Arcanis Excubitor Image

Claíomh en Scíath

Claíomh Arcana. With time, effort, determination and sheer will; you have reach the pinnacle of perfecting your craft as Your Arcane Strike now deals additional damage equal to your charisma score and your sorcery point maximum is now doubled as you are always in a state of enlightenment. You may now add an additional number of die equal to your charisma modifier to your damaging spells and you gain expertise in spellcasting, allowing you to double your proficiency bonus when calculating your spell attack and spell save DC.

Beast of Scíath. The archon blood in your veins has mixed with the very essence of primordial divinity itself. You may now choose to convert your temporary hit points you gain into healing. Fueled by your own divine essence, your spells cannot be negated, countered, ignored, or suppressed.  
Protectors Aura - You gain a new way of using your Arcane Phalanx. You may expand a number of Arcane Phalanx Charges as a free action to grant all friendly creatures (including yourself) within 120 feet of you a powerful blessing for one minute. While under this blessing, creatures add a bonus to their armor class and saving throws equal to the charges spent.
Once per day, a creature may utter a prayer to you to receive your blessing. By gazing up into the night sky and uttering their prayer, the creature may roll a d100. If they roll higher than a 60, they will gain the effects of the spell Death Ward that lasts for 24 hours (must be rolled in notes and pings) as the creature would receive your protection and their soul warded from imminent harm.(the death ward can only be used for one quest per day)

 

Constellation of the Hunt

The Wolf Who Stalked The Stars. Your struggle with the Elder of Beasts has left you with a loyal companion whose fangs and claws you may call upon. Once the source of your Hunter's Curse, it is now a source of divine strength all to your own. As an action, you may call forth an avatar of the Elder of Beasts to aid you in combat (tarrasque statblock). Fenrir shares your initiative count and will follow your will without question. It may benefit from all of your class features and you may cast spells as though they originated from Fenrir's location. Whenever Fenrir is summoned, if you were to take damage, you may instead have Fenrir take that damage for you. Being bonded to you by both blood and divine bonds, Fenrir uses your armor class and saving throws and shares your damage resistances and immunities. When out of combat, Fenrir shrinks down to a smaller size, appearing as a wolf. It will remain with you during the day before vanishing at night into a swirl of starlight. If Fenrir is ever killed, destroyed, or otherwise removed, you must wait 6 hours to manifest it again as it requires recuperation within your own soul.

The Dream's Descent. Ascendant in the Elder's power, you may bring a portion of the Dream with you wherever you go. As an action, you may change the sky within 10 miles of you to night as the stars twinkle above for 24 hours. At the start of your turn before any other effects occur, your lair may take one of the following actions.
Hide of the Beast - All friendly creatures within your lair gain the benefits of your Arcane Bulwark feature.
Devour - You may choose a hostile creature within your lair. All beneficial spells or effects on that creature ends. For each spell and effect devoured, you gain a charge of arcane phalanx.
Roar of the Beast (Recharge 5-6) - You may call the very stars themselves to break your opponents. All hostile creatures come under the effects of Meteor Swarm except it may now deal force or psychic damage. Any creature brought to 0 hit points by this effect has their soul consumed by the beast, sending their essence to either your domain or Bella's Soul Garden.


 

The Orion Constellation

Faust's Orion Bow. As an action, you may imbue a single spell into an arrow that you may fling across the cosmos. You may then send that spell to a location of your choice as it travels through the night sky. Upon reaching the destination, the spell will descend to earth where it takes effect. Spells used this way now affect all creatures of your choice within 120 feet and do not require concentration. The spells casting time automatically becomes an action. You may use this ability twice before requiring a long rest to recharge it. 

Loyal Hound. Your Protector ability on Sciath now has a range of 120 feet. When you use this ability, it now applies the Totem Armor effect until the start of your next turn to all friendly creatures within 120 feet. While Totem Armor is active, a creature may choose to expend the armor to trigger Protector an additional time. You may now use Sciath's abilities a number of times equal to your proficiency bonus.


 

Fade To Beast

Feral Might. While within your domain or where allowed, you may choose to enter into a mystical rage as your bestial nature takes over for one minute as a bonus action. While in this state, you become unable to cast or concentrate on spells. However, your mystical might is instead converted into raw martial prowess. You may make a number of additional attacks equal to the total level of spell slots remaining divided by five.
You gain a bonus to flat damage equal to the total level of spell slots you have remaining. You also know what spell any creature casts within your sight as well as what level it is cast at. When a creature attempts to cast a spell within 120 feet of you, you may choose to devour that spell as a reaction.
Spells devoured this way become infused into your weapons until the start of your next turn, granting you an additional bonus to your damage and saves equal to the spells level x 3. Your attacks automatically destroy constructs of force and you may automatically detect any and all creatures with the Spellcasting or Psionics feature within ten miles.
You also gain a reflective hide. When a creature casts a harmful spell or magical ability on you, roll a d6.
On a roll of three or below, nothing happens.
On a roll of 4-5, the spell or ability is negated.
On a roll of 6, you instead reflect the spell or ability back at the attacker using their spell save dc or yours (whichever is higher).
You may end this state as a bonus action.

Night of One Thousand Fangs. As an action, you can manifest the full might of the Elder of Beasts beyond your mortal form. You create a spectral barrier that is 500x500x500 feet for one minute. Enemies within the space cannot leave by any means unless you allow it. At the start of each of your turns, you can manifest any number of monsters up to your charisma modifier within the barrier whose CR is less than or equal to your level + epic boon count. These monsters benefit from all of your class features, epic boons, and god boon excluding Night of One Thousand Fangs.
They act on your initiative count and will follow your will with or without commands. At the start of your turn, you and all allied creatures you control come under the Totem Armor effect from your Loyal Hound feature. When the barrier ends, all the monsters are unsummoned. You can use this ability outside of your domain a number of times equal to half your proficiency bonus before requiring a long rest to recharge. This abilities effects are always active within your domain.

Previous Versions

Name Date Modified Views Adds Version Actions
10/30/2023 6:42:25 AM
129
1
--
Coming Soon
Arcanis Excubitor Image

Comments

Posts Quoted:
Reply
Clear All Quotes