Stellar Corona
The corona is hotter than the surface below it and thin enough that a rated hull can survive the heat transfer. Its radiation is lethal, and the Sun Fish and the Star Sharks are both adapted to it in ways not yet explained.
Exposure
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No pressure and no air to breathe, with survival measured in rounds.
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Countdown
Without a seal, a creature holds out for a number of rounds equal to its Constitution modifier, minimum 1. At the end of that time its hit points drop to -1, unless they are already lower, and it is dying. It cannot be stabilized or regain hit points until it can breathe.
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Decompressed
Exposure inflicts the Decompressed condition, which a return to pressure does not by itself remove.
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Holding your breath
Holding a breath in vacuum ruptures the lungs. A creature that does so takes 2d6 damage on the first round and gains no benefit from the attempt.
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Sound
Sound does not travel. Verbal spell components, shouted orders and Perception by hearing all fail across open vacuum. Suit comms and touch are the only channels.
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Unfiltered light
Without air to filter it, the star's output arrives unreduced. An hour of unshielded exposure in direct sunlight counts as a failed Contaminated Atmosphere save against radiological dose.
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Temperatures above about 100 degrees Fahrenheit in shade, or anywhere near a working vent.
CON save, DC 10, rising by 1 for each hour after the first. End of each hour. One level of exhaustion.
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Sealed and armored
A creature in medium or heavy armor, or in a sealed suit without active cooling, has disadvantage on the save.
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Water
A creature with its full water ration has advantage on the save. One without any fails automatically.
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Cooled
Active cooling, a Rift effect naming heat, or Resistance to fire damage removes the save.
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A world's or star's magnetic field in upheaval, so that instruments give false readings and comms fail.
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Instruments
Navigation and comms fail beyond Long range. Any check made with electronic assistance has disadvantage.
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Powered gear
Powered weapons and cybernetics stutter: a natural 1 on an attack or a check using them means the item is unusable until the end of the next turn.
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Induced current
Long conductors take on induced current. Unshielded power and data runs fail, and a creature in contact with one takes 2d6 lightning damage.
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Channeling
On a world with an active Rift tether, a natural 1 on a spell attack roll, or a target's natural 20 on a saving throw against a spell, rolls on the Surge Table.
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Free fall, where there is no down, no moving body stops on its own, and a missed handhold leaves a creature adrift.
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Movement
Moving requires a surface to push from. A creature with nothing in reach continues in the direction it last moved until it reaches something.
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Changing course
Changing direction mid-drift requires a DC 12 Dexterity (Acrobatics) check. On a failure the creature continues as it was.
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Melee
An unanchored melee attack has disadvantage and pushes the attacker 10 feet away from the target after it resolves.
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No falling
There is no up, no down and no falling damage. A creature cannot be knocked Prone, and the Prone condition does not apply.
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Mag boots
Magnetic boots or a tether remove every entry above while a ferrous surface is underfoot, at the cost of half movement.
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In play
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Rated approach
A vessel states its closest approach. Inside it, Hard Radiation checks come each minute instead of each hour.
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Sensors
Sensor, comms and targeting checks made inside the corona fail automatically, and attacks with ship weapons have disadvantage.
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Flares
At the end of each hour inside the corona, the GM rolls a d20. On a 15 or higher, a mass ejection crosses the vessel's position. The pilot makes a DC 15 Piloting check to turn the shielded side of the hull into it. On a failure, each creature and object in the plume that is not behind rated shielding takes 3d6 fire damage and 3d6 radiant damage.
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Ionizing dose
Unshielded, a creature gains a level of exhaustion each hour. A long rest does not clear it. A Medicine check at DC 12, a restorative spell or antiradiation drugs remove it. Rated shielding removes the effect, and most powered plate raises the interval to four hours.
Built for this
- Celestial Descendant Subclass
- Oath of Piety Subclass
- Sunborn Subclass