Aripockily - Divine Favors
Aripockily - Divine Favors
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Divine Favors
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Aureliate Deities
Deity Domain Alignment Favored Material Favored Damage Recognized Symbol
Arathin Knowledge and Death N Quartz Force Broken Feather
Brodduix Earth and Decay LE Rusted Clay Necrotic Circular Sprig of Thyme
Eurys Shadow and Trickery NE Opal Poison Three Masks
Halean Sun and Life NG Orange Topaz Radiant Sun-Topped Pyramid
Ondrea Valor and Justice LN Adamantine Thunder Hammer Oriented Up or Down
Palarok Fire and Creation N Black Iron Fire Ash-Laden Iron Urn
Perlunas Moon and Tranquility CG Silver Psychic Closed Eye
Qhyrra Ruin and Suffering CE Blood Ruby Acid Bloody Stiletto Dagger
Vordin Storms and Destiny CN Mithril Lightning Pair of Blackened Shackles
Yllyana Love and Preservation LG Diamond Cold Hexagonal Shield
Divine Conflicts
Many adventures involving the Aureliate stem from their
opposing domains and interests, from the world-ending
to the extremely trivial. The Aureliate Adventure Hooks
table offers some suggestions for starting a game with an
Aureliate presence. Each god’s respective sections also
provide deity-specific quests.
Divine Quests 3
Rooted Stance. You have advantage on saving
throws you make to resist being pushed, pulled, or
Characters that complete a divine quest prove themselves knocked prone while you stand on the ground.
worthy of increasing their worship ranks. The Brodduix Absorb Life. When a creature dies within 10 feet of
Quests table presents some potential missions given by 4 you, you can use your reaction to gain temporary hit
the God of Earth and Decay. points equal to your level.
Aureliate Curse. You can cast bane with this trait a
Brodduix Quests number of times equal to 1 + half your proficiency
d6 Goal bonus. You don’t need material components for this
5 spell, which manifests as an aura of decaying nature.
Depose a marilith that has stolen its way into the You regain expended uses of this trait when you
1 elemental plane of earth and encroached on the finish a long rest. Wisdom is your spellcasting ability
natural landscape with hellish fire. for this spell.
Prevent a mining group from excavating too deep Aurelian Magic. You can cast meld into stone with
2
and exploiting the rare creatures and minerals. this trait once and regain the ability to do so when
6
Save a forest slowly poisoned by a nearby industrial you finish a long rest. Wisdom is your spellcasting
3 ability for this spell.
city’s unnatural sewage and factory wastes.
Dispel or eliminate a magical preservation ward that Aurelian Smite. When you hit a target with a weapon
4 maintains the integrity of a long-lived city so it can attack, you can deal an extra 2d6 necrotic damage
decay once more. 7 to the target. You can use this trait a number of
times equal to your proficiency bonus and regain all
Cultivate a grove of poisonous mushrooms inside expended uses when you finish a long rest.
5 decrepit ruins so that the stones will one day return
to nature. Brodduix’s Chosen. You receive Witherstep, a pair
of celestial boots cultivated with a fragment of
Scatter the creation of a long-dead archmage: a Brodduix. You become Brodduix’s envoy if you aren’t
6 8
gargantuan iron golem that simply refuses to decay. already; if you are Broddux’s envoy or herald, you
become a herald or champion, respectively (see the
Aurelics section for more details).
Turn the tide of a battle against forces of darkness by Aurelian Smite. When you hit a target with a weapon
3 attack, you can deal an extra 2d6 radiant damage
healing the sick and injured.
7 to the target. You can use this trait a number of
Retrieve and revive Halean’s favorite apple orchard times equal to your proficiency bonus and regain all
4 after Brodduix’s followers accelerated its decay, by expended uses when you finish a long rest.
any means necessary.
Halean’s Chosen. You receive Aubade Core, a
Obtain and destroy the secrets of a death cult that celestial flail forged from many fragments of Halean.
5 has information on Arathin’s demise — but not You become Halean’s envoy if you aren’t already;
before transferring this knowledge to Halean. 8
if you are Halean’s envoy or herald, you become a
Construct the Solar Lens: a contraption capable of herald or champion, respectively (see the Aurelics
6 focusing divine power into an individual such that section for more details).
even their powers could rival even Halean.
Characters that complete a divine quest prove themselves Exact Pain. Once per turn, when you roll a 1 on a
worthy of increasing their worship ranks. The Qhyrra 4 damage die for a weapon attack, you can roll it again
and must use the new result.
Quests table presents some potential missions given by
the God of Ruin and Suffering. Aureliate Blessing. You can cast inflict wounds with
this trait a number of times equal to 1 + half your
Qhyrra Quests proficiency bonus, dealing acid damage instead
5
of necrotic. You regain expended uses of this trait
d6 Goal
when you finish a long rest. Constitution is your
Decimate the incoming food supply of a major city spellcasting ability for this spell.
1
under siege.
Aurelian Magic. You can cast fear with this trait once
Convince a herd of storm giants and cloud giants to without providing material components. You regain
2 6
retake their land from the humans below. the ability to do so when you finish a long rest.
Constitution is your spellcasting ability for this spell.
Summon and redirect a tarrasque toward a major
3 Aurelian Smite. When you hit a target with a weapon
trading city.
attack, you can deal an extra 2d6 acid damage to
Sink a sailing vessel transporting negotiation funds 7 the target. You can use this trait a number of times
4
worth roughly half the kingdom’s wealth. equal to your proficiency bonus and regain all
Instigate a war between the demons and devils of expended uses when you finish a long rest.
5
the Lower Planes. Qhyrra’s Chosen. You receive Agony & Ruin, a set
Defeat and embarrass the champion of another of celestial darts crafted from bone fragments of
6 Qhyrra. You become Qhyrra’s envoy if you aren’t
Aureliate god. 8
already; if you are Qhyrra’s envoy or herald, you
become a herald or champion, respectively (see the
Aurelics section for more details).
Rescue a trapped oracle who traveled to the Vordin’s Chosen. You receive Shattered Horizons,
5 Timeless Expanse on Vordin’s behalf, to confront the a stormy mithril spear crafted from a fragment of
Chronowright, the Archon of Time. Vordin. You become Vordin’s envoy if you aren’t
8
already; if you are Vordin’s envoy or herald, you
Obtain a special relic with immense planar become a herald or champion, respectively (see the
6 conjuration magic (such as a cubic gate) that can Aurelics section for more details).
potentially free the god from his shackles.
Divine Items
This section details items a character may find during a Agony
celestial adventure.
Aurelic Artifacts
The following artifacts are directly related to gods of the
Aureliate, each a physical fragment of the god. Each
artifact unlocks new features based on a character’s
dedication to a god, measured in worship ranks: Envoy,
Herald, Champion, and the plot-related Ascendant.
These ranks are granted at GM’s discretion. The
Aureliate sections provides more details and
suggestions for increasing these ranks.
Crown Judgment
Weapon (warhammer), artifact (requires attunement)
This warhammer is a fragment of Ondrea the Unyielding
Judge, bestowed upon a worthy champion of the God of
Valor and Justice. Champions who wield this hammer are
charged with dutifully dispensing justice upon the world,
though the type of justice is not specified. They push
heroically into the unknown, facing their fears head-on.
To attune to this warhammer, you must spend the
duration of the attunement period facing one of your fears
with weapon in hand. If you are not a follower of Ondrea
or her principles, you must succeed on a DC 15 Wisdom
saving throw to attune to the warhammer. If you fail, you
take 4d8 thunder damage and is thrown up to 50 feet
away from the weapon.
Semi-Sentience. This warhammer is imbued with
a portion of Ondrea’s logic. Crown Judgment is a semi-
sentient lawful neutral weapon with a Wisdom of 15 and
a Charisma of 11. It cannot see or communicate, but
can sense the intentions and actions of its wielder. If
the wielder refuses to pass judgment or retribution, the
warhammer subtly casts suggestion (save DC 18) on the
wielder to convince it otherwise.
Envoy. The warhammer grants the following benefits
while you are Ondrea’s envoy:
Herald. While you are a herald of Arathin, the dagger Destroying the Dagger. To destroy Eulogy, it must be
grants the following additional benefits: slashed, clawed, or defaced once each by 101 undead
in the soul-laden city of Iridell, each more powerful than
●● The weapon’s bonus to attack and damage rolls the last. After this, the dagger must be used to write a
increases to +2. fundamental lie about Arathin on a piece of parchment,
●● While holding the dagger, you have resistance to force after which it crumbles into golden dust from the effort.
damage. Ascendant Aurelic. While wielded by Arathin or an
●● While holding the dagger, you can cast the following ascended mortal imbued with the god’s cosmic power, the
spells from it by drawing divine sigils in the air (save dagger reveals a fragment of its full potential. Its wielder
DC 15): detect thoughts, enhance ability (choosing gains truesight out to 300 feet and cannot be harmed by
Intelligence only), or vampiric touch. Once you use the undead. Additionally, the wielder can use a bonus action
dagger to cast a spell, that spell can’t be cast from it to cast finger of death or etherealness from the dagger at
until the next dusk. will (save DC 20).
Herald. The shield grants the following additional ●● At the end of each of your turns, if you have moved 5
benefits while you are Yllyana’s herald: feet or less since the start of the turn while you wield
this shield, you can grant half cover to one ally of your
●● The shield’s bonus to AC increases to +2. choice within 5 feet of you. You share this cover until
●● The shield grants 35 temporary hit points instead of the start of your next turn, until you move, or until the
25 when you finish a long rest. A creature with these ally moves more than 5 feet away from you.
temporary hit points now gains an icy appearance, has
advantage on Constitution saving throws, and cannot Destroying the Shield. To destroy Hexaegis, it must be
be magically aged. brought to the burning magma vents of the Edgemantle
miles beneath the planet’s surface. The shield must lay in
●● While you wield this shield, you have resistance to cold
the magma for one month, after which it finally succumbs
damage and are immune to the negative effects of cold
to the heat and melts into golden dust.
weather.
Ascendant Aurelic. While wielded by Yllyana or an
Champion. The shield grants the following additional ascended mortal imbued with the god’s cosmic power, the
benefits while you are Yllyana’s champion: shield reveals a fragment of its full potential. The wielder
gains 50 temporary hit points at the start of each of its
●● The shield’s bonus to AC increases to +3. turns. Additionally, its wielder is always surrounded by
●● The shield grants 50 temporary hit points instead of 35 an aura of ice that slows every creature within a 60-foot
when you finish a long rest. radius, subjecting them to the effects of a slow spell. The
●● While this shield is on your person, any structure you wielder and any creatures they designate are exempt from
are in is immune to damage. this property.
Pale Respite
Wondrous item, artifact (requires attunement)
This helmet is a fragment of Perlunas the
Nightwarden, granted to a worthy champion of the
God of Moon and Tranquility. Often, a champion is
chosen among those who need peace and quiet, a
humble guardian dedicated to tranquility beneath the
moon. As such, Perlunas discriminates against no
mortal, even worshipers of an opposing god.
This helmet can be used as a spellcasting focus. To
attune to this helmet, you must spend the duration
of the attunement period wearing the helmet in direct
moonlight.
Envoy. The helmet grants the following benefits while Champion. The helmet grants the following additional
you are Perlunas’s envoy: benefits while you are Perlunas’s champion:
●● The helmet sheds dim light in a 20-foot radius. You can ●● The helmet has 9 charges instead of 7.
use a bonus action to suppress this light for 1 minute. ●● The saving throw DC and spell attack bonus for
●● The helmet has 5 charges and regains expended spells cast from this helmet increases to 17 and +9,
charges daily at dusk. While you wear this helmet, respectively. You can also expend 3 charges to cast
you can expend the required charges to cast one of moonbeam at 4th-level from the helmet. A creature in
the following spells from it (save DC 13, +5 to hit for this spell’s area also cannot benefit from invisibility.
spell attacks): calm emotions (2 charges), guiding bolt ●● You always have the benefits of a protection from evil
(1 charge), protection from evil and good (1 charge), and good spell. If a creature that this spell protects
sanctuary (1 charge). against misses you with an attack roll, you can use your
●● While wearing the helmet, you have advantage on reaction to expend 3 charges and cast banishment on it
saving throws to avoid or end the frightened condition (save DC 17).
on yourself.
Destroying the Helmet. To destroy Pale Respite, it
Herald. The helmet grants the following additional must be brought to Herzinan’s Palace in the Cinderdeep
benefits while you are Perlunas’s herald: and submerged in the soul-laden blood from the Fountain
of Corpses for 1 month. The blood bends the helmet to its
●● The helmet has 7 charges instead of 5. will, after which it can be crushed into golden dust with a
●● The saving throw DC and spell attack bonus for maul crafted from darkstone.
spells cast from this helmet increases to 15 and +7, Ascendant Aurelic. While worn by Perlunas or an
respectively. You can cast the following new spells from ascended mortal imbued with the god’s cosmic power, the
it, expending the required charges: detect thoughts (2 helmet reveals a fragment of its full potential. Its wearer
charges), mass healing word (3 charges), remove curse always has the benefits of a mind blank spell and can
(3 charges). use a bonus action to cast holy aura from the helmet at
●● While wearing the helmet, you have resistance to will without requiring material components (save DC 20).
psychic damage. This spell does not require concentration to maintain.
Ambrosia of Champions
Wondrous item (potion), rare
This heavenly tonic is usually granted directly by a deity
to a follower, though some devoted sages can brew them
through a specific set of circumstances. The red-orange
liquid fizzles like fermented ale, bubbles swirling within.
When you drink this potion, you gain the following
benefits for 1 hour:
Aureliate Nectar
Wondrous item (potion), very rare
This ambrosia is usually granted directly by gods of the
Aureliate Pantheon, appearing when a hero needs it Belt of Celestial Prestige
most. Sometimes, a hero seeks this hidden nectar, an Wondrous item, very rare (requires attunement)
ordeal that proves their worth. The god’s favored material
floats gently within the thick golden liquid. This belt empowers those who wear it with blessed
celestial attributes. Such a belt is often granted by a
When you drink this potion, you gain the following deity to a newly chosen champion, though ambitious
benefits: archmages could theoretically craft one on their own.
Each one is cut from the hide of a divine ox and stitched
●● If you have fewer than half your hit points remaining,
together with the hairs of a celestial entity. Gemstones
you set your current hit points to half your maximum.
embedded along its length glow to indicate its remaining
●● You end any effects causing you to be charmed, charges, ringed by gold smelted from riches taken from a
frightened, or poisoned. deity’s coffers.
●● If you are an envoy or herald of an Aureliate god, you
To attune to this belt, you must wear it for the duration. At
become a herald or champion, respectively.
the end of the duration period, you attune to the belt and
must make a DC 17 Charisma saving throw. On a failed
Band of Devotion save, you attract the attention of a celestial creature that
Wondrous item, uncommon instantly learns where you are (at GM’s discretion).
The power inside this ring is fueled by devotion to a Celestial Transformation. While you are attuned to
deity and does not function otherwise. While you wear this belt and wearing it, you have a flying speed of 40 feet
this ring, when a creature whose alignment does not and your choice of Strength, Wisdom, or Charisma score
match your deity’s alignment attempts to attack you, you increases by 2. You make this choice each time you attune
can use your reaction to cast sanctuary from this ring to this belt.
without providing material components. The spell takes Spellcasting. This belt has 6 charges and regains
effect before your attacker makes the attack, imposing 1d4 + 2 expended charges daily at dawn. While wearing
disadvantage on the attack roll. this belt, you can expend the required number of charges
Once you use this feature, this spell can’t be cast from to cast the following spells (save DC 17, +9 to hit with
the ring again until the next dawn. spell attacks): beacon of hope (3 charges), branding smite
(2 charges), commune (3 charges), guiding bolt (1 charge).
Bloody Strife
Weapon (greatsword),
legendary (requires attunement)
This massive sword belongs to Khalorr, the
Archon of Conflict. The blade is forged from
the metallic heart of an ancient epikor dragon
slain through a century of persistent conflict,
adorn with a ruby grown in the searing heat of the
Edgemantle.
You must have a Strength score of 19 or higher to
pick up or wield this massive weapon. It grants a +2
bonus to attack and damage rolls made with it and
deals an extra 1d6 damage to targets you hit with it.
Grand Blade. This weapon has a reach of 10 feet.
Whenever you attack a creature 10 feet away from you
using this weapon, you can make one additional attack
against another creature in a space directly between you
and that target. You make this attack with disadvantage.
Battle Rush. While attuned to this weapon, you are
always prepared to fight. When you roll for initiative,
you can add a d6 to the initiative check and your speed
increases by 10 feet until the end of your first turn.
Warmaker. When you roll for initiative, you can let
out a warcry to gather your allies (no action required).
You and each ally of your choice within 30 feet of you
gains the benefits of your Battle Rush property and 20
temporary hit points. Once you use this property, it can’t
be used again until the next dawn. Braceers of Zealotry
Sentience. Bloody Strife is a sentient, lawful neutral
greatsword with an Intelligence of 12, a Wisdom of 10,
and a Charisma of 18. It has hearing and darkvision out
to a range of 120 feet. It can speak, read, and understand
Common, and its voice sounds thick and choked with Bracers of Zealotry
blood. Bloody Strife seeks the thrill of battle for causes Wondrous item, uncommon (requires attunement by a
both good and evil and urges you to resolve all conflicts Cleric or Paladin)
with violence no matter how trivial.
Bloody Strife’s seemingly chaotic personality is These bracers are worn by the most devoted of deities,
bounded by lawful values. As an instrument of war, it typically by worshipers or divine proxies who need
wishes only to participate in conflicts that have real stakes to channel their religious fanaticism. When shaped
as opposed to violence for violence’s sake — though it properly, the bracers allow Gods to briefly inhabit them to
doesn’t much care how significant or meaningless the communicate with their champions or empower them to
stakes may be. If you attempt to resolve any dispute overcome an insurmountable obstacle.
without combat (lethal or nonlethal), it withholds the While you wear this bracer, you are always aware of the
Battle Rush and Warmaker properties in the hopes that presence of celestials within 30 feet of you. Additionally,
the next person you lose to will become its new wielder. you can tap these bracers together to regain a use of your
You can attempt to convince Bloody Strife to restore the Channel Divinity feature (no action required). Once you
properties at the end of a long rest by succeeding on a have regained a use of your Channel Divinity, you can’t
contested Charisma check against it. use this feature again until you finish a long rest.
Burning Edict
Burning Edict Medium Humanoid, any alignment matching its deity’s alignment
Actions
Multiattack. The burning edict makes three Mace attacks. It
can replace one of the attacks with a use of Flaming Snare.
Bonus Actions
Destiny Driven. The burning edict moves up to its speed
towards a hostile enemy it can see.
Aureliate Channel (Costs 2 Actions). The divine champion Aureliate Channel (Costs 2 Actions). The divine champion
channels the power of Arathin. For the next minute, the channels the power of Eurys. For the next minute, the
divine champion gains resistance to force damage and divine champion gains resistance to poison damage and
deals an extra 4 (1d8) force damage whenever it hits with deals an extra 4 (1d8) poison damage whenever it hits with
a weapon attack. Additionally, when it uses its Celestial a weapon attack. Additionally, when it uses its Celestial
Return trait while this power is active, it regains 50 hit Return trait while this power is active, it regains 50 hit
points instead of 20 and the burst deals 27 (6d8) force points instead of 20 and the burst deals 27 (6d8) poison
damage to creatures who fail the Constitution save or half damage to creatures who fail the Constitution save or half
as much to those who succeed. as much to those who succeed.
Divine Blade. The divine champion makes one Divine Blade Divine Blade. The divine champion makes one Divine Blade
attack. attack.
Extract Knowledge (Costs 2 Actions). The divine champion Invisibility (Costs 2 Actions). The divine champion turns
reads the surface thoughts of one creature it can see within invisible until the end of its next turn or until it attacks. If
30 feet of it. That target has disadvantage on attack rolls it hits a creature with a weapon attack while invisible this
against the divine champion until the end of its next turn. way, it deals an extra 9 (2d8) poison damage.
Additionally, the target must make a DC 16 Wisdom saving
throw. On a failed save, the divine champion learns the Teleport. The divine champion teleports up to 30 feet to a
target’s emotional state and foremost thoughts (including point it can see, or up to 50 feet to an area of darkness it
worries, loves, hates, and current objectives). can see.
Legendary Actions
Champion of Brodduix
The divine champion can take 3 legendary actions, choosing
Legendary Actions from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s turn.
The divine champion can take 3 legendary actions, choosing The divine champion regains spent legendary actions at the
from the options below. Only one legendary action can be start of its turn.
used at a time and only at the end of another creature’s turn.
The divine champion regains spent legendary actions at the Aureliate Channel (Costs 2 Actions). The divine champion
start of its turn. channels the power of Halean. For the next minute, the
divine champion gains resistance to radiant damage and
Aureliate Channel (Costs 2 Actions). The divine champion deals an extra 4 (1d8) radiant damage whenever it hits with
channels the power of Brodduix. For the next minute, the a weapon attack. Additionally, when it uses its Celestial
divine champion gains resistance to necrotic damage Return trait while this power is active, it regains 50 hit
and deals an extra 4 (1d8) necrotic damage whenever it points instead of 20 and the burst deals 27 (6d8) radiant
hits with a weapon attack. Additionally, when it uses its damage to creatures who fail the Constitution save or half
Celestial Return trait while this power is active, it regains as much to those who succeed.
50 hit points instead of 20 and the burst deals 27 (6d8)
necrotic damage to creatures who fail the Constitution save Divine Blade. The divine champion makes one Divine Blade
or half as much to those who succeed. attack.
Blight (Costs 3 Actions). The divine champion casts blight Move. The divine champion moves up to its speed without
(save DC 16). provoking opportunity attacks.
Divine Blade. The divine champion makes one Divine Blade Radiant Burst (Costs 2 Actions). The divine champion
attack. flashes bright sunlight out to 60 feet. Each creature of the
champion’s choice in this bright light must succeed on a
Earth Breaker (Costs 2 Actions). The divine champion stomps DC 16 Constitution saving throw or be blinded until the
the ground and creates a 15-foot radius circle of broken earth end of the divine champion’s next turn.
that is difficult terrain for its enemies. Then, it can move up
to its speed without provoking opportunity attacks.
Aureliate Channel (Costs 2 Actions). The divine champion Aureliate Channel (Costs 2 Actions). The divine champion
channels the power of Ondrea. For the next minute, the channels the power of Perlunas. For the next minute, the
divine champion gains resistance to thunder damage divine champion gains resistance to psychic damage and
and deals an extra 4 (1d8) thunder damage whenever it deals an extra 4 (1d8) psychic damage whenever it hits with
hits with a weapon attack. Additionally, when it uses its a weapon attack. Additionally, when it uses its Celestial
Celestial Return trait while this power is active, it regains Return trait while this power is active, it regains 50 hit
50 hit points instead of 20 and the burst deals 27 (6d8) points instead of 20 and the burst deals 27 (6d8) psychic
thunder damage to creatures who fail the Constitution save damage to creatures who fail the Constitution save or half
or half as much to those who succeed. as much to those who succeed.
Divine Blade. The divine champion makes one Divine Blade attack. Divine Blade. The divine champion makes one Divine Blade
attack.
Thunderous Roar (Costs 2 Actions). The divine champion
releases a roar in a 30-foot cone. Each enemy in the cone Lunar Flight (Costs 2 Actions). The divine champion flies up
must succeed on a Dc 16 Wisdom saving throw or be to 40 feet without provoking opportunity attacks.
frightened until the end of the divine champion’s next turn.
Psionic Blast (Costs 2 Actions). The divine champion
Unyielding Charge (Costs 2 Actions). The divine champion bombards each creature within 10 feet of it with psychic
moves up to its speed in a straight line without provoking energy and forces it to make a DC 16 Intelligence saving
opportunity attacks. The divine champion can move throw. On a failed save, a target is incapacitated until the
through creatures this way, and each Large or smaller end of its next turn.
creature it moves through must succeed on a DC 16
Strength saving throw or be knocked prone.
Champion of Qhyrra
Champion of Palarok Legendary Actions
Legendary Actions The divine champion can take 3 legendary actions, choosing
from the options below. Only one legendary action can be
The divine champion can take 3 legendary actions, choosing used at a time and only at the end of another creature’s turn.
from the options below. Only one legendary action can be The divine champion regains spent legendary actions at the
used at a time and only at the end of another creature’s turn. start of its turn.
The divine champion regains spent legendary actions at the
start of its turn. Aureliate Channel (Costs 2 Actions). The divine champion
channels the power of Qhyrra. For the next minute, the
Aureliate Channel (Costs 2 Actions). The divine champion divine champion gains resistance to acid damage and
channels the power of Palarok. For the next minute, the divine deals an extra 4 (1d8) acid damage whenever it hits with
champion gains resistance to fire damage and deals an extra a weapon attack. Additionally, when it uses its Celestial
4 (1d8) fire damage whenever it hits with a weapon attack. Return trait while this power is active, it regains 50 hit
Additionally, when it uses its Celestial Return trait while this points instead of 20 and the burst deals 27 (6d8) acid
power is active, it regains 50 hit points instead of 20 and the damage to creatures who fail the Constitution save or half
burst deals 27 (6d8) fire damage to creatures who fail the as much to those who succeed.
Constitution save or half as much to those who succeed.
Divine Blade. The divine champion makes one Divine Blade
Divine Blade. The divine champion makes one Divine Blade attack. attack.
Move. The divine champion moves up to its speed without Pain Attractor (Costs 2 Actions). The divine champion
provoking opportunity attacks. teleports to an unoccupied space adjacent to the creature
with the fewest hit points inside a 60-foot radius. Then it
Wall of Flames (Costs 2 Actions). The divine champion makes one Divine Blade attack against the creature.
creates a straight opaque wall of fire on a solid surface
within 60 feet. The wall is 1 foot thick, 10 feet high, and up Paralysis Needle (Costs 2 Actions). The divine champion
to 30 feet long. A creature that passes through the wall for throws a deadly needle at a creature within 20 feet of it.
the first time on its turn or ends its turn within 5 feet of it The creature must succeed on a DC 16 Constitution saving
takes 13 (3d8) fire damage. The wall lasts for 1 minute or throw or be paralyzed until the end of its next turn.
until the divine champion takes this action again.
grandfailure
Aureliate Channel (Costs 2 Actions). The divine champion Aureliate Channel (Costs 2 Actions). The divine champion
channels the power of Vordin. For the next minute, the channels the power of Yllyana. For the next minute, the
divine champion gains resistance to lightning damage divine champion gains resistance to cold damage and
and deals an extra 4 (1d8) lightning damage whenever it deals an extra 4 (1d8) cold damage whenever it hits with
hits with a weapon attack. Additionally, when it uses its a weapon attack. Additionally, when it uses its Celestial
Celestial Return trait while this power is active, it regains Return trait while this power is active, it regains 50 hit
50 hit points instead of 20 and the burst deals 27 (6d8) points instead of 20 and the burst deals 27 (6d8) cold
lightning damage to creatures who fail the Constitution damage to creatures who fail the Constitution save or half
save or half as much to those who succeed. as much to those who succeed.
Divine Blade. The divine champion makes one Divine Blade Binding Ice (Costs 2 Actions). The divine champion summons
attack. ice that binds one creature it can see within 30 feet of it.
The creature is grappled (escape DC 16), and is restrained
Lightning Teleport (Costs 2 Actions). The divine champion while grappled this way. A creature can also destroy the
transforms into a bolt of lightning and flies in a straight ice to end this grapple, which has AC 15, 20 hit points, and
line up to 30 feet to a point it can see. Each creature the vulnerability to bludgeoning and fire damage.
bolt passes through must succeed on a DC 16 Dexterity
saving throw or take 9 (2d8) lightning damage. Divine Blade. The divine champion makes one Divine Blade
attack.
Mark of Destiny. The divine champion marks one creature it
can see with harmless lightning. This lightning lasts until Preserve (Costs 2 Actions). The divine champion grants 20
the end of the divine champion’s next turn, until the target temporary hit points to a creature it touches.
ends its turn in a space the divine champion cannot see,
or until the divine champion takes this action again. When
the divine champion attacks a marked target, it can end the
mark to gain advantage on the attack roll.