Action instead.

Metamagic: Subtle SpellMetamagic: Subtle Spell

You can cast spells while Silenced Silenced.

Metamagic: Twinned SpellMetamagic: Twinned Spell

Spells that only target 1 creature can target an additional creature.

Costs 1  Sorcery Point per Spell Slot level used. Cantrips also cost 1  Sorcery Point.

Moonlight Glaive: GlowingMoonlight Glaive: Glowing

This object shines with a glowing light in a radius of 6 m (20 ft)⁠6 m (20 ft).

Nature's StepNature's Step

Alter the terrain around you, allowing nearby allies in the area to travel with ease.

You and your allies within 4 m (13 ft) of range aren't affected by Difficult Terrain Difficult Terrain, can't be Restrained Restrained or Paralysed Paralysed, and gain Resistance to Poison⁠Poison damage.

Nyrulna: GlowingNyrulna: Glowing

This object shines with a glowing light in a radius of 6 m (20 ft)⁠6 m (20 ft).

ParryParry

Parry the next melee attack that hits you to reduce the damage by 1d8 + Dexterity Modifier.

Psionic RetributionPsionic Retribution

The Netherbrain permits no interference - as a reaction to taking damage, it releases Brainquakes Brainquakes.

Quickspell FlingerQuickspell Flinger

Cantrips that cost an  Action cost a  Bonus Action instead. This effect can be used once per Short Rest.

Rampart AuraRampart Aura

Costs Force Conduit Force Conduit to remain active. All entities with or in this aura have their movement speed halved.

Reaper's RigidityReaper's Rigidity

When activated, you can't be moved against your will by any spell or action, but have Disadvantage Disadvantage on Dexterity Saving Throw Saving Throws.

RegenerationRegeneration

The wood woad regains 10 hit points if it walks through a vine surface, unless it recently took Fire⁠Fire damage.

Repelling BlastRepelling Blast

When you hit a creature with Eldritch Blast Eldritch Blast, you can push the creature up to 4.5 m (15 ft) away from you.

Seeking SpellSeeking Spell

When you make a Spell Attack Roll, you can spend a  Sorcery Point to gain Advantage Advantage. This costs 1 Sorcery Point per spell slot Level. Cantrips cost 1 Sorcery Point.

Sharpshooter: All InSharpshooter: All In

Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll Attack Roll, but deal an additional 10 damage.

ShockwaveShockwave

When the wearer Jumps Jumps, they deal 1d4⁠Thunder⁠Thunder damage in a 3 m (10 ft) radius upon landing.

Slow FallSlow Fall

When you fall, you can use your reaction to gain Resistance to Falling damage.

SpellmightSpellmight

When casting a spell that requires an Attack Roll Attack Roll, you can take a -5 penalty to the roll to deal an additional 1d8 damage.

Split EnchantmentSplit Enchantment

You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.

Tides of ChaosTides of Chaos

Activate to gain Advantage Advantage on your next Attack Roll Attack Roll, Ability Check Ability Check, or Saving Throw Saving Throw.

Increased chance of Wild Magic Wild Magic surge afterwards.

Toggle Non-Lethal AttacksToggle Non-Lethal Attacks

Knock someone Unconscious Unconscious instead of killing them.

Uncanny DodgeUncanny Dodge

Use your lightning-quick reflexes to protect yourself. When an attack hits you, you only take half the usual damage.

Valiant RollValiant Roll

Add a +1d6 bonus to your next Ability Check.

Vampire RegenerationVampire Regeneration

The vampire regains 10⁠Hit Points⁠Hit Points at the start of its turn if it isn't in sunlight, or has taken Radiant⁠Radiant damage or damage from Holy Water, in which case this trait doesn't function until the start of its next turn.