How Time Works in Ferra | World Anvil
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How Time Works

The Sun is always a constant while the moons change every night. The sun and each moon are a god of a day. Some giving their blessings depending on what they govern. The moons all have a symbol engraved onto it representing which day it is and a clock hand ticks around the sun/moon saying the time of the day, a ticking noise rings throughout the night.   There are 13 months in a year, 28 days in all months and 13 days in a week. There are 2 weeks in a month to a total of 26 and the last 2 days of every month are called the World and Death days which aren't counted as week days. At the start of the second week the days repeat but become the Reverse of themselves. If the moon god faces you then it's upright however if they are facing away from your continent then it's reversed. Days only last for 13 hours.   Months of the year
Months of the year:
1 - Firmus
2 - Aquae
3 - Respiratio
4 - Locus
5 - Electio
6 - Eclipse
7 - Elementum
8 - Sonus
9 - Cogitationes
10 - Opportuna
11 - Adfectus
12 - Vita
13 - Exitium
  Days of the year
Days of the year:

1st - The Fool
2nd - The Magician
3rd - The Priestess
4th - The Empress
5th - The Emperor
6th - The Hierophant/Apostle
7th - The Lovers
8th - The Chariot
9th - The Justice
10th - The Hermit
11th - The Fortune
12th - The Strength/Hunger
13th - The Hanged Man
14th - Reverse Fool
15th - Reverse Magician
16th - Reverse Priestess
17th - Reverse Empress
18th - Reverse Emperor
19th - Reverse Hierophant/Apostle
20th - Reverse Lovers
21st - Reverse Chariot
22nd - Reverse Justice
23rd - Reverse Hermit
24th - Reverse Fortune
25th - Reverse Strength/Hunger
26th - Reverse Hanged Man
27th - The World
28th - The Death
 

0 - The Fool & The Jester

The beginning of the 13 day week, the fool symbolises the beginning of a journey. The sun is always the The Fool with a 0 engraved onto it. The jester is the twin sister to the death moon and is the moon of the first day also with a 0 onto it. It marks the beginning of the journey   Star Sign: Life Finds a Way
As an action, you can use your Channel Divinity to tap into the resilient forces of life itself. When you are reduced to 0 hit points, you can invoke this ability to cheat death's grasp. Instead of falling unconscious or dying, you are reduced to 1 hit point.   Furthermore, roll a d20 to determine the immediate outcome of this miraculous intervention. If the result is 20, the life force surges through you, rejuvenating your body completely. You regain all lost hit points and any effects or conditions that were affecting you are removed.  


I - The Magician

The second day of the 13 day week, the magician symbolises the mana and magical properties within all creatures and that all creatures share a soul. Her moon has the I engraved onto it.   Star Sign: Spell Blessed
As an action, you can use your Channel Divinity to harness the blessings of the arcane and don a set of ethereal armor that shimmers with otherworldly power. This transparent armor materializes around you, providing protection for the next 8 hours as long as you are not already wearing any armor. While wearing this armor, your Armor Class (AC) is set to 16 plus your Dexterity modifier.   In addition to the enhanced defense, you gain the ability to cast a 1st-level spell from the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. Choose one spell from the 1st-level spell list of the chosen class. Once you have chosen a spell, you can use this Channel Divinity feature to cast that spell once per use of Channel Divinity, at its lowest level, as long as your armor is active.   The spellcasting ability for the chosen spell depends on the class you selected: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Your spell save DC and spell attack modifier, if applicable, are calculated accordingly. If you are a cleric then this effect will just use Wisdom.  


II - The Priestess

The third day of the 13 day week, the priestess represents the divine and wills of creatures. The priestess is god of the II moon and the leader of the elves. Her moon is engraved with the symbol II onto it.   Star Sign: God Chosen
Through divine favor, you have been chosen by a deity to wield the powers of their devoted followers. As an action, you can use your Channel Divinity to tap into the specific channel divinity granted by a cleric subclass. Choose any channel divinity feature from a cleric subclass of your choice. You can activate and benefit from this chosen channel divinity ability, following its set activation requirements and restrictions.   Once you have chosen a channel divinity feature, you can use this Channel Divinity feature to activate it as specified by the subclass. This allows you to access the unique abilities bestowed upon the dedicated followers of the chosen deity.  


III - The Empress

The fourth day of the 13 day week, the empress represents the power of people and their representation to grow by relying on someone or using their own strength. The III symbol is engraved onto it.   Star Sign: Friendships Hand
Through the power of camaraderie and the strength of your friendships, you possess the ability to lend aid and receive support in times of need. As a bonus action, you can use your Channel Divinity to invoke Friendship's Hand.   When you use this ability, you can take the Help action to assist an ally within 30 feet of you, granting them advantage on their next ability check or attack roll. This Help action can be taken as a bonus action instead of an action.   Additionally, should you be the recipient of the Help action from another creature, you are imbued with a surge of fortitude. You gain temporary hit points equal to your current level, bolstering your resilience and protecting you from harm.  


IV - The Emperor

The fifth day of the 13 day week, the Emperor is the representation of leadership and governance that people always need a leader to thrive. The IV symbol is engraved onto it.   Star Sign: Voice of The Leader
As a leader and beacon of inspiration, your words carry great weight and power. With the Voice of The Leader, you can utilize your Channel Divinity to rally and inspire those around you in the heat of battle. As a bonus action, you can unleash a resounding shout, targeting a number of creatures equal to your proficiency bonus within 30 feet of you.   When you inspire a creature through this ability, they gain a surge of motivation and determination. As a result, they are granted a single use of your Human Determination feature. This empowers them with the ability to reroll an ability check, saving throw, or attack roll and choose the preferred result.  


V - The Apostle

The sixth day of the 13 day week, The Apostle is the representation of ascendance. That even when a new god is born that they were once mortal like everyone else with their own weaknesses or regrets. The V symbol is engraved onto it.   Star Sign: Mortality's Embrace
With an unwavering gaze and a declaration of mortal authority, you can invoke Mortality's Embrace through your Channel Divinity. As an action, you single out a celestial or fiend within 60 feet of you and point directly at them, challenging their supernatural essence.   The targeted celestial or fiend must make a Constitution saving throw against your spell save DC. The saving throw is based on your highest spellcasting ability unless you are a cleric. On a failed save, their celestial or fiendish features are temporarily stripped away, leaving them vulnerable to the limitations of mortality. The duration of this effect is equal to your proficiency bonus in rounds.   During this time, the affected creature loses access to any abilities, traits, or features that are inherently celestial or fiendish in nature. They are forced to confront their mortality, their supernatural powers diminished and suppressed.  


VI - The Lovers

The seventh day of the 13 day week, the lovers represent fertility and birth. Lovers day is the only day in which people can get pregnant on as any other day has a low fertility chance compared to it. The VI symbol is engraved onto it.   Star Sign: Together Forever
With the power of enduring bonds and unbreakable connections, you can invoke Together Forever through your Channel Divinity. As an action, you choose two creatures, including yourself, who have positive feelings towards each other and are within 60 feet of you.   Once chosen, these two creatures become enveloped in an aura of unity and shared purpose. For the next 1 minute, whenever they are within 5 feet of each other, they gain advantage on their attack rolls, ability checks, and saving throws. The bond between them strengthens their resolve and coordination, allowing them to strike with increased precision and synchronicity.  


VII - The Chariot

The eighth day of the 13 day week, the chariot is the representation of war & order that even when there's peace there's war always happening somewhere else. The VII symbol is engraved onto it.   Star Sign: War Brings Order
With a fervent focus on battle and a desire to bring order to the chaos of combat, you can invoke War Brings Order through your Channel Divinity. As a bonus action, you can mark a single creature within 60 feet of you, designating them as the target of your divine attention.   Once marked, the target creature remains marked for 1 minute. During this time, your attacks against the marked creature carry the weight of divine retribution. Whenever you hit the marked creature with an attack, you deal an additional 1d6 damage of the same type as the attack's original damage.   Additionally, while the mark is active, you gain advantage on Wisdom (Perception) checks to perceive the marked creature, as if your divine senses are attuned to their presence. This heightened awareness allows you to stay focused on your chosen enemy, even amidst the chaos of the battlefield.  


VIII - The Justice

The ninth day of the 13 day week, the justice represents the punishment of those who do bad and the loyalty to those who do good. This day is known as "The hunt" as guards and investigators tend to use the blessing of this day to interrogated or search for things relating to unethical practices. The VIII symbol is engraved onto it.   Star Sign: The Justice-Sworn
As a champion of justice and righteousness, you possess the ability to unleash the righteous fury of a paladin through your Channel Divinity. When you deal damage to a creature through a weapon attack or spell, you can invoke The Justice-Sworn.   Upon activating this ability, you can apply a paladin's smite to the damage you just dealt. If you have available spell slots, you can use the appropriate spell slot for the smite. However, if you do not have any spell slots available or choose not to use one, the smite is cast at the highest paladin spell slot equal to your current level. For example, if you are at level 5, the smite is cast at 2nd level.  


IX - The Hermit

The tenth day of the 13 day week, the hermit is the representation of rest and relaxation. Hermit days is when everyone stops working and takes a break from their work to do their own thing. The IX symbol is engraved onto it.   Star Sign: Rest Is The Best Medicine
With the recognition that rest is a powerful catalyst for healing, you can tap into the rejuvenating essence of rest through your Channel Divinity. When you take a short or long rest, you can invoke Rest Is The Best Medicine to give the benefits of a Greater Restoration spell.   During your rest, the divine energies flow through you, purging ailments, curses, and other debilitating effects that may afflict your body and spirit. The restorative power of the Greater Restoration spell washes over you or another creature within 5ft, removing any harmful conditions or negative effects that you are currently suffering from.   However, the potency of this blessing is not without limits. Once a creature has been under this effect, they cannot undergo the effect again until a week has passed.  


X - Fortune

The eleventh day of the 13 day week, The fortune is the representation of wealth and luck. That even in life luck is still an essential thing. The X symbol is engraved onto it.   Star Sign: Luck of The Die
With the blessings of fate and the touch of divine fortune, you possess the ability to influence the outcomes of chance through your Channel Divinity. As an action, you can invoke Luck of The Die which lasts for the next 8 hours.   When you activate this ability, you gain the power to alter the course of probability. You can reroll a d20 and choose to use either the original roll or the result of the reroll. This allows you to seize control over the whims of fate, selecting the more favorable outcome from the two rolls.  


XI - Hunger

The twelfth day of the 13 day week, the hunger represents the poor and the struggle of life. This day is normally the day that some people/religion fast on as a sign that they want to understand those in need. The XI symbol is engraved onto it.   Star Sign: Predatory Hunger
With a predatory instinct and an insatiable hunger, you can tap into the essence of your Channel Divinity to sate your appetite and weaken your foes. As an action, you can invoke Predatory Hunger.   When you activate this ability, you select a single enemy within 60 feet of you. The targeted creature must make a Constitution saving throw against your spell save DC, using your highest spellcasting ability if not a cleric. On a failed save, they succumb to the overwhelming drain of your predatory influence and gain 1 level of exhaustion.  


XII - Hanged Man

The thirteenth day of the 13 day week, the hanged man represents the feelings of not being fulfilled and happy about your current life. This day is usually the day that lets you think about your current life and make new decisions you probably wouldn't. The XII symbol is engraved onto it.   Star Sign: Noose of Confinement
With the power to ensnare and restrain your enemies, you can invoke Noose of Confinement through your Channel Divinity. You cast the rope trick spell, creating a magical extradimensional space accessible through a length of rope.   Additionally, if an enemy creature is within 5 feet of the rope trick's entrance, you can use your bonus action to activate the Noose of Confinement. The targeted creature must make a Dexterity saving throw against your spell save DC, using your highest spellcasting ability if not a cleric. On a failed save, the creature becomes ensnared by a noose that tightens around its neck, causing 2d6 bludgeoning damage at the start of each of its turns and restraining it.   At the end of the creature's turn, it can attempt another Dexterity saving throw to break free from the noose, or an ally can use their action to attempt to break the rope, releasing the creature from its confinement.  


XXI - The World

The second to last final day of the month, the world is the representation of the creation of the universe and birth of it. On this day people plant flowers or do some sort of work that would benefit the world in someway. The XXI symbol is engraved onto it.   Star Sign: Final Judgment
With a commanding gesture and a proclamation of divine judgment, you can invoke Final Judgment through your Channel Divinity. As an action, you single out a creature within 60 feet of you, pointing directly at them with an aura of absolute authority.   The targeted creature must make a Wisdom saving throw against your spell save DC, using your highest spellcasting ability if not a cleric. On a failed save, they succumb to the overwhelming weight of your divine presence, becoming paralyzed for 1 minute.   While paralyzed, the creature is unable to move or take any actions. However, at the end of each of their turns, they can repeat the Wisdom saving throw, shaking off the effects of your divine judgment.  


XIII - Death

The final day of the month, death day is the representation of the end of a long journey and that even after the journey ends, it will pick back up after a while. This day is usually celebrated across the continents as a festivity. The XIII symbol is engraved onto it.   Star Sign: Touch of Death
With a touch infused by the essence of death, you can invokeTouch of Death through your Channel Divinity. As an action, you gain the ability to cast inflict wounds without expending a spell slot.   When you cast inflict wounds using this feature, the maximum level at which you can cast the spell is half your current level (rounded up).   If a creature is damaged by the inflict wounds spell cast through Touch of Death, you gain hit points equal to the damage dealt. As death will eventually turn to life.  

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