Deities and Exalted Auras
Deity |
Role |
Aura |
Bero |
God of loyalty, brotherhood, friendship |
You and your allies gain +1 to all Feat rolls |
Delphine |
Goddess of the sea and weather |
Once each round, push an adjacent creature 5 yards as a Free Action. The creature must Save or fall prone. |
Dendra |
Goddess of trees, plants, growing things |
You may use a Standard Action to grown any common plant you are familiar with in an unoccupied space within 10 yards of you. The plant immediately grows to full maturity and can reach up to 5 yards in height. |
Eremas |
Goddess of children |
You have Advantage on one roll of your choice each round. |
Fiona |
Goddess of love, spring, beauty, art |
At the start of your turn each round, an enemy that can see you and is within 10 yards of you must Save or take an action of your choosing (this does not count against the total number of Actions they may take this round). |
Garo |
God of the wild, the hunt, disease |
Speed +2. Ignore all instances of Rough Terrain. |
Ipsodel |
Handmaiden of Setharkis |
Increase or decrease one instance of damage each round by 50% of its base amount. |
Leone |
God of justice, heroism, courage |
+2 to all Feats made to defend. |
Lysse |
God of crafts, inventions, civilization |
Roll twice for all crafting Feats and use the best result. Gain a +2 bonus to Feats made to create or destroy objects. |
Marduke |
God of war, conquest, strategy |
+2 to all Feats made to attack. |
Merluna |
Goddess of thieves, pirates, bandits |
Enemies that start or end their turn adjacent to you become Staggered (Save ends). |
Murillene |
Goddess of home, family, fertility |
You or an ally within 10 yards of you recovers 2 HP at the end of your turn each round. |
Palastrix |
Messenger god, god of travels |
Speed +2. Ignore all ground-based traps and hazards so long as you do not end a move in a hazardous space. |
Pamataro |
God of laughter, mirth, revelry |
Negate one instance of enemy Advantage each round. |
Pastacho |
God of light, summer, the harvest |
Sunlight fills a 5x5 yard zone centered on you that moves with you. All darkness, natural or otherwise, is dispelled and all hidden objects/creatures are revealed within the zone. |
Rhodin |
God of wanderers, outcasts, hopeless cases |
Negate one instance of damage on you or an ally each round. |
Setharkis |
Goddess of death, darkness, winter |
At the end of your turn each round, deal 1 damage or restore 1 HP to a creature of your choice within 10 yards of you. |
Talamshal |
Goddess of animals and husbandry |
Non-Elite beasts that start their turn adjacent to you must Save or become Charmed by you. |
Vul |
God of war, violence, brutality |
+2 to all damage you deal. |
Ystrane |
God of mysteries, knowledge, secrets |
+2 to all Feats made to gain or apply information. |
Deity |
Role |
Aura |
Avantaris |
Father of peaceful white dragons; good |
Reduce all incoming damage by 1. |
Balsumai |
Mother of arcane blue dragons; neutral |
Flip a coin when you spend Focus. If heads, recover 1 Focus. |
Kalimaste |
Mother of passionate red dragons; good |
You gain Advantage on a Feat of your choice each round. |
Nurnamino |
Father of benevolent silver dragons; good |
After you or an ally makes a successful Save, they gain Advantage on their next Feat. |
Sho-Shenryu |
Father of prophetic bronze dragons; neutral |
You and your allies share a pool of 3 re-rolls each round. |
Sim-San |
Mother and father of balanced grey dragons; neutral |
Enemies within 10 yards of you have -1 to attack rolls. |
Ziadara |
Mother of lawful gold dragons; good |
You are immune to critical failures. |
Deity |
Role |
Aura |
The Cord |
Bonds, relationships, community |
Roll 4 + (your Level)d6 at the start of your turn each round. One ally can opt to use these results instead of rolling a Feat. |
The Cup |
Wealth, bounty, prosperity, fortune |
Increase your total HP by 50% of its base score. |
The Horse |
Journeys, adventure, escape, relocation |
Speed +2. +1 to the next Feat you make after moving. |
The Lantern |
Life, light, hope |
You and all your allies gain +1 to all Feats. |
The Spire |
Order, law, justice, protection, balance |
Pass a status condition you are suffering from to a willing ally within 10 yards or an enemy you hit with an attack. |
The Sword |
War, conflict, controversy, disaster |
+2 to all damage you deal. |
The Tree |
Health, nature, physical well-being |
Healing effects you create restore twice as much HP. |