The Shattering Grant 10% Image

The Guardian Grant known as The Shattering has sparked within you. Grants are the powers wielding by the first Ether Guardians. Entities that were said to be blessed by the Ether Guardian themselves and put on Crescentshine to protect it. When an Ether Guardian dies, the power is transferred however it's not reincarnation since the power is typical passed on to a still living individual. Only certain creatures can obtain an Ether Guardian's power, these creatures are publicly known as "Guardian Candidates". Most of the time, a candidate does not even know they are one nor do the realize when the are blessed with a Grant until certain significant events happen to them. 

The Guardian Lineages are the previous wielders of each Guardian Grant and their willpower is passed onto their newest candidate. You are part of the Shatter Lineage, before you was the Ether Guardian now known as Frigid Fiona. When a Guardian passes their Grant, they become Guardian Pneumas who mostly stay within a minor plane known as the Ether Limbo. Guardian Pneumas are the essence of the previous Ether Guardians they however do not remember much from the lives they use to live.

Doris of the Wiseclaw, the current wielder of the Shattering Grant, you have unlock the power blessed upon you however in your current state, you can only use 10% of The Shattering. The exact reason you sparked is up for you to understand. The Shattering is a mighty and powerful Grant. With this 10%, you are able to do the following:

  • You can charge yourself up via screaming or other means of your choice. You must charge for 1 round uninterrupted and on your next turn, you can unleash a mighty force of energy in either a 20 foot line that's 10 feet wide or a 10 foot sphere with you as the center point. The damage is force damage equal to your Strength Score times 5, afterward you wore out. Your AC, speed and damage output become half for half a day. Creatures within the blast radius must succeed a Dex Save of 15, on a failure they take half damage. This has 1 charge that restores every 2 days.
  • You can launch a punch or attack fused with magical energy. This sends powerful vibrations that can collapse building 1 story or smaller or shatter the ground underneath you. All creatures within 30 feet of a collapsing building must make a DC 15 Dex save or take 45 bludgeoning damage and become prone, stuck under rumble. If the ground shatters, the area within 60 feet become difficult terrain. 1 foot costing 3 feet. If used on a creature, they must make a DC 13 Con save or become stunned for 1 minute. This can be used 2 times per long rest.
  • You can shatter the mind of creatures with Intelligence Scores of 15 or lower. With a force of energy, you break their mind, the creature must make a DC 13 Int Saving throw. On a failure, the creature becomes an empty husk. They cannot think or do anything that requires their brain to function unless it keeps the body alive, they are immune to all effects that would charm or effect the mind in any way. This lasts 1 day afterward, the creature slowly regains themselves. This can be used once every 3 days.

Sub Grants

Light - You conjure 1d4+2 magical balls of light. They last for 1 minute or until used. You can throw them, upon impact with a creature or object, they exploded in a 5 foot sphere doing 1d4 radiant damage and blind any creature within range. If tossed at a creature, they can either make a DC 14 Con save to avoid the effects or a DC 16 Dex Save and attempt to catch the ball, if they catch it they can use it. This can be used once per long rest. You can also give allies the balls, after a minute has passed they explode automatically.
Lightning - You conjure  1d4 mini storms of sorts. You can throw them at an object or a creature. If at a creature, they must make a DC 14 Con save or take 1d6 lightning damage and shrink by one size. While like this, their attacks are halved. The effects lasts 1 minute or until they beat the save. Can be used once per long rest.
The Shattering Grant 10% Image

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