Emanation Powers (11)

Explore a collection of Emanation Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Time Rift

Actions

Time Rift (Recharge 5-6). The wizard creates a Medium Time Rift Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Time Rift must repeat the same action it took on its previous turn. If it chooses not to or is unable to repeat the same action, it takes 10 (3d6) force damage.


Runic Wards

Actions

Runic Wards (Recharge 5-6). The wizard creates a Tiny Runic Wards Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. While the Runic Wards is active, it grants immunity to all damage to all friendly creatures within 10 feet.


Summoner's Rift

Actions

Summoner's Rift (Recharge 6). The wizard magically creates a Medium Summoner's Rift Token (AC/DC 12, 2 Charges) at an unoccupied space it can see within 30 feet. Each turn that the rift is active, on initiative count 0, roll a d20. On a 1-5 a new Summoner's Rift is created at an unoccupied location within 30 feet of the original. Otherwise, 2 (1d4) Magma Mephit arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Magma Mephit use their movement and action to arrive on the battlefield in unoccupied spaces within 30 feet of the summoner. They then act normally on subsequent turns.


Recombination Matrix

Actions

Recombination Matrix (Recharge 5-6). The wizard creates a Tiny Recombination Matrix Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. While the Recombination Matrix is active, it creates difficult terrain in a 30 foot emanation and reduces the AC of all non-friendly creatures by 2.


Hypnotic Lure

Actions

Hypnotic Lure (Recharge 5-6). The wizard creates a Tiny Hypnotic Lure Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. While the Hypnotic Lure is active, all non-friendly creatures within 30 feet must use their movement and actions to attempt to attack the Hypnotic Lure.


Illusory Reality

Actions

Illusory Reality (Recharge 5-6). The wizard creates a Huge Illusory Reality Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. While the Illusory Reality is active, it creates a 30 foot emanation. Any creature that starts its turn within the emanation must make a DC 12 Intelligence save. On a failure, the creature rolls a d6 and suffers the following effects until the start of its next turn. On a 1-2 it is Charmed, on a 3-4 it is Frightened, and on a 5-6 it is Dazed.


Shadow Rift

Actions

Shadow Rift (Recharge 5-6). The wizard magically creates a Medium Shadow Rift Token (AC/DC 12, 2 Charges) at an unoccupied space it can see within 30 feet. Each turn that the rift is active, on initiative count 0, 2 Ghoul arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Ghoul use their movement and action to arrive on the battlefield in unoccupied spaces within 30 feet of the summoner. They then act normally on subsequent turns.


Raging Flames

Actions

Raging Flames (Recharge 5-6). The wizard creates a Medium Raging Flames Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Raging Flames takes 11 (2d10) fire damage.


Biting Frost

Actions

Biting Frost (Recharge 5-6). The wizard creates a Medium Biting Frost Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Biting Frost takes 11 (2d10) cold damage.


Lashing Winds

Actions

Lashing Winds (Recharge 5-6). The wizard creates a Medium Lashing Winds Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Lashing Winds takes 11 (2d10) lightning damage.


Fetid Miasma

Actions

Fetid Miasma (Recharge 5-6). The wizard creates a Medium Fetid Miasma Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Fetid Miasma takes 11 (2d10) poison damage and is Poisoned until the start of its next turn.