God Weapons

  

Binja’s Extermination, Guardian of the Broken Families (broken decaying glaive/spear).

Maker: Binja, God of Winter and Decay

Level 1: Sense of Elimination

Binja has blessed you with a keen sense of the dead and dying. When you attack a creature who has taken more than 10 damage you can roll advantage on that attack. Can be used a number of times equal to your level and charges replenished on a short rest.

Level 2: Winters Night

Binja's blessing has gotten stronger over time. You now know how to control the darkness and cold of winter. A creature you can see up to 60 feet must make a Wisdom saving throw higher than 15. Upon a failed throw the target is blinded for 1 turn and takes 1d12 + wisdom modifier cold damage. can be used a number of times equal to your wisdom modifier. charges replenish upon a short rest

Level 3: Executioners Call

Binja's blessing has gifted you with a commanding call. When you use Executioners Call the target that you point out that is within earshot (30 feet) must make a charisma saving throw higher than 15. on a failed throw the target becomes frightened and backs off 10 feet from you dropping their weapons, if they had any. can be used once per short rest.

Level 4: Frostscythe

Your experience with wielding Binja’s Extermination made you comfortable with the longer reach of the glaive and extreme precision with your strikes. The weapon begins to change your appearance, making your eyes glow icy blue and your body begins to cool the air around you. You can now critically hit with a natural 19 with Binja’s Extermination. Also you can choose to make a sweeping attack to hit any target within 10 feet of you, this sweeping attack is a regular melee attack, however if the attack critically hits; the normal critical hit damage is also multiplied by three as the target is ripped apart by the icy glaive. You can sweep attack a number of times equal to your strength modifier. All charges refresh on a short rest.

Level 5: Crystalline Glaives

 Your accuracy with Binja’s Extermination has gotten even better over time, the Glaive easily finds its mark. You can now double your proficiency bonus to hit with the glaive, and can now critical on a natural 18. When you critically hit with a normal glaive attack (does not work with Frostscythe) Binja’s Extermination makes a crystalline copy of itself which can be telekinetically manipulated to make one attack as a free action.

 Level 6: Obliterate

Binja’s Exterminator freezes over and turns into a large mighty ice frozen great axe. With all of your might, you make a melee attack as you slam the axe down on a target shattering the frozen ice upon impact. The target hit in this way takes 4d6+strength slashing and 1d10 cold damage. The shattered ice shards explode out in a 5 foot radius, every creature in the area must make a DC 20 dexterity check, on a failed save the targets take 2d8 cold damage and fall prone.

 Idea: add another areal effect like creating an ice wall that stays 

 

Heavens Destroyer, Demise of the Gods (ornate molten battleaxe). Maker: Kritis, God of the Underworld

Level 1: Seven Heavens Breathing, First Stage

The Heavens Destroyer has instilled you with the knowledge of a breathing technique that makes you stronger with each activation. First Stage increases the blood flow and the capacity of your lungs allowing you to run further (+5 to speed), Strike faster and with more accuracy (+2 to hit). upon activation, your body begins to glow with a faint yellow aura. Lasting for 1 minute. Can only be used once per short rest. each stage must be activated as a bonus action in ascending order.

Level 2: Seven Heavens Breathing, Second Stage

The heavens Destroyer has instilled you with the knowledge of a breathing technique that makes you stronger with each activation. Second Stage pushes your lung Capacity even further, further increasing your speed (+5 to speed). Your body begins to expand and your muscles become more distinct and prominent  with the extra blood flow and you now strike with even more ferocity (+3 damage on hit).  Lasting for 1 minute. Can only be used once per short rest. each stage must be activated as a bonus action in ascending order.

Level 3: Seven Heavens Breathing, Third Stage

The heavens Destroyer has instilled you with the knowledge of a breathing technique that makes you stronger with each activation. Third activation, the blood flow pumping through your body has become so enriched and dense your skin becomes like metal plating. (your AC is raised by 2 while activated). The sheer force of your punches now makes air cannon's fire with extreme force up to 30 feet. If used in melee range you can blast a target 10 feet away from yourself if they are a large or smaller creature doing 1d8+ STR modifiers. If used at range the air cannon becomes a regular unarmed attack (1d4+STR) (this is a regular action and can be used as long as the third stage is active). Can only be used once per short rest. Each stage must be activated as a bonus action in ascending order. Lasting for 1 minute. Can only be used once per short rest. each stage must be activated as a bonus action in ascending order.

 

Level 4: Seven Heavens Breathing, Fourth Stage

The heavens Destroyer has instilled you with the knowledge of a breathing technique that makes you stronger with each activation. Fourth activation, your lung capacity and reaction time has reached impossible feats, also the weapon begins to influence your body at this stage; long demonic horns sprout from your forehead only appearing at this stage and onwards. Your movement speed increases by 10ft. Your reaction time and sheer speed makes it impossible for enemies to make opportunity attacks on you, letting you freely move around the battlefield. You have reached speeds fast enough to make a second attack on your turn. Can only be used once per short rest. Each stage must be activated as a bonus action in ascending order.

Level 5: Seven Heavens Breathing, Fifth Stage

The heavens Destroyer has instilled you with the knowledge of a breathing technique that makes you stronger with each activation. Fifth activation, your blood begins to boil and red hot steam begins to flow off your body, your movement speed increases by 10ft. If a monster attempts to attack you at this stage, It must make a constitution save of DC 15 or take 1d6+dex fire damage (no damage on a success) before attempting to attack you. Regardless of save, the creature also has disadvantage on hit from the steam and your sheer reaction time.

Level 6: Seven Heavens Breathing, Sixth stage

The heavens Destroyer has instilled you with the knowledge of a breathing technique that makes you stronger with each activation. Sixth activation, Your body begins to take a toll at this stage as you begin to reach speeds well above that of any being. Your previously steamed body changes to extreme red hot heat. At this stage your movement speed is doubled, your muscles reflex has allowed you to make several extra attacks, 2 with Heavens Destroyers and 4 free unarmed attacks. Once this breath ends you immediately take 2 points of exhaustion. Can only be used once per short rest. Each stage must be activated as a bonus action in ascending order. Lasts for 2 turns as it begins to rip your body apart to sustain this.

Noor’s Mighty Fist, The Reality Crusher (Ornate mace with a similar shape to the symbol of Noor).

Maker: Noor, God of Balance

Level 1: Almighty Pull

Noor has blessed you with the ability of basic gravity control. Allowing you to pull one creature within vision up to 120 feet as a bonus action. the target must make a strength saving throw upon failure and is pulled directly towards you in a straight line until they are 10-30 feet away from you upon your choice. Being pulled into an object stops this effect. Can be used a number of times equal to your intelligence modifier. Recharging on a short rest.

Level 2: Almighty Punch

 Your understanding of Noor's blessing has taught you how to increase a creature’s personal gravity to crushing levels. A creature must make a strength saving throw, upon a failed throw that creature takes 1d12 + wisdom modifier Force damage and is prone. Can be used a number of times equal to your intelligence modifier. Recharging on a short rest

Level 3: Basic Gravity Control

You have begun to master the control of gravity. you now have full control over your own personal gravity. Allowing you to alter the amount you weigh equal to 3 times your current weight (not harming your speed) you can push yourself up to 5 times your weight with a speed penalty of 10 feet, or the ability to levitate each lasting for one hour. You may choose to increase your weight or levitate once per short rest.

Level 4: Gravity Well

The power of Noor’s Mighty Fist is beginning to overwhelm you; you now constantly have rocks and small debris floating around your vicinity. Noor has gifted you with a gravity well, you can now make a 20 foot sphere of gravity, any creature caught in this gravity sphere (both friend or foe) must make a constitution saving throw higher than a 15 or be pulled straight towards the center of the sphere (even if that means in the air) and take 3d10 force damage. If the creature succeeds on the saving throw it resists the pull and takes half damage. Can be used a number of times equal to your intelligence modifier. All charges reset on a long rest.

Level 5: Gravitation Rift:

Noor’s Mighty Fist has filled your mind with a devastating attack that is well beyond your magic capability. Once per day you can muster your magic power to create a rift of gravity around one target you choose, The target must make a strength check equal to your spell DC, if failed the chaotic gravity literally rips the target apart doing 20D12.

Level 6: Advanced Gravity Control

You have mastered the control of gravity. you now have full control over your own personal gravity and minor control over others. Allowing you to alter the amount you weigh equal to 5 times your current weight (not harming your speed) you can push yourself up to 10 times your weight with a speed penalty of 10 feet, or the ability to fly each lasting for one hour. You can also use your basic gravity knowledge (see Basic Gravity Control) to use on other creatures. You may choose to increase your weight or Fly once per short rest.

 

 

 

   

Magick, Staff of the Ancient Arch Mage (blue crystal quarterstaff). Maker: Atuna, Goddess of Time and Knowledge

Level 1: Rapid Fire Missiles

The staff has filled you with extra magic power allowing you to fire 2 extra [Level 1 magic attack] and an extra [cantrip attack] when using said attacks.

Level 2: Artillery Magic Mastery

Your mastery of magic and the staff of Magick in hand you learn how to push your magic beyond normal casters range increasing all attack spells casting range (exuding touch and 10 feet melee spells) the ability to be cast up to 120 feet.

Level 3: Dragon's Roar

Magick has filled your head with a new powerful spell known as Dragons Roar. Once used a large eastern dragon appears and soars towards an enemy you choose up to 120 feet away. The creature must make a wisdom saving check equal to your spell saving throw + intelligence modifier. On a failed throw the target gets engulfed by the magic dragon getting ripped apart by the chaotic magic inside of the dragon taking 10d12 force damage. Can only be used once per long rest.

Level 4: Blessed Wings of the Dragon Flight

The staff of dragons has begun to influence your body. You now have a pair of dragon wings proportional to the size of your body. The new wings are very new to you, however you can still muster the ability to fly equal to walking speed. With these new wings you can now make a wing attack; you beat your wings making a large gust of wind, each creature within 10 ft of you must succeed on a DC15 dexterity saving throw or take 2d6+4 thunder damage and be knocked 5 ft away from you, you can fly half your flying speed after use. Can be used a number of times equal to your strength modifier.

Level 5: Scapegoat

Magick has given you the ability to escape most situations. You can now choose between two abilities to escape,

1. You designate a target within range that this ability is centered on. Creatures within 20 feet of the target with at least 5 Intelligence must make an Intelligence saving throw. On a failure, they believe that the target is responsible for whatever troubles are plaguing them. This saving throw is at disadvantage if they already have reason to dislike or distrust the target. Given sufficient evidence to the contrary, affected creatures can remake the saving throw.

2. When you use Scapegoat you are instantly teleported to cover within range in which you can hide behind and immediately take the hide action. Minor illusion is instantly cast for free, even if you don’t know it, and an illusion of a scapegoat occupies the space from which you teleported from. The goat lasts 5 minutes unless you move from your hiding spot or it's dispelled.

Level 6: Draco-mancer

Magick has learned your preferred school of magic. When and if you raise dead, the target is not undead; rather the staff fills the target with draconic energy, transforming the creature into a sentient dragon born of your preferred dragon flight that will assist you in combat. After combat the newly changed dragonborn leaves the area with a nod and returns to town. 

 

   

Soul Keeper, Grieving Skeletal Swiftblade (bone shortsword).

 Maker: Drayths, Goddess of the Insane

Minor Effect:  Ghostly Audience

While Soul Keeper is in your possession you can see, interact, and get basic assistance from a ghostly audience that follows you everywhere

 

Proficiency/expertise bonus: the ghosts help you with scouting and telling you information of the area's you enter adding an expertise proficiency to perception checks.

Level 1: Ethereal Cloak

The Soul Keeper has given you the power to partially enter the realm of the dead, making you almost invisible to the naked eye. When you roll stealth while Ethereal Cloak is active you can add an extra +10 to your roll. lasts 1 hour Can only be used once per short rest.

Level 2: Walk of the Damned

The Soul Keeper has gifted you with the power of freely walking in and out of the spirit realm. As a bonus action you can enter and exit the spirit realm, teleporting you up to 30 feet to an empty square immediately hiding you from enemies until your next turn or you make an attack on them. Can be used a number of times equal to your character level, refreshes charges upon long rest.

Level 3: Possession

The Soul Keeper has taught you how to possess a creature with one of your many ghostly audiences accompanying you. The creature must make a wisdom saving throw of 15 or higher. On a failed throw you can give the possessed target a one word command and the target, if able, will do as you commanded. The possession lasts one turn. Can be used a number of times equal to your level. All charges are replenished on a long rest

Level 4: All Will Serve

The soul keeper has begun to take effect on your body; while you carry soul keeper your body begins to look decrepit and rotting. The Soul Keeper has gifted you the power to send one of your ghostly allies to take over a large or smaller dead creature; the creature reanimates and becomes an ally, you can telepathically give the raised creature commands.

Level 5: The Shambler

When you have a reanimated corpse, you can utter a command word and have Soul Keeper flood the reanimated corpse with ghosts engorging the body, The shambled body then walks forward towards the closest enemy and explodes in a 10 foot area doing 6D10+wisdom necrotic to every creature in the explosion area

 

   

The Ambassador, Longbow of the Traitors (Raven longbow). Maker: Krathys

 Level 1: Call of the Raven

While attuned to The Ambassador a magical raven companion follows you around. The raven is friendly to you and who you designate to be an ally, it also has a very keen sense for deceit and lies giving you advantage on insight checks on said situations. For an action you can take control of the raven being able to see and control the raven accordingly. The raven has true sight and can see perfectly in any darkness while under control. While very weak in this form the raven is a great scout if not caught.

Level 2: Traitors Arrow of Tricks

The Ambassador has gifted you with arrows of tricks. When fired the arrow has a random effect during flight or on impact. The arrow is a normal attack regardless of the random effect assigned to it.

Level 3: Ravens Battle Form

Your companionship with the magic raven has taught you that the raven has multiple different forms. You have learned a new form turning the raven companion into a battle hardened warrior. The raven enlarges into a Giant Raven (comparable to the stat block of the Giant Eagle). This effect lasts for 10 minutes. Can be used a number of times equal to your wisdom modifier. Battle form charges reset on a short rest.

Level 4: Mind of the trickster

The Ambassador has begun to alter your appearance, it is now impossible to dirty or scuff your clothing and your eyes begin to glow and change color at random. The ambassador has blessed you with the ability to cause a random effect to occur at will rather than shooting an arrow. The effect is chosen at random, if the effect is a spell or damaging effect you can choose to store or use it immediately.

Level 5: Born to be Wild

The ambassador’s wild magic begins to take form. Once per short rest you can choose to roll on one of these aspects for the day.

1.    Aspect of the Cheetah: Your legs become much more muscular increasing your movement speed by 20.

2.    Aspect of the Turtle: you feel a bit slower than normal however much more wise. Your movement speed reduced by 10 however you get an extra +2 modifier to wisdom

3.    Aspect of the Eagle: Your eyes seem to be extra sensitive. You no longer suffer from long range shots, however you cannot focus on close targets. You have disadvantage on investigation checks that require you to look at stuff up close.

4.    Aspect of the Alligator: Your mouth transforms into a bestial alligator snout. Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).    

5.    Aspect of the Tiger: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.  

6.    Aspect of the wolf: Your primal instinct to prone a target to rip and shred while prone allows you to be able to use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

7.    Aspect of the Dolphin: You gain a swimming speed equal to your walking speed, and you can breathe underwater.

8.    Aspect of the bear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

9.    Aspect of the panther: Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.

10. Aspect of the Lizard: You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.

11. Aspect of the Dragon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation (red dragon). When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

12. Aspect of the Cobra: Your saliva becomes poisonous to everything but yourself, you can choose as a bonus action to spit your saliva on a target within melee range to cause 1d12 poison damage.

13. Aspect of the Kangaroo: When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

14. Aspect of the Spider: You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

15. Aspect of the Jerboa: you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

16. Aspect of the Owl: you gain superior dark vision and light sensitivity

17. Aspect of the Fox: your feel much slyer and feel like you can get away with stuff easier. You gain a +2 modifier to charisma and advantage with deception checks.

18. Aspect of the Water Strider: you can now walk on water as if it was solid ground.

19. Aspect of the Dog: your hearing and smell seem to be extra sensitive. You now have advantage on Wisdom (Perception) checks that rely on hearing or smell.

20. Aspect of the Bat: As long as you can hear, you can send out a noise such as a tongue click or a finger snap to echo locate the environment around you. You gain 60ft blind vision.

At a higher level you can give the option to choose two??  

Level 6: Cowl of the Raven

You can command your raven companion to your side and fuse with the raven. The raven turns into a cloak with a cowl that resembles a raven. While the raven is in this form you gain all the powers of the raven; true sight, advantage of insight checks that are silent rather than the bird caws, can see perfectly in regular darkness with full color. The cowl also adds an extra 2 points to AC as the thick woven feathers keep the wearer protected.

 

 

Anan’s Flare, Flaming Rapier of Regrowth (hilt with a flame shaped as a rapier).

Maker: Anan, Goddess of Nature

Level 1: Flaming Desire

Anan's Flare has filled your body with the flames of vengeance allowing you to push yourself beyond normal limits. Once per long rest you may cast a second spell on your turn without expending a spell slot

Level 2: Fire Puppet Master

Anan has further increased the power of the rapier you carry. You can sense that you have the power to control any flames to some extent. Allowing you to control fire to your every whim, provided there is a fuel source for the fire to feed from. In combat if a creature is on or near fire you can make an attack roll on that creature to strike them with the flames dealing 1d6 +wisdom modifier fire damage. Bonus Action

Level 3: Cauterize

Anan has gifted you with a pool of fire healing magic equal to 10 times your current level. You can expend points to heal external wounds of people near fire. The pool of magic is restored on a short rest.

              Level 3a: Magma Armor

Anan's gifted pool of magic has allowed you to dawn a suit of magma armor. Expending 10 points of cauterize on yourself allows you to form this magma suit for 1 hour. The magma armor is equal to plate armor giving you a natural armor AC of 15+ wisdom modifier.

Level 4: Phoenix Flame

Anan’s flare has begun to take effect on your body; your hair is now permanently molten, your eyes also begin to glow red. You begin to master your flame pool, you can spend 20 points of cauterize to form a phoenix that sours towards a target of your choice; the target must make a dexterity saving throw or take 4d12 damage, if saved it takes half damage. The phoenix then sours to the next closest target hitting it for half damage.   

   

Rigormortis, Terror of the Leviathan (jagged bladed greatsword). Maker: Xebium, God of the Ostracized

Level 1: Devils Last Laugh

Rigormortis has given you the ability to force a creature into a laughing fit, laughing until it hurts. the creature must make a DC 15 charisma saving throw. on a failed throw the creature takes 1d12+charisma modifier psychic damage can be used a number of times equal to your level. Refreshes upon a long rest

Level 2: Leviathan’s Mantel

Rigamortis gifts you with the Mantel of Leviathan, a seemingly invisible mantle that when looked upon by an enemy brings fear. Upon "donning" this mantel creature in a 20 foot radius Must make a wisdom saving throw higher than 15 or become frightened for 1 turn, dropping any weapons and backing away from you up to 5 feet. The mantle can be donned a number of times equal to your charisma modifier. Refreshes upon a long rest.

Level 3: Xebium's Time Zone

Rigormortis has given you the power to manipulate time making a 10 by 10 square of your choosing up to 60 feet away. In the square everything is on pause making movement and actions impossible to perform for anyone in the square. Lasting 2 turns. Can be used once per long rest.

Level 4: Leviathan’s Insatiable Hunger

Rigormortis begins to influence your body; your body begins to form a bone exoskeleton around your arms and legs. Rigormortis has blessed you with the ability to make a reaction to incoming spells against you, a large ethereal leviathan head appears around your body and eats the incoming spell. Instead of taking the incoming damage you are healed for the amount instead. Can be used a number of times equal to your wisdom modifier. All charges reset on a long rest.

Level 5: Consumption

Rigormortis’ ever hungering blade requires more sustenance. You can now make a sweeping attack that resembles that of a large horrific maw that allows you to strike out in a cone up to 20 feet away. Any creature within this magical maw’s bite must make a DC 17 con save or take 5D10 necrotic damage. You are healed for 100% of the damage of Consumption. Can be used a number of times equal to your wisdom modifier. On a long rest you can roll 1d4 and restore that many charges.

Level 6: All consuming rot

Level 7: Rattling Bones

Level 8: Vampiric Fangs

Level 9: Grim Perseverance

Level 10: Souldrinker

Level 11: mouth of hell

Level 12: Umbilicus Eternus

Level 13: Unending thirst

Level 14: The hungering Maw

Level 15: Lifespeed

Level 16: Heart of Black Iron

 

Pendulum, Maul of Torment. (pendulum shaped warstaff/maul)

Maker: Krultix, Goddess of Hatred

 

 

 

Red Dwarf, Flail of the Damned. (flaming spike ball)

Maker: Cutia Goddess of Torture and Mayham

 

 

 

Solar and Lunar, Eclipses of the Void. (double hidden wrist crossbows)

Maker: Fereth Goddess of Shadows

 

 

 

Annihilation, Doom Scythe of Reckoning. (skeletal scythe)

Maker: Totius God of Destruction

02 X damage die on cantrips

1spell dc = 8 + proficiency X 2 + casting mod of welder

2 Spell  slot 3 

3spell attack = proficiency X 2 plus casting mod of welder

4adsorb 

5spell slot 3 

6choose 2 modifiers to use

7+2 choose to modifiers to use

8spell slot 3 

9+ 2 choose to modifiers to use

10When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force.  choose a number of those creatures up to your Charisma, int, wis modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

11spell slot 3

12reroll a number of the damage dice up to your Charisma, int, wis modifier (minimum of one). You must use the new rolls. 

13When you cast a spell that forces a creature to make a saving throw to resist its effects give one target of the spell disadvantage on its first saving throw made against the spell

14spell slot 3

15When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of charges  equal to the spell’s level to target a second creature in range with the same spell

16When you cast a spell that has a duration of 1 minute or longer double its duration, to a maximum duration of 24 hours

17spell slot 3

18Double the range, area of effect (if the spell has one), or spell duration, and halve the number of dice used and bonuses added(rounded up) When you cast a spell that has a range of touch make the range of the spell 30 feet.

 

19Halve the range, area of effect, or spell duration, and double the number of dice used and bonuses added.

20spell slot 3

 

Despair, Vengeance of Hell's Games. (ebon colored dagger)

Maker: Zerorr God of Chance and Misfortune

 

 

Guardian of Anax: Radiant Tower Shield of the First Born

Maker: Avmos God of the Undying Light

Minor Effect: Radiant Flow

While having Guardian of Anax in your offhand, any weapon you carry in your main hand does an added 1d4 radiant damage.

At higher levels: The radiant damage increases one dice higher until a maximum of a D12

Level 1: Radiance

Guardian of Anax has filled you with radiant energy supplying you with a pool of radiant power. You can use this pool of energy to heal your wounds using one point from the pool per health point restored; this effect only applies to healing yourself. You have radiant power points equal to 10 X your current level.

Level 2: Light Explosion

You become skilled at using the radiant power stored in the shield. You can now use 5 points of radiant power to cause the shield to explode out with bright radiant light blinding everyone in a 10 foot cone in front of the shield for 1 turn. The radiant light burns the targets as well dealing 1d10+Charisma modifier radiant damage.

Level 3: Zone of Radiant Light

With the Shield in hand you have mastered a new radiant power. Using 10 points of radiant power you can now make a 10 by 10 square zone of warm dim light. Any ally in this zone gains resistance to necrotic and psychic damage. Any enemy in the zone suffers disadvantage on attacks made as the light attempts to blind the attacker.

Level 4: Meditating Light

You begin to become one with the light and its basking glow inspires you. If you fail a constitution save to concentrate on a spell, you can instead spend 10 points of radiance to succeed on the throw and maintain concentration.

Level 5: Judgement

Your mastery of light magic and the shield on your arm you have learned to make more use of your Divine Smite attacks. If your smite hits you can spend  10 points of radiance you can do one of the following:

 

Judgement of the Pure: You can heal one target within 20 feet of you for half the smite damage.

 

Judgement of the Sun: You can choose to deal half of your smite damage to another creature within 15 feet.

 

Judgement of the Inspired You can choose this to give an inspiration die (d4) to an ally (including yourself) that can be used similar to a bardic inspiration.

Level 6: Divine Star

The Shield begins to store a significant amount of light. You have learned how to send out this huge surplus of light in a star like orb. The large orb shoots out and returns to the shield similar to a boomerang. You can choose to spend 50 points of radiance to send out the star damaging enemies and healing allies. An enemy must make a dexterity save, on a fail the creature takes 3d10 damage, on a success they take half damage. An ally in the way of the star is basked in warm healing light, healing them for 2d10. the star has a 10 foot diameter and stops at 30 feet away. At the end of your next turn the star returns to your shield, again damaging or healing on the way back.

Level 7: Aegis of Light

Guardian of Anax has begun to return to its rightful glory granting you a powerful protective spell. by spending 50 points you can cast Aegis of Light to cause one creature to become Invincible, gaining immunity to any damage and all effects until that creature's next turn. You can choose to spend 20 extra Radiance to give an Aegis of Light to another creature. Can be dispelled.

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