Annake

Annake

(Annake- The goddess of inevitability, compulsion, and necessity.)   Alignment: Chaotic Neutral   LORE: People are creatures of impulse, and she is there mistress. Due to the scale of her power, she became very powerful. She made some selfish choices, and Aether banished her from the crossroads. She hides her true power to avoid chaos. —Hecate   Personality Traits: Calm, Reserved, rude at times. If angered though she eliminates the memory of those who would cross her.   Ideals: She believes that just because you can, does not mean you should.   Bonds: The King of Thermopylae calms her nerves with his wonderful loot. She therefore values him above all others. If you were to see her, she Is constantly protected by two wolves of great size.   Flaws: Fear and Hubris, she constantly is afraid to act.   Symbol: Clock   Worship: Roll a 1d2 on events to decide. Greater the event the better the results.  

Perks

Gained When Selected   Note: You can not have any feat for luck.   Time Stop: You can stop time for 5 seconds outside of combat.   Time Barrier:  Spells that target you with a duration are decreased by half if they are harmful to you.   Once per long rest, you can activate this barrier in radius around you of 30ft, any ally that ends their turn in the barrier also has the duration of harmful effects reduced by half.   Compulsion, Necessity, and Inevitability: Activates when in combat.
  • Compulsion: Increase an allies Initiative by the mod.
  • Necessity: Gives whoever Is attacked 1st +mod to AC, Saves, and too hit.
  • Inevitability: You can add 1d4 psychic damage to your attack for each creature that attacks before you.
Skills Skill Modifier is Intelligence   Level I:   Time to Re-Roll: As a patron of Hekate you gain the ability to manipulate the effects time as on yourself and gain dice equal to your proficiency to re-roll any roll that you have made.   The dice are restored at the end of a long rest.  This feature does not require a patron charge.   The Aging Mind: You target a creature within 30ft and rapidly age their mind by 5d4 months, the passage of time through the mind caused 1d4+mod in psychic damage on a failed intelligence save or half as much on success.  A target that suffers this effect, also has thier intelligence score reduced by 2.    The effects of inevitability stack with this patron skill.   Level II   Past, Present, and Future:
  • Past-- Gain a spell slot back of 4th level or lower.
  • Present- Double cast the spell just used.
  • Future- Steal your action from the next turn, works with Inevitability.
Time Manipulation: You take control of the flow of time to change duration of attacks, spells, features, and patron skils to make them quicker to use or last longer.  This effect can be used on you or an creature within 30 ft of you.  Choose one of the following effects as a bonus action, and the effects last 1d3+1 rounds or until you use this feature again.
  • Swift Attacks:  The target can make an additional attack as a bonus action.
  • Swift Cast:  The target can cast cantrips that state an action to cast as a bonus action.
  • Hastened Duration:  The shorten the casting time of a spell that is 1 minute long to 1 round.
  • Slowed Duration:  Features from class, race, and/or patron skils last twice as long.
Level III: Time to Reroll II: You can use time to reroll on your allies and enemies.   Slow and Haste: You gain the ability to manipulate the speed of your allies and enemies at the start of combat. You may move a selected target up or down on the initative, you can move them up or down as many people as your intelligence modifier. People who resist my pass a intelligence save to avoid the affects.   Time Surge You target a creature within 90ft and manipulate the time around them, on a failed intelligence save the target takes 3d4+mod in psychic damage or half as much on a succesful save.  Furthermore, failing the save affects your abilities and reflexes reducing movement by half and giving the target disadvantage on dexterity based checks, attacks, skills, and saving throws.  Targets can remake the save at the end their turns to end the effects.   Inevitable Form: Follower of Annake are immune to certain affects of time.   Any effect that would manipulate time around you or target you has no effect on you.  You cannot be aged or made younger, you are immune to time spells, and the decay effect does not harm you.   Decay still affects your items, armor, and any weapon you are carrying.   Level IV:   Staff of Necessity: This staff is radiant, and the gold glowing whenever it appears. If you listen there is a ticking noises when use in combat let thy enemy know their life is ticking away. It is adorned with a beautiful hourglass. The staffs end Is sharp like a blade.
  • To Hit is 10+pro+Modifier
  • Damage is 3d6+Int slashing
Effects of the Staff- As Bonus Action you can turn it to psychic damage, and it heals an ally by 2d8+Int or heals them of one status ailment. Critical roles heal all to allies within 10 ft.   Realm of Time:   The realm of time as the ability to restore or destroy, as a bonus action you slam the staff of necessity into the ground. A golden light spreads out from you, and does one of two things on contact with other creatures.
  • Allies hit are healed 1d4+mod in healing.
  • Enemies take 1d4+mod in psychic damge.
  • Healing and damage are increased by a d4 for each patron level to a max of 5d4.
  • Allies gain 10ft of movement that are affected by this for the round.
  • Enemies must pass an intelligence save or have their movement slowed by 10ft for the round.
     

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