Guardian Of The Grove Image

As the daughter of legendary fey general Xaer, who became a traveler, you've seen many things. You saw how the stories of your mother's downfall failed to match the kind woman who raised you, how the populace instinctively feared the fey as a result. You were trained to fight by your other mother, a paladin of Tishana. Ruthless, overwhelming action defines you and how you approach problems guns blazing. Your career as a traveler is marked by occasions of joy and strife as you learned more about your heritage. You've battled giant robots, fiends and an uncountable number of monsters. You've helped solve mysteries with your investigative knack, studied alchemy and the inner workings of machines. You even found your grandmother, Tear. Power head of the main archfey nursery that Xaer split off from. You insistently required the nursery to relocate on an unpopulated planet to spare intelligent beings from the colonization of your kin, and studied the obelisk planted on your people's new homeworld. You took part in the Viatorem war, rallying nations together to stand their ground and played a part in stopping Kynigos's assault. And now, you stand, ready but weary. Your power as an archfey having awakened, yearning to put it to use towards something better. Perhaps you can, living up to the title bestowed on you as a true guardian of the grove. Setting in your roots on Saer Rujai, you will shepherd your people to their new home and build a world outside of old grudges, acting as the shield to deflect aggression and the loaded gun to defend it.

 

P1. Forest of power. In combat you gain benefits of the trees and nature that surround you. You now constantly terraform all land you tread, a forest growing in her wake. At the start of your turn you may activate your geomancy without using an action. Your lair actions granted by Inheritor of Iaruj and your life tree now also activate at the beginning of your turn. As long as you’re in a Druid grove, in a forest, or within your geomancy you may as an action take the attack action a number of times equal to your prestige. Additionally  when you hit with an attack you gain a bonus number of 1d8 to damage equal to your prestige.

 

P2. Archfey presence. Your presence is an inspiration and your divinity spreads to assist them. When you regain hit points all allies within 30 ft of you may regain hit points equal to 1/2 the amount. When you make an attack all Ally’s within 30 ft of you may make an attack using their reaction. When you gain one or more grit points you and all ally’s within 30 ft regain the use of one ability that recharges on a short rest. Alternatively an ally may instead regain a spell slot of a level less than or equal to the grit points gained.

 

P3 Forest of Legend. The Forest fuels you in many ways. As long as you’re in a forest, Druid grove, or within your geomancy At the start of your turn you regain the legendary resistance granted by your life tree. You also gain Legendary Actions.
Legendary Action Uses: 3. Immediately after another creature’s turn, you can expend a use to take one of the following actions. You regains all expended uses at the start of each of your turns. Each option costs one legendary action.

Artillery bombardment: You may pick a point and make one attack against all creatures within 20 ft of that spot.

Tactical reposition: You may move (up to your speed) without provoking attacks of opportunity.

 

P4. Archfey attunement. Your Archfey heritage has evolved to allow you to gain control of things around you. Creatures who control Summons, Creations, Animations, ongoing area effects within your Druid grove, domain, or geomancy must make a concentration save dc 10 times your prestige to maintain control over that effect. On a failure you gain control of that summon, creation, animation, or ongoing area effect.

 

P5. Forest of Home. When within areas of particular power you and any allies within your forest (grove, domain, or geomancy) cannot have disadvantage on attack rolls, have advantage on attack rolls and enemies have disadvantage on attack rolls and saving throws. If an allied creature is healed, all allied creatures heal for the same amount and no ally can suffer the effects of failing all death saving throws unless all allies are reduced to 0 hp.

 

P6. Archfey force. You are a force beyond anything mortal. The Archfey power courses through you.  At the start of your turn you choose one of the following. 
All hostile targets of your choice gain a -1 penalty to hit and damage
All hostile targets of your choice gain a -1 penalty to saves
You and all allies gain a bonus +1 to hit and damage
You and all allies gain a bonus +1 to saves. 
This buff stacks with multiple instances of itself and lasts only while in combat initiative.

 

P7. Forest Gaze of judgement. You are strongest within your domains. Nothing can hide. Nothing can stop your gaze. Within your domain, no creature may successfully hide from you, as you feels the location and identity of every presence. On your turn you may choose one creature within her domain. This creature dies, and should it be resurrected will be unable to enter your domain unless forgiven by you. If this gaze instead activates a death ward or similar ability, the creature is instead forcibly shunted to the outer realms and be barred from returning to your domain. You may attack any target within your domain no matter the distance.

 

P8 Archfey Majesty. You are a true Archfey and your power is magnificently exemplified by your presence. Your Archfey abilities fully unlock allowing you to emulate any spell like effect as if you casted a spell. The effect isn’t considered magical but a warping of reality to meet your needs. For any spell effect requiring a saving throw, the DC is 50. Ongoing effects end if the target leaves your domain. Creatures resurrected by you must still be resurrected normally to leave your domain. Effects from this prestige may not effect outside of your domain, such as Wish

Guardian Of The Grove Image

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