Zephyrus Myth in Patron: The Crossroads | World Anvil
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Zephyrus

God of the West Wind and Spring   Alignment: Neutral Good   LORE: Spring is the gentle breeze that reminds you that coldness of this world will pass. His winds are known to heal those in need, and he is the personal physician to Aeolus.  He is known to spend a lot of his time near the Town of Rhea to aid those who have taken the journey to find safety.  The Eleven City State of Raelune welcomes his patronage and is one of the only Greek gods worshiped in the city. —Hecate.   Personality Traits: Humble, happy, and always on the move. He does take his time to get anywhere.   Ideals: Spring Forward in life.   Bonds: Pan, Asclepius, Hestia, and Pan.   Flaws: He really does take his time.   Symbol: The West Wind   Worship:
  • Aid those ravaged by suffering.
  • Let the Spring air revitalize their Mind, Body, and Soul.

Perks

  Gained When Selected   Ability Score Increase: Increase the ability scores Dexterity by+1 and Constitution by +3 (Max of 22) , and +5 to all arcana and medicine.   Fly: Once per long rest you may use fly to fly at your movement speed for 1 hour, requires concentration.     Spring Revival: 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 Earth Damage
  • Grants the ability to return to 1 health if knocked unconscious.
Healing Slash: You slice the air in front of you sending a gust of healing wind for 60ft that is 10ft wide.   Allies in the path heal for 4d4+4 health and are granted twice their movement for the round.   You can use this feature three times per long rest.   The West Wind: 5th level conjuration Casting Time: Action Range: Self 30ft cone Components: V, S Duration: Instant You create a calming gust of wind in a 30ft cone, any enemy within the cone must pass a dexterity save or take 4d6 wind damage or half as much on a successful save.  Furthermore, any allies within the area heal for 4d6 health and are cured of any ailment affecting them (non-Divine).    Damage and healing are increased by 1d6 for each spell level above 5th.

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