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Origin
Dragon
Khyne :
Origin: +2 to Any Stats(CHA) and +1 to Any Stat (DEX)
Skills: Choose any 4 skills to gain proficiency in, or choose 2 of your skill proficiencies to gain Expertise instead.
Tools: Gain Proficiency in any 1 Tools, 1 Musical Instrument, and 1 Kits.
Skill Proficiency: Athletics, Martial, Stealth, or Acrobatics and +2 to Strength or Dexterity
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Fighter
Fighter
Fighting Style:
Defense
While you are wearing armor, you gain a +1
bonus to AC.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Extra Attack
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
- Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
- Extra Attack
At 11th level, you can attack three times whenever you take the Attack action on your turn.
- Indomitable (two uses)
At 13th level, you can use Indomitable twice between long rests.
- Action Surge (two uses)
At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.
- Indomitable (three uses)
At 17th level, you can use Indomitable three times between long rests
- Extra Attack (3)
At 20th level, you can attack four times whenever you take the Attack action on your turn.
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Cleric
Cleric
- Spellcasting
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
- Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
- Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
- Channel Divinity(2/rest)
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
- Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
- Destroy Undead (CR 1/2)
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
- Destroy Undead (CR 1)
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed
- Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
- Destroy Undead (CR 2)
Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
- Destroy Undead (CR 3)
Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
- Destroy Undead (CR 4)
Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
- Channel Divinity
Beginning at 18th level, you can use your Channel Divinity three times between rests.
- Divine Intervention Improvement
At 20th level, your call for intervention succeeds automatically, no roll required.
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Rune Knight
Rune Knight
Bonus Proficiencies
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
Rune Carver
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
Runes Known
3rd-2
7th-3
10th-4
15th-5
>Fire Rune
>Cloud Rune
>Hill Rune
>Storm Rune
Giant's Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Stature
10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
- Master of Runes
15th-level Rune Knight feature
You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
- Additional Rune Known
15th-level Rune Knight feature
You learn an additional Rune.
- Rune Knight: Runic Juggernaut
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
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Champion Fighter
Champion
- Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
- Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
- Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
- Champion: Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
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Veil Cleric
Veil Cleric
Veil Domain Spells
Cleric Level Spells:
1st feather fall, shield
3rd blur, misty step
5th slow, haste
7th dimension door, fabricate
9th hold monster, far step
- Cleric of the Old Ways
Starting at 1st level, you gain proficiency with Heavy Armor and Martial Weapons.
- Scholar of Time's Flow
At 1st level, you are never surprised. Additionally, you are proficient in the History & Religion skills and may double your proficiency bonus when making History, & Perception skill checks. If you already have expertises in them then gain 2 Time/Fate Dice after a long rest.
- Channel Divinity: Veil Threading
Starting at 2nd level, you can use your Veil Domain's version of Channel Divinity to alter the flow of time to your benefit. On your turn, you may use your Channel Divinity to take one additional action on top of your regular action and may cast another lv spell with this action. You can only use this feature once per turn, no matter how many uses of Channel Divinity you have.
- Veilmancer
At 6th level, when you use the Veil Threading feature, until the beginning of your next turn, your movement speed doubles, attack rolls and Dexterity saving throws you make have advantage, and attack rolls against you have disadvantage.
Additionally at 6th level, you can target objects, as well as creatures, with your domain spells. For example, you can cast slow on a rolling boulder or feather fall on a falling glass.
- Veil Blessed
At 8th level, you gain advantage on initiative rolls. You can also attack twice, instead of once, whenever you take the Attack action. (Counts as Extra Attack)
- Veil Mastery
At 17th level, you gain the time stop and foresight spells as domain spells. You stop aging, and you do not suffer the effects of old age.
Additionally, during or at the end of any turn, you may reverse time to the beginning of that turn and instead immediately take your turn. After your turn, regular turn order continues. You also gain 3 levels of exhaustion and forgo your next turn in the turn order. Once you use this feature, you cannot use it again until you finish a long rest.
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Racial
Racial
- The Temporal Ones
- Ability Score Increase
Your STR score increases by 5, and your Wis score increases by 5
- Ability Score Decrease
-5 to Dex score
- Age
File Corrupted
- Size
Dragonborn are taller and heavier than humans, standing well over 12 feet tall and averaging almost 250 pounds. Your size is Medium or large.
- Speed
Your base walking speed is 45 feet and a fly speed of 15 feet.
- Corrupted Ancestry
Sun Scaled True Radiant 15 by 30 ft. line (Str. Check)
You have Corrupted Ancestry. Choose one type of Old One from the Ancestry table. Your breath weapon and damage resistance are determined by the DM
- Celestial Breath Weapon
You can use your action to exhale destructive energy. Your Corrupted ancestry determines the size, shape, and damage type of the exhalation. 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 + you STR or Wis modifier + your proficiency bonus. A creature takes Xd6 damage on a failed save, and half as much damage on a successful one. The damage increases with level and X is your current level. After you using your breath weapon; your weapons and spells deal up to your level in Corrupted ancestry damage for one min. You can do this up to half your prof mod (Min of 1/ Rounded Down), you can’t use it again until you complete a short or long rest.
Disclaimer: this bonus damage doesn't stack with itself but, increase the duration.
Warning: the more you use this the more you lose yourself.
- Damage Resistance
You have resistance to the damage type associated with your ancestry.
- Languages
You can speak, read, and write Common and Vox Maki.
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Feats
Feats [7/7]
- Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
- Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
- Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
-If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
-If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
- Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
-Increase one ability score of your choice by 1, to a maximum of 20.
-You gain proficiency in one skill of your choice.(Medicine)
-Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.(religion)
- Chef
Time spent mastering the culinary arts has paid off, granting you the following benefits:
Increase your Constitution or Wisdom by 1, to a maximum of 20.
You gain proficiency with cook's utensils if you don't already have it.
As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
- Resilient (CON)
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
- Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
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Title
Titles
Watcher(Prime Ability)(Dont have it anymore)
(Title Slot: Fate Free Slot)
(Class: Any)
(Backstory and Fate Driven)
(Rarity: Ö̵̑ŕ̷̛a̷̛̅c̴̍̿l̷̆́e̸̐͆ )
Resolve (Ex):
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool resets to 0 at the beginning of each encounter. When you are attacked for at least 30% of your maximum HP, the total damage taken is added to your delayed damage pool as temporary HP. The pool cannot be larger than your maximum HP. All status effects and abilities will still effect you as normal (ex: If an attack were to restrain you, you still get restrained). At the end of your next turn, the delayed damage pool is reset to 0.
If damage were to put you in an unconscious or dying state while there is Temp HP in your delayed damage pool, you may act as normal until the Temp HP disappears. If you were put in the dying state, you still roll death checks as normal. This effect may only be used once per encounter.
Counter Fate (Ex):
You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. The first weapon attack made on your turn gains a bonus to the attack modifier equal to the current value of your delayed damage pool divided by 10, rounded down (minimum +1). The maximum bonus you can gain from this ability is +6 to your attack roll. If an attack affected by Counter Fate hits, you may expend all of the Temp HP in your delayed damage pool, adding that value to the total damage as Radiant, Necrotic, or Weapon (type of damage dealt by the weapon) Damage.
Intoner of Thoughts
Your memories are sacred and cannot be altered, except by your own volition. Your mind now has the ability to process and recall all information you intake. In addition, you gain four abilities, that all require vocal components unless stated otherwise to use. You have Musa, up to your Proficiency modifier, that you can spend on any ability that would require it. You regain one Musa at Dawn, up to your Proficiency modifier.
Ariadne's Nostalgic Anthem - As an action, you can spend one Musa to make the world, a group of people, or one, single person forget, recall, or rewrite a memory. A forgotten memory will never be remembered, and cannot be recalled unless you make the memory be recalled. A recalled memory can be one that is true, or one that you create to be "recalled". Any created memory can be about a specific phenomenon, dream, or moment in their life. It could even be about a person that influenced them, that they had never actually met, butbelieves they have. A rewritten memory can be about anything, as long as it is believable by the person. If it is not, the person may reject the memory entirely, assuming it was a dream, recalling it wrong but never remembering what the original was, or knowing you corrected the memory, depending on context. You are the only one who will remember the memories you erase, write, or rewrite.
If a creature is aware of you using this ability, they can make a Wisdom Saving throw to resist it's affects. If this ability fails, any Musa used is refunded.
Sybil's Silent Sorrow As a bonus action, you can spend a Musa to make everyone forget about your own prescence. Doing so allows for any creature that loses sight of you to no longer notice your prescence, and succeed all stealth checks while no one remembers you. You must spend a Musa to edit yourself back into the minds of others as a bonus action.
Marks of Mementos -As an action, you can instill a single marking of your choice into a creature or object you can touch. This mark lasts until removed by yourself, or another Intoner of thought as a free action. You must be in contact with the mark again to remove it. A Memento Mark allows you to instill a memory onto a creature or object, every time the mark is touched, the one touching it recalls the memory as though it were their own.
If the marked target is a creature, they additionally always recall the
This ability requires no Musa to be used, only for you to whisper the memory onto the object.
The Recollections of You - The memories of the world can no longer hide from you. Every old patch of dirt, scratch in a tree, or piece of dust has a memory attached to it.
As that is how we know one another truly existed. As a one-minute ritual, you can sense all the memories of the world within 30 ft. of you, and can spend another minute to double this range, up to 5 miles. Rummaging through memories is instant for you, and you can choose to re-live such memories in real-time. Any creatures within this area, or that you are currently touching, you may also browse the memories of if they are unaware of your abilities. If they are aware, they may make a Wisdom Saving through against your spell save DC to remain unaffected by this instance.
You may use this ability instantaneously by instead using your action, along with expending a Musa. If you spend Musa on this ability, any creatures aware of your abilities
automatically fail the saving throw to mask their memories from you.
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Dragon Features
Eikamnor
The Elder Ethereal Dragon of Fate and Time
Leader of the Order of Fate and Time
Alignment:???
Weavers of Fate/Time Guardians
Weaving the Veil
Attuning with the Veil will give you access to go to an additional Subclass from Gestalting into A Martial and a Full Caster. EX: Meaning if you go Cleric Monk you could go. Knowledge Cleric and Way of the Long Death if you join this Empire.
Strains of Purity
If you're a Purest Class you can get an additional +1 to a Saving Throw, Skill, or Ability Score at Level 1, 4, 8, 12, 16, and 19.
Disclaimer
Once you Leave this Empire you lose one of your additional Subclass or the Bonuses from Strains of Purity.
Time and Fate's Gamble
You gain up to your Prof modifier of Time/Fate dice (Rerolls Dice to a Max of 6) that you can use on your Saves, Checks, and to Hit . You regain these dice after using Lost Timezone or after long or short rest.
Disclaimer - Time /Fate Dice are still counted as Rerolls.
Weaver and Warden
When an ally rolls a 1-3 on a d20 you may spend 2 Time/Fate Dice to Reroll the total and if it's 15-19 on the dice it's counted as a critical success. Twice per Long Rest.
Chosen Yarn of Fate (Item)
The Effect of this item depends on what fate you were given at the Start of Character Creation.
Rewrite Fate LV 2
When you roll a 1 or 2 on D20 , you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. This can be used 3 times per long or Short rest.
Time's Interference
If an action, bonus action, or reaction was used during Rewind Fate you will restart time to the start of the action, bonus action, or reaction used.
History or Destiny LV 2
You choose between Time or Fate at the Start of a New Day each having a Different abilities and only can be used once per combat.
Lost Timezone (Time)
If Time was Chosen, As a reaction to getting critically damaged (Critical Hit) or rolling a nat 1 on a D20 without Advantage or Disadvantage. Make a History Check DC (10+prof+ Half Your Level Rounded up on a save; you will fracture time for 5 seconds peaking into the future; giving you a full turn, Re/gaining 3 Time/Fate Dice, and you may move through this Lost Time.
Fate Rewritten (Fate)
If Fate was Chosen, As a reaction to your hp being set to 0 or rolling a nat 20 on a D20 without Advantage or Disadvantage. Make a Religion Check DC (10+prof+ Half Your Level Rounded up on a save; You disappear from existence returning to the Veil until the start of your next turn. Doing so causes your hit points to be restored as though you are benefiting from a short rest, allowing you to spend hit dice as normal. You and your ally reappear at an available square of your choice within 30 feet. Re/gaining 2 Time/Fate Dice.
Fate's Reward LV 3 (Fate)
If you have chosen Fate then Rerolls are done at advantage and unaffected by Void Dice but, you must state that before the result is given.
Time's Blessing (Time)
If you have chosen Time then Rerolls add an additional d4 + your proficiency to the roll but, you must state that you will be using rolling the Reroll.
Slowdown The Showdown(Time)
Once per Round and if you did a Reroll during your turn, you may use your action to spend up to 3 Time and Fate Dice to unleash a flurry of attacks with your weapon. Make a number of attacks with your weapon equal to twice the number of Dice spent. You don't add your ability modifier to the damage, unless that modifier is negative. You can do this Maneuver 5 times per Long Rest.
Fate Breaker(Fate)
If you did a Reroll during your turn, you can unleash a powerful slash or shot of Temporal energy using your weapon. By consuming one of your Time and Fate Dice, you gain an additional Extra attack (one) at the end of your attack action. This Attack is a ranged spell attack with a range of 30 feet if you're using a Melee weapon. If this is made with a ranged or a thrown properity weapon the ranged of your weapon is doubled. You are proficient with it, and you add your weapon's modifier to its attack and damage rolls. Its damage is Force, and its damage die is your weapon dice and this attack applies on hit effect. If you Critical hit you use this Manuever three more times. You can do this Maneuver 5 times per Long Rest.
The Ones born of Time and Fate
You gain an additional 2 Exotic languages (Can be even a Forbidden or Lost Language) and gain Access to the Planes of Sanctumorium.
Dragon Vow
The Old Drakengard of Caelumstrix
Disclaimer: This Vow can only be used once below half health and only in true Combat against the Enemies of Caelumstrix.
As a Full turn action (Movement, Bonus Action, Action) you summon the Veil of Strings and commence weaving fate and time itself in the middle of combat to use against the Void or the enemies of Caelumstrix.
Using this Vow for 3 turns requires you to make a DC 25 Level check(this DC increases as you Level) as an action at the start then Immediately ends your turn and while weaving you cannot use reactions. At the end of each turn the following happens if you succeed. Critically failing the Level check may have potentially disastrous consequences.
1st Turn Pass. All Allies within 120ft gain +2 to AC and all saving throws for 3 turns.
2nd Turn Pass. All Allies within 120ft gain Healing and Temp HP based on double your Level.
3rd Turn Pass - Wheel of Fate and Time
Time stops as the DM rolls a d3000 and to determine the outcome of it; then after The Wheel of Fate and Time will spin once more you and your allies gain 3 rerolls until the end of Combat.
Knight of Xenagon:
Xenagon Augustus
The Elder Prismatic Dragon of Guardians and Primal Elements
Guard of Polaris
Arbor Pillar: Aquarius
(Basileum Line)
Alignment: Good
The Prismatic Thunder
Dragon Vow
Primal Formation: Xeno-Ranger
As an action, you fuse with your Xeno Crystal as your Xeno Armor appears and primal energy begins to seep from your body, inundating the area around. Creatures within 10 feet of you take Force damage equal to your level at the start of their turn then gain the following.
Armor-X
While in this form; whenever you take damage in this you may state you have advantage on your next saving throw and, if you succeed, gain temp hp off the total roll. Once per Round.
Giga Clash
Whenever, you cause an A.O.E. that would hit allies. You negate the damage that would be caused to them. Twice per Round.
A Ranger's Spirit
If an Ally or you would Die within 60 feet of you. As a reaction may make an Athletics check DC of 23 and if you succeed you and/or that ally would Revive based on the total roll and regain your reaction. Once per Month
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Curses
Were-Fox
Once below half health you can as an action summon your inner beast causing an explosion.
This Explosion up to 30 feet happens Hostile Creatures that are within the Radius must make a Dex Save (8+Prof+ Wis) and deal Xd6 Astral Damage knocking them up to 15 feet. On a Save they take Half and aren't Knocked back. You heal half of the total rolled. X is your level.
Your Weapons can use you're Wisdom mod to hit and Damage. Also gain an additional 1d8 Astral damage to your spell and weapon damage.
Well of Life
You heal based off the addtional astral damage you deal in this state.
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Hears a thomas the tank engine and -2 to con saves on spells.