Notus Myth in Patron: The Crossroads | World Anvil
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Notus

God of the South Wind and Summer     Alignment: Chaotic Neutral   LORE: Of all the winds he is the one people love and hate the most. His arrival signals the warm weather and crop season, but his arrival also means storms are on the way. One of the few deities that resided on the continent of Africa. He is well versed in Egyptian gods and mages. Quite a few worships him as well. —Hecate.   Personality Traits: Temperamental, rarely in one place for two long, to say he is fast paced is an understatement. Like heat he is abrasive at times.   Ideals: Bring joy but remind people you are not be trifled with.   Bonds: The four direction winds and Aeolus.   Flaws: He is hard to deal with at times.   Symbol: Orange wavy lines   Worship:
  • Burn away the chains that bind you.

Perks

Gained When Selected   Ability Score Increase: Increase Dexterity 1 and Charisma by 3,   Fly: Once per long rest you may use fly to fly at your movement speed for 1 hour.   Summer's Drought: Weapon (Scimitar or Shortsword), legendary (requires attunement). You have a +2 bonus to attack and damage rolls made with this magic weapon.
  • Damage is 1d6+Dex Slashing
  • Secondary Damage is 2d6 Fire
  • Gain immunity to Burn and Resistance to fire damage.
The Blade is red orange and has slits to allow better air flow. The hilt is made of silver and has beautiful garnets and rubies running along it. They are set in a way that creates no discomfort for the user.   Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.   Heat Wave:
  • 5th level conjuration
  • Casting Time: Action
  • Range: Self 30ft radius
  • Components: V, S
  • Duration: 1 minute
You call upon the Southwind to summon a searing hot wind current, this wind flows around you with a radius of 30ft and enemies that fail a constitution save take 4d6 fire damage and 4d6 wind damage or half as much on a successful save.  Furthermore, enemies that fail the save are considered level 1 burned.   Each round of enemies that start, end, or move into the radius of the wind must make a constitution save or take the damage again and suffer the next stage of burn.   Enemies wearing metal make this save with disadvantage.  Damage is increased 1d6 for each level above 5th.

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