Aether

AETHER

(Aether- The God of light and the bright ether of the heavens.)   Alignment: Lawful Good   LORE: All that is lawful and good acknowledge Aether as the protector of the realm. He was one of the titans that fought againts the Titan king, because there cannot be rule without laws and morality. Often con-fused with an Arch Angel of Earth, Aether's golden wings protect the gates of the north from all that dare enter his land. —Hecate.   Personality Traits: He is stern about following the law and enjoys his job in the realm. He has a gentle heart when dealing with law abiding beings, but those who disobey the laws will be met with swift justice.   Ideals: A world without laws is barbaric and crude, without order no one would be able to grow.   Bonds: Erebus is his best friend, and Erebus' children are the lieutenants of Aether.   Flaws: If it is not againts the law, he cannot move againts it.   Symbol: Angel   Worship:
  • Slay undead/evil beings
  • Bless cursed lands
  • Bless the sick

Perks

Gained When Selected   Heavenly Aether:  You are surrounded by the essence of aether, this aether protects you from a wide range of evil ailments.
  • You are immune to lycanthropy and Vampirism.
  • You have advantage on saves from Doom and Patron Curse.
  • You can sense the presence of creatures of the night, daemons (or demons), Devils, Lycans, and any form of undead within 30 ft of you.  Regardless of things that would conceal them from your sight.   You don't know where they are, but you know they are there, and how many there are.
Chains of Divine Light:  The Chains of Divine light are weapons that are specific to Aether Patrons himself, at no point can anyone other patron gain these chains.   They are made of heavenly light, and were designed to aid Aether patrons in the fight against creatures of the night.  Furthermore, only good aligned creatures can summon these chains.
  • The Chains deal 1d6+mod in light damage.
  • They can be switched to radiant damage as a bonus action.
  • The chains deal double damage to creatures of the night, daemons (or demons), Devils, Lycans, and any form of undead.
  • Once per week, you can activate the Chains of Resurrections and bring back any ally that has died within the last 24 hours.  This requires no coin of the boatman, but restores the target with 4 exhaustion.  If a coin is used they return with no exhaustion.  If no body is present, then the body is reformed with 5 exhaustion, and no coin can remove that effect.
Oath of Heavenly Light: You oath to protect the realm allows you courage and strength to defend the realm.  Your conviction to protecting the people grants you the greatest blessing that Aether can offer.  Should your health be reduced to 0, you can come back to 1 health on a succesful death saving throw.  This can be used 3 times, but on the fourth you die, and can not make any death saving throws.
  • This Blessing is approved by Thanatos, Hades, and Erebus.

Skills

  Level I:   The light that bind you: As a bonus action, you use your Chains of the Divine to restrain your enemy.  On a failed strength check, the target is considered restrained and take 1d4+mod in light or radiant damage.  This effect last 1d2+1 rounds, and has the following properties:
  • Targets take the damage each round they are bound, and can use their action to attempt an escape check.
  • Creatures of the night, daemons (or demons), devils, lycans, and any form of undead make the escape check with disadvantage.
  • The target takes one level of burn each round they are binded by the chains.
  Radiant Light: Using your Heavenly Aether you expend a bright heavenly light, and any enemy that can see you must pass a constitution save or be blinded.  Creatures that fail this save take 1d4+mod in radiant damage each round.  This light last 1d2+1 rounds and does the following effects:
  • creatures of the night, daemons (or demons), Devils, Lycans, and any form of undead are outlined in a shimmer of the light.
  • Evil being are also outlined in this light.
  • Concealed creatures must pass the save as well, and any creature that fails cannot conceal themselves again and/or if they are concealed lose their concealment while the light is present.
Level II:   Divine Protection: You Heavenly Aether protects you for 1d3+1 rounds increasing your saves and armor class by 2, and granting you resistance dark and necrotic damage.
  • Creatures that strike you take 1d4+mod in light or radiant damage, and you heal back half the damage.
  • You may surrender this protection to an ally within 30 ft for the round as a reaction.
Aether Beam: You create a beam of light coming down from the heavens that strikes an area within 30 ft of you, this light has a 15 ft radius and deals 2d4+mod light or radiant damage to all targets that fail a constitution save.
  • Enemies that fail the save are level 2 radiant burned, and the strength increases to level 3 at patron level 3.
  • Creatures of the night, daemons (or demons), devils, lycans, and any form of undead, must pass a wisdom save or be unable to use their features provided by being one of those creatures.
Level III:   Armor of Light: Calling upon Aether, is essence is infused into your armor for 1d4+1 rounds, and during that time you are granted the following benefits:
  • You gain a bonus to your Armor Class equal to your Patron Level
  • You gain advantage on saves from creatures of the night, daemons (or demons), devils, lycans, and any form of undead
  • You are immune to doom, curse, and dominate.
Holy Mantle: You hold you weapon to sky and call heavenly light down upon you, this light helps your allies and harms your enemies.   The light shine 15 ft around you and does the following effects.
  • Allies gain advantage on death saving throws, and gain 1d4 to attack roll or saving throws.
  • Enemies take 3d4+mod in light damage when they first enter the light, and take the damage again at the start of each their turns while in the light.
Heavenly Soul: Your light aids the troubled soul, with a bonus action you can attempt cure an ally or enemy.   Allies are cured from any ailment of the soul, and enemies that fail a wisdom save are saved from their curse.
  • Vampires and Lycans that fail the save, lose their curse if they have been turned within the year.
  • Undead are forced to move on, but only applies when their health is below 50.
  • Creatures of the Night are returned to Erebus.
Level IV: .   Blade of Rae: This blade is radiant gold and carries the love of a goddess of light. Its very ornate with rubies along the hilt and engraved into the blade Is a beautiful goddess.
  • Reach: 5ft
  • Primary damage:  3d6+mod in slashing
  • Secondary damage: 2d6+mod in radiant or light
Effects of the Blade: The light or radiant damage only applies to creatures of the night, daemons (or demons), devils, lycans, and any form of undead or evil characters.  The blade itself has the following effects:
  • It ignores 1 armor class (patron level) to creatures of the night, daemons (or demons), devils, lycans, and any form of undead and/or evil beings.
  • Once per long rest you can stop a creature from using a legendary resistance or action.
Heavenly Seal: The light does not always need to destroy the dark, and/or sometime it cannot.   In these situations Aether offers you the ability to imprisoned or seal them away, so they may get their justice or be prevented from returning.  Should the creature in question reach 50 health, you may use this skill to seal them in the heavenly light of Aether.  Your chains of Divine Light wrap around the creature and instantly seals them within Aether's essence.

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