
True Ancient - Your time as an Ancient means you now no longer need to eat, drink or breath to survive and your exposure has built a stronger resilience against magic, attacks and effects that would hinder you. You and your allies within your aura gain total cover from those you chose and your condition immunities can not be ignored, negated or reduced in anyway. Also, your features that effect spells now extend to magical effects.
Empowered Bond - Juro's, Aires's and Verta's powers grow with you, bolstering your ability to protect and ward of foes. Life Line can now be applied to as many creatures up to your Charisma modifier and it extends through varies planes and worlds. It can not be suppressed and can only be severed should you chose to end it. Your Flare now does double the damage die and it ignores immunity to radiant damage and the blinded condition and you can apply an additional status of Aires' Offender and Verta's Defender.
Ward of The Ancient Protector - As an action you can Ward a creature of your choice that's within your aura, granting the extra protection from harm. You may only have one Ward at a time, and they gain the following benefits:
- They gain resistance to all damage types
- They can not be subjected to forced movement or effects that would make them act in a certain way
- Their movement doesn't provoke opportunity attacks
- Their soul can not be destroyed, trapped or otherwise affected
Legendary Actions
You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of its turn.
- Ward Swap (1 action) - you can swap your ward to another creature
- Reposition (1 action) - you can move up to your movement
- Ancient's Defence (2 actions) - a creature of your choice within your aura gains a bonus to their AC equal to your Charisma modifier for one round
- Protector's Will (3 actions) - Choose a creature you can see. Until the end of their next turn, they automatically succeed on saving throws against harmful effects that you deem harmful. If they were to take half damage from the save, they would instead take no damage

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