Silver Flame
The Silver Flame is the quintessentially pure abstract deity of goodness and law.
The Silver Flame was born during the Age of Demons, when the couatls combined the souls of their race into a spiritual force that could bind even the Overlords.
It is of Eberron and only recently found in Dierde due to the Wild Cards bringing it within them.
... it will soon be renamed to the argentine flame
The Silver Flame of Eberron found its way to Dierde when the Wild Cards accepted some of it in an effort to reforge their weapons and repaired the Orb of Eberron. Over time, as the characters leveled up they found there were "random" boons granted to them. (Mechanically it was based on critical hits and some successes)
Currently the boons can be immediately granted or "saved" to grant better boons.
Purifying Radiance: You emit a dim silvery light in a 10-foot radius. Any ally within that light gains a +2 bonus to their next saving throw or attack roll before your next turn. OR you can give it to your next turn.
Martyr’s Shield: You choose one ally you can see. Until the start of your next turn, that ally gains resistance (or +5 AC) just to the next instance of damage they take as the Flame intercedes for them. Or you can give it to yourself for just the next instance of damage you may take before your next turn.
Vigilant Spirit: Even though you cannot move, your spirit stays alert. You can "ping" one hidden or invisible creature within 30 feet, revealing its location to your allies until your next turn.
Burning Clarity: You focus the Flame inward to sear away the fog. You automatically succeed on one check to resist being Charmed or Frightened, or you grant an ally within 30 feet a reroll on a mental saving throw.
Silver Rebuke: If a creature hits you with a melee attack while you are down, they take 1d6 radiant damage as the Silver Flame lashes out in self-defense. This lasts until the start of your next turn.
Holy Roller: you can roll a d20 on your next turn, if you get a 20 then you heal 1d8+5 healing for yourself or someone within 30 feet of you.
Silver Flame Critical Successes
The Silver Flame has grown strong within you all, it seeks to provide assistance as it can and seems to be in want of "something". This essence in all of you seems to be sentient in its own way, but has not done much to "communicate" to you all. But you are starting to feel this "drive" or desire. You have all seen how there are times in your adventures since you got the Mark of the Adventurer and took in the Silver Flame essence how they seem to give you benefits. (these have been the roll another 20s) As you continue to travel into the realms inside of the "Orbs" and continue to level up it seems you are all bonding with the Silver Flame in new and exciting ways. So here is where things get interesting. When you get a 20 you can choose to pocket a SF Point or roll another 20.When you Roll a 20... you now have TWO options:
Reroll a 20 and take the benefit:
1-5: Gain 5hp of silver flame healing for yourself or another within 30 feet. 6-10: Gain +1d6 to next d20 roll (transferable if someone else rolls a d20 first) 11-15: Gain 15hp of silver flame healing for yourself or another within 30 feet. 16: Next Attack gets Advantage 17: gain 20 hp to you or ally within 30 feet 18: You get an extra Action if in combat, gain 20 hp to you or ally within 30 feet if in/out of combat 19-20: Gain 10% of missing HP (only can occur 1x day) This is a permanent bonus. (_If this is the not the first time this day, then getting this means they get 15 Temp HP)_ _NOTE: ALSO THERE IS A CHANCE TO UNLOCK OTHER THINGS TOO if you roll a 10-20_OR Put a point towards a permanent Boon.
For 5 points you can purchase a boon, but you can't unlock 2 in the same "day", character day.
· You are immune to the fall damage from 10 feet. Every time you get this you add 10 feet to a maximum of 100 feet. Meaning you would then max out at 20d6 at 300+ ft possible damage. · You get +1 silver flame damage to all attacks, magic/melee/ranged. This also goes up +1 each time, to a maximum of +3, · You get a permanent +1 AC regardless of what you are wearing. This maxes out at +2 and stacks with all other AC. · You get +1 to hit any melee/ranged attack with a weapon. Maxes out at +2, · +1 to spell DC to max of +2, · +10 feet to any spell that maxes at 30 feet or more... max of +30, · +1 spell attack to max of +2, · You can learn a cantrip from any list (only 1 per character). · Through your journeys you have been studying or picking gup on something... choose a proficiency... · You can manifest a magic item of uncommon level (can be repeated, no limit per character). · Start the day with 10 temporary hit points after a long rest. Can be taken multiple times up to 3 times, 10 hp each time to a maximum of 30 temporary hp. Won't stack with other temporary hit points.For 10 points you can purchase a boon, but you can't unlock 2 in the same "day", character day.
· 1x a day hold concentration on 2 spells. If you lose concentration it affects both spells. Can't hold two spells for more than 10 minutes. · Gain a weapon or armor proficiency of your choice. · Learn 1 spell from any list. Can choose 1 from every level (and different lists) but must be in order. So each 10 points unlook a level above the one you got last. Starting with cantrip (not related to learn a cantrip in 5 pt table). · Manifest a magic item of common level (can be repeated, no limit per character). · Manifest 100 pp from thin air. · Can Block 2 pts of specific damage type (can't block all damage, so if you can block 2 pts and you take 2 pts then you must take minimum of 1 damage). Can take multiple times, up to 6 pts of each type of damage protection. Damage types: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, and Thunder.For 20 points you can purchase a boon, but you can't unlock 2 in the same "day", character day. These are only 1 each per character, so you can get one of each as you unlock them – but only 1 time per character.
· Manifest a rare magic item. · Manifest 500 pp from thin air · Become resistant to a damage type, and this will go first if you get the blocking from 10 points (still take min. 1 pt damage though). Damage types: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, and Thunder. · Take expertise in a proficiency. Only take this once.# The following cost 20 points and can be taken 1 time each per character, but only after you unlock their 5 point to full tiers.
· Fall damage can add 10 more feet, max 5 times. So add up to 50 feet to the 100 feet you are immune to. Max damage of 20d6 would be at 350 feet now. · Add +1 more silver flame damage to all attacks, magic/melee/ranged. Meaning max is now +4 · Add 1 more permanent AC, regardless of what you are wearing. Meaning it maxes at +3. · +1 more to any melee/ranged attack with weapon. Max is now at +3 · +1 more to Spell DC, so it now maxes at +3 · +10 more feet to any spell that maxes at 30 feet or more, so it would add +40 max. · +1 more to Spell Attack, so it now maxes at +3 · You can learn 1 more cantrip from any list. · Start the day with an additional 10 temporary hit points, so the maximum would be 40 hp. \[hr=3][/hr][size=7]★ ★ ★[/size]
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These only apply to the main characters, not clones, pets, simulacrum, etc. since they do not have the mark or the silver flame.
