Divine Aspects

Releasing a shard of divine power grants the party a divine level. Once you embark on a Divine Path, you gain powerful abilities tied to that specific Plane.
Your chosen Aspect cannot be changed, nor can you take abilities from another Aspect. Your alignment will begin to shift towards the Plane of Existence and you will develop a connection to it.
Aspect of the Angel
You draw on divine power from the celestial planes. You gain the abilities:
Power of Heaven. [Aspect level] per day you can add 2d6 Radiant damage to your weapon for the number of rounds equal to [Aspect level] OR add 2 additional dice to your healing spells or abilities for 1 minute.
Protection from Evil. You and allies within 30 ft gain +1 to AC and Saving Throws against Fiend or Undead creatures.


Aspect of the Solar
You take Divine power from Elysium. You gain the abilities:
The Dawnbringer. [Aspect Levels] per day when you are reduced to 0 Hit Points instead of going unconscious, roll a free Hit Die to recover hit points.
Light Eternal. You can shine as bright as the sun filling the room to a maximum of 120 ft Cube with bright light even dispelling any form of magical darkness.

Aspect of the Azata
You draw on divine power from the Beastlands. You gain the abilities:
Freedom. You gain Advantage on Saving Throws against any mind altering, restraining, paralysis, stun or movement penalty effects. [Aspect level] per day you can dispel these effects on all creatures of your choice that you can see.
Master of All. You gain +4 on all Ability Checks (Skills).

Aspect of the Trickster
You draw on the divine power of the trickster gods. You gain the abilities:
Bit of Fun. [Aspect level] per day roll a d8 and you get the effect below:
    • Superpower! - Set an ability score of your choice for [Aspect Level] minutes to 25 unless higher.
    • The Perfect Joke - You cast Tasha's Hideous Laughter on a creature who automatically fails the saving throw even if they're immune to the spell. This lasts for [Aspect Level] rounds.
    • Release the Dragon - You polymorph into an adult dragon of your choice for [Aspect level] rounds.
    • Charlatan Prince - Anyone who can see you must succeed on a Wisdom saving throw (DC 8 + Aspect Level + Proficiency Bonus), or become Charmed by you for [Aspect Level] rounds.
    • Vanish - For one minute, you shift into the Ethereal Plane, gaining the ability to see the area as if you had True Sight. You can then return to the plane you came from as a free action. You cannot affect the Material Plane while you are in the Ethereal.
    • Just a Flesh Wound - You or a creature of your choice heals up to their maximum health, minus one hit point.
    • Catch me if you can! - You or a creature of your choice doubles its movement speed and can use Dash as a bonus action for one minute.
    • Just Try and Hit me - You or a creature of your choice gains the benefits from the Mirror Image (level 2), Blur (level 2) and Shield (level 2) spells. These effects last for [Aspect level] rounds.
Trickery. You gain an Advantage on Deception, Stealth, Sleight of Hand, and Performance checks. If you already have Advantage you roll an extra die and take the higher result.

Aspect of the Archfey (Seelie)
You draw on divine power from the Feywild. You gain the abilities:
Blessing of the Summer Queen. You can communicate with Plants and Animals. [Aspect level] per day you become one with nature and you cause plants to grow rapidly around you. Creatures of your choosing can move at double movement speed through this terrain and it counts as difficult terrain for creatures hostile to you.
Fey Step. [Aspect level] per day you can teleport 60 ft as a free action.

Aspect of the Archfey (Unseelie)
You draw on divine power from the darker side of the Feywild. You gain the abilities:
Air and Darkness. Two times [Aspect Level] per day, you can use a Bonus Action to change into a dark mist for 2 Rounds. While you are in mist form you are Immune to Bludgeoning, Slashing and Piercing damage from Non-Magical attacks and get Resistance to all other damage. You gain a Fly speed equal to your walking speed and can pass through small openings and spaces occupied by other creatures. A 5-foot radius area centred on you becomes magical darkness that creatures of your choice can see through. You can’t talk or manipulate objects, and any objects you are carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the you can’t attack or cast spells. You can end the mist form as a free action.
Bewitching. You may re-roll Arcana, Persuasion and Intimidation checks. If you have Advantage on the check you re-roll one of the dice.

Aspect of the Shadowfell
You draw on divine power from the Shadowfell. You gain the abilities:
Ultimate Darkness. By using a Magic Action for a number of time equal to your [Aspect level] per day you can create a 15 ft Sphere of Magical Darkness that only True Sight can penetrate and cannot be Dispelled except for a Wish spell, Dispel Magic cast at level 9 or the use of the Light Eternal ability. Creatures of your choosing can see through this darkness, creatures hostile to you caught in this darkness must make a CHA Save DC8 + [Aspect level] + [Proficiency Bonus], on failure they become Frightened and must spend their movement to leave the darkness. If cast on yourself it moves with you.
One with the Shadow. When in dim light or darkness you may add your Proficiency Bonus to Stealth checks. This stacks with your current proficiency bonus.

Aspect of the Prime
You draw your divine power from Mechanus. You gain the abilities:
Servant of Order. You embody Cosmic Order and [Aspect level] per day you banish all summoned creatures back to their home plane and magical effects within 30 ft.
Knowledge of the Cosmic Archives. You can cast the identify spell at will.

Aspect of the Dragon
You draw on the divine power of the ancient dragons. You gain the abilities:
Dragon Scales. Your skin hardens and scales begin to grow on your flesh. Choose the colour of scales to receive its benefits:
    • Gold/Red - gain resistance to Fire damage.
    • Copper/Black - gain resistance to Acid damage.
    • Silver/White - gain resistance to Cold damage.
    • Bronze/Blue - gain resistance to Lightning damage.
    • Green - gain resistance to Poison damage.
    • Purple - gain resistance to Thunder damage.
If you are already resistant to a damage type, you become immune to it.
Draconic Cunning. You gain Advantage on Persuasion, Deception and Intimidation checks. If you already have Advantage you may re-roll one of the dice and take the highest result.

Aspect of Chaos
You draw on divine power from Limbo. You gain the abilities:
Paths of Chaos. [Aspect level] per day you force another creature to reroll an Attack, Saving Throw or Ability check with Disadvantage. If the creature already has Disadvantage it re-rolls one of the dice and takes the lowest result.
Force of Limbo. [Aspect level] per day you may add a random effect from the wild surge table to any Action, Bonus Action or Reaction made by a creature of your choice including yourself. Roll a d100 to determine the effect.

Aspect of the Arch-Devil
You draw on divine power from the hells. You gain the abilities:
Soul Collector. [Aspect level] per day when you kill a creature you can choose to regain 3d8+8 hit points or a spell slot or a limited ability.
Devil's Tongue. You gain Proficiency or if you already have Proficiency you gain Expertise in Persuasion and Deception and Advantage on Persuasion and Deception checks. If you already have Advantage you may re-roll both dice and take the higher result.

Aspect of the Demon Prince
You draw on divine power from the Abyss. You gain the abilities:
Carnage. You are fuelled by Abyssal energy. For each [Aspect level] per day, you maximise the damage of any attack or spell with damage dice until the end of your turn.
Demonic Rage. You gain Expertise in Intimidation and Advantage on Intimidation checks. If you already have Advantage you may re-roll both dice and take the higher result.

Aspect of the Lich
You draw on divine power from the realm of the undead. You gain the abilities:
Phylactery of the Undying. You start the creation of your phylactery and automatically succeed Death Saving Throws when failed. You become Immune to Poison damage, Poisoned condition and Necrotic damage.
Unlife. You have set on the path of unlife. You no longer require sleep and cannot be knocked Unconscious.
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