The Acing Grant 10% Image

The Guardian Grant known as The Acing 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 Ace Lineage, before you was the Ether Guardian now known as Towering Thomas and before them was Skelly Claus. 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.

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

  • You manipulate the outcome of an event. On any kind of dice roll, you can either change the roll of the die to the maximum or minimum. This does not effect multiple die but can effect a single die of multiple. You can use this once per day, you can choose to use it more than once however every use increases the recharge time by 1 day.

  • When you roll a nat maximum of any die roll you make, you get a bonus. This bonus either allows you to roll again and stack effects or save the effect for another roll, replacing it. This bonus is not affected by advantage or disadvantage. You can do this freely however you can only hold 1 bonus at a time. 
  • As a reaction,  you can react to damage by becoming resistance to it for 3 turns. The damage cannot be slashing, bludgeoning or piercing. If you are already resistant, you become immune. If you are already immune, you absorb the damage. If you already absorb the damage, there is no effect. If you are weak to it, you are effected normally by the damage. You can use this ability twice per long rest.

Sub Grants

Force - You send a force of energy launching in a 30 foot line, that's 5 foot wide. Creatures within line, must make a DC 14 Strength check. On a failure, the creature is blasted 30 feet backwards, if the creature is blown into an object, they take 3d6 bludgeoning damage and is knocked prone. This can be used once per short rest.
Volatile - Roll 1d4+1, that resulting number appears on your forehead. That is how many turn it will take. When using this ability you glow a reddish aura and every turn that passes, the number counts down. Once 0 hits, you explode in a 65 foot range in all directions. 12d6 force damage to all creatures within range, no save is made. Depends on the environment, they damage type may shift such as changing to cold damage in a tundra or thunder damage during a rock concert. Once used, your HP becomes 1, you cannot use this if you are lower than 10% of your Max HP. Enemies behind cover will have damage reduced appropriately. You can only use this once per day. 
The Acing Grant 10% Image

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