Dormant
A beautiful porcelain mask which appears to have been shattered and then mended with gold. The golden cracks create beautiful starbursts of gleaming light.
While Ad Astra Per Aspera is in a dormant state, you gain the following benefits:
- While attuned to this mask, you gain a +1 to your spell save DC and spell attack rolls.
- Through Hope there is Perserverance. When you heal a creature with a spell or feature which affects a single target, that creature gains 1 Hope charge. A creature in possession of a Hope charge may use a reaction to spend this charge and gain resistance to a damage type of their choice until the end of the current round.
- The Good In All. As a bonus action, a creature in possession of a Hope charge is revealed to you. You can see this creature no matter if they are invisible, on the ethereal plane, or behind up to 10 feet of cover until the end of your turn. Outside of an encounter, you gain this benefit for 1 minute.
As long as you remain attuned to this item you may have a maximum of 8 Hope charges. An unattuned creature may only have a maximum of 2 Hope charges.
Awakened
When Ad Astra Per Aspera reaches an awakened state, you gain the following benefits:
- While attuned to this mask, you gain a +2 to your spell save DC and spell attack rolls.
- God Speed. Creatures with a Hope charge may spend their charges to gain movement speed equal to 10 feet per charge and do not provoke attacks of opportunity until the end of the current encounter. Outside of an encounter, they gain these benefits for 1 minute.
- Your Preserve Life feature now heals all creatures within 30 feet for a total of five times your cleric level. It also restores creatures above half their hit point maximum.
- Helping Hand. When you heal a creature, you may choose one of the following conditions: Blinded, Frightened, Poisoned, Prone, or Stunned. You remove the chosen condition and you gain a Hope charge.
Exalted
When Ad Astra Per Aspera reaches an exalted state, you gain the following benefits:
- While attuned to this mask, you gain a +3 to your spell save DC and spell attack rolls.
- When you cast a spell or use a feature which restores hit points, you gain a Hope charge. Creatures in possession of a Hope charge, that have less than half their hit point maximum, regains the maximum number of hit points possible from any healing.
- Creatures in possession of a Hope charge may spend one as an Action to become immune to a condition of their choice: Blinded, Frightened, Poisoned, Prone, or Stunned. This immunity lasts until the end of the current encounter. Outside of an encounter, this benefit lasts for 1 minute.
- You gain the benefits of Life is Pain:
Life is Pain
As an action, you may spend 5 Hope charges and choose a creature within 30 feet. The chosen creature must succeed a Wisdom saving throw against your spell save DC. If you spend an additional 3 Hope charges (for a total of 8) the chosen creature has disadvantage on the saving throw
Failure. The chosen creature becomes vulnerable to the previous damage type or types which they were affected by in the previous attack. This vulnerability lasts until the end of the current round. If they are immune to the damage type they become resistant until the end of the current encounter. If you spent 8 Hope charges they become susceptible to changing their ways until the end of the current encounter. This may or may not end in redemption.
Success. You retain 2 Hope charges.
Notes: Bonus: Spell Save DC, Bonus: Spell Attacks, Ad Astra Per Aspera
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