Once a upon a time, a girl was born too an exiled family of the heir to a stolen city, a girl that wanted nothing but to be with her family and lived a cruel yet normal life in sisuran, tho with both her parents dying and her big brother setting of on his own and becoming mad with power, she decided she herself would find herself upon a portal, since then she has longed for a realms that won’t hurt her, a realm that would remember her contributions, for herself and the people she protects and cares for, so now she achieved it, after long wars, long misery, long deaths, and a story so vast it can only be described as a chronicle made for legends, as it describes her journeys and the journey she selflessly has helped throughout the ages.
Goddess of the Sun, Life, and Light
Eternal Immortality. You gain the lifespan and unending burning determination of its life, gaining its power, warmth, and fury. You are immune to aging, and do not age by all means. You can survive without food, water, breathing, or any mortal needs or requirements. Your creature type becomes Celestial (Deity) but you are immune to any effects you deem hostile due to you being Celestial (Deity).
Immortality?, never got interested in it, think its more of a curse, we would like to choose when we die instead of pure immortality - Sarah Jhoggernat
Aura of Light. When using your Cleric Supreme boon, you may use it to an higher extent. You may use your Twilight Sanctuary ability as a action or bonus action, and may grant all creatures inside the area of Twilight Sanctuary to gain the bonus of Cleric Supreme which is a bonus to hit and saves equal to your wisdom modifier and 100 temporary hit points. Alongside Cleric Supreme’s bonus, all creatures inside The area of Twilight Sanctuary gain a bonus to ability checks, skill checks, and damage rolls equal to your wisdom modifier, and 100 Temporary Hit Points and 100 Hit Points each end of your turn.
Goddess of Life. Once a month in real life server time, You may choose a character that has died and have their soul or existence erase in someway that doesn’t allow True Resurrection or Wish to bring them back to live, and reforge their existence to life. When you choose this character, the character comes back to life with all of their magical and nonmagical intact if you choose too have them return with all their items. This ability bypasses, ignores, surpasses, transcends, and doesn’t recognize the limits of permanent death, bringing the chosen character back to life with no caveat at all.
Divinatus Seraphimus. You take on the form of the strongest angel in all of existence, a Seraphim made of flames. You gain Immunity to Fire Damage, Radiant Damage, and Resistance to Necrotic Damage. You may change all your damage except bludgeoning, piercing, and slashing to Flare Damage, a combination of Radiant and Fire damage that burns as hot as the Sun’s core At 15 Million Degrees. You no longer need to attune to a Orb of the Veil to gain its properties, and its cursed property is rendered mute whilst within 15ft of you. All evil creatures have disadvantage against hitting you.
Enlightened Magic. You have gained an englightened knowledge on your spells and their effects to the divine, as you become an conduit as a goddess of the sun itself, a beaming source of many magical energies. Any spell slot you expend to cast a cleric or wizard spell counts as a spell slot of two levels higher. You may use your wisdom modifier instead of intelligence modifier for the purposes of all your intelligence based ability checks, skill checks, and your wizard spell’s to hit bonus and dc calculation. Cantrips and spells through 1st through 8th level spells that have a saving throw deal additional damage dice equal to your spellcasting modifier. You gained proficiency in the Arcana and Religion Skill.
Paragon of Humanity. The Essence of your Twilight Hero prowess lingers in your deity form, as it combines all your experience into a single conduit of power and heroism. Your proficiency bonus increases by 1.
You gain Ten hero points per quest to use a Hero Ability. You gain the following abilities, each costing one hero point each.
- As an action, you may add your primary ability scores mod to a target AC for one minute.
- You may add or subtract 10 towards a roll.
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