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Elysium-Touched

Lightform

When you choose Elysium at 2nd level, you summon an amicus from that plane. Your amicus is a celestial. Your amicus gains proficiency in two of the following skills of your choice: Athletics, Insight, Investigation, and Perception. In addition, you and your amicus have advantage on Charisma ability checks made to interact with celestials.

Tranquil Rest

Beginning at 6th level, whenever you or your amicus roll Hit Dice to regain hit points as part of a rest, you are more certain to be well-rested. For any Hit Dice rolled by you or your amicus, you can choose to treat the result as equal to half of the die's value if the number you roll is lower than that result. For example, if your amicus rolls a d8 Hit Die, you can treat any roll of 3 or lower as a 4.

Overwhelming Joy

Starting at 10th level, you can use an action to attempt to fill a creature within 60 feet with overwhelming joy. The creature must succeed on a Wisdom saving throw (DC equal to your spell save DC). On a failure, the creature is affected by joy. Roll a d6 to determine the effects, using the Luminous Joy table.
Luminous Joy
d6 Result
1 - 3 Contentment. The target has disadvantage on saving throws made against effects that would charm it or put it to sleep, and gains the following flaw: "I don't need to take any actions to accomplish my goals."
4 - 5 Happiness. The target has disadvantage on all saving throws and gains the following flaw: "All of my problems seem to melt away instantly."
6 Ecstacy. The target has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "Everyone should share in the bliss that I feel."
This joy lasts for 1 hour, or until the target is subject to a calm emotions spell or similar magic. The target can make another saving throw against this effect if you or your companions do anything harmful to it. You can use this feature once, and regain the ability to do so when you finish a short or long rest.

Angelic Wing

Beginning at 18th level, your bond with Elysium strengthens, turning both you and your amicus into angelic figures. You gain a fly speed equal to double your movement speed, and you can hover. Your amicus gains the Fly power (if your amicus already has this power, you can reassign those points to other powers). You also gain the ability to heal others. You can use an action to touch another creature, which magically regains a number of hit points equal to your wayfarer level + your Charisma modifier. You can take this action a number of times equal to 1 + your Charisma modifier, and regain expended uses when you finish a long rest.

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