Skills
Skill Modifier Is Constitution
Level I:
Light of the Crossroads:
You will be the sword and shield that protects Crossroads from all enemies that seek to hurt it. When invoking the light of the Crossroads, you gain benefits dependent on which form you are in.
- Eos: All damage you take is reduced by 1d4+mod for 1d2+1 rounds.
- Hemera: All damage you deal is increased by 1d4+mod for 1d2+1 rounds.
- Each time you form switch, you gain your constition modifer in health.
Blessing of Light:
Whenever you or party member is healed, you can use your reaction to give the maxium amount of health possible, and furthermore a death ward is placed upon them for 1d2+1 rounds. Should the target of this effect go down again within that time frame, the target stays at 1 and released a wave of light that deals 1d4+mod in raidant damage to all enemies within 15ft, should they fail a strength save they are knocked back 15ft.
Level II:
Aether's Knights:
You invoke the power of Eos and Hemera to create an aura of heavenly light that extends for 30ft around yourself. Any evil aligned creature that enter, starts, and/or ends their turn must pass a wisdom save or take 2d4+mod in light damage.
- Evil creatures that fail the save that are in this Aura have minus -2 to attack rolls and saving throws.
- Allies gain 1d4 to saving throws while the light is active.
- This Aura last 1d3+1 rounds
Sword and Shield:
Their are creatures in thsi realm that mean to do harm, the people of the realm need you to protect them from these horrors. You are granted the follwing abilities to help with this burned.
- Sheild: (Eos) As a reaction, you can give your part resistant to any Aura, Legendary Action, or Aoe that would target them. The shield stays in place until they take damage or 1d3+1 rounds have passed. While this effect is in place the target ignores critical damage.
- Sword: (Hemera) No creature (non-divine) can be resistant to damage caused by your weapons and spells for 1d3+1 rounds.
- Choosing 1 changes your form automatically to the form the skill represents.
Level III
Synergy of Light:
Eos and Hemera benefit one another in combat, they were chosen to protect the gate by Aether becuase of this synergy of light. When you enter combat, you are best suited for a group of allies you trust. When another patron activates a patron ability, you can use your reaction to maximis duration of thier patrons skill.
Last Rites:
Eos and Hemera know all too well the dangers of the night, should a creature be killed and still are a danger of the realm. You can attempt to give them their last Rite, on a failed wisdom save againts your patron dc, the creature cannot be revived outside of a divine favor.
- This stop any effect that would restore them to life after a certain time, and prevents undead from rising as well.
The Knight of Dawn and Day:
You represent the light that nyx blessed the world with, and iwth that a benefit occurss whenever you are in one of thier forms. This benefit does not require a charge, but the ability to change between them.
- Eos: Strength Score is increased by 2, gain you gain advantage on Strength and Constitution saves.
- Hemera: Dexterity Score is increased by 2, You gain advantage on Dexterity and Wisdom Save.
- Form Swith: As long as you have 1 health you heal for half your level each time you switch. (Effect only occurs in combat)
Level IV:
Ascension and Zenith:
These to blades are golden to represent the children of night Eos and Hemera. The Celestial dagger of Eos has golden Blade with an obsidian colored hilt, symbolizing day approaching. The sword of Day, Golden hilted with a blade that gets dark towards the end of the blade to a stygian tip.
- 1d20+Pro+Mod
- 2d4+mod in Piercing
- 2d8+mod in Slashing
Passive: Ultmate Weapon: This weapon will change its damage to whatever damage deals the most damage.
- Creatures of the Night: Take 4d4+mod in extra damage.
- Demons and Devils: Make saves againts you with disadvantage as long as the blade is out.
- Undead, Fallen Ones, Vampires, and Lycan: Do not gain regen or comeback to life if they fail a wisdom save.
- Legendary Cretures: You have advantage on all thier saving throws.
Banishment of Light:
Calling up Eos and Hemera, you unleash 60ft blast of light dealing 4d4+mod in radiant damage, should the creature be immune to radiant they take light damage instead. Should a creature fail a wisdom save, they are banished through the divine gate they came from, or to tartarus/Erebus if they are from the Crossroads. Enemies be ware, should the light leave, and the enemy still be present, night comes dealing 4d4+mod in damage to thier health and prevent them from escaping for 2d3+1 rounds. One this skill is used, you must wait until a full day/night cycle as completed before using again.
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