A golden amulet divided into four etched symbols: a radiant sun, a bloodstained spear, winged sandals, and an owl. The wearer may dedicate themselves to one divine aspect at dawn, gaining a blessing tied to that deity’s domain: healing light, martial fury, swift cunning, or tactical wisdom.
At the end of a long rest, choose one of the following aspects. The chosen aspect lasts until the next long rest. You can only benefit from one aspect at a time.
If you act in direct opposition to the chosen aspect’s ideals, the amulet’s magic is suppressed until your next long rest.
Aspect of Apollo (Sun & Medicine)
- You gain resistance to radiant damage.
- You can cast Cure Wounds at 2nd level once per long rest.
- As a bonus action, you can emit bright light in a 20-foot radius (dim light 20 ft beyond) for 1 minute (1/long rest). While this light is active, creatures of your choice in the bright light regain additional hit points equal to your proficiency bonus whenever they receive healing.
Aspect of Ares (War)
- You gain a +1 bonus to attack rolls.
- Once per turn when you hit with a weapon attack, you deal an extra 1d6 damage.
- When you take damage, you can use your reaction to gain temporary hit points equal to your proficiency bonus (uses equal to proficiency bonus per long rest).
Aspect of Hermes (Travel & Trickery)
- Your walking speed increases by 10 feet.
- You can cast Misty Step once per long rest.
- You have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.
- Opportunity attacks against you are made with disadvantage.
Aspect of Athena (Wisdom & Strategy)
- You gain a +1 bonus to AC.
- You can add 1d6 to an Intelligence or Wisdom ability check after seeing the roll (uses equal to proficiency bonus per long rest).
- When a creature you can see within 10 feet is targeted by an attack, you can use your reaction to impose disadvantage on that attack (uses equal to proficiency bonus per long rest).
Notes: Resistance: Radiant, Damage: Bludgeoning, Bonus: Temporary Hit Points, Bonus: Speed, Advantage: Stealth, Advantage: Sleight of Hand, Disadvantage: Attack Rolls Against You, Bonus: Armor Class, Must only use features of one Aspect at a time., by a Cleric, Paladin, or a creature with the Acolyte background
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