Backup Plan (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, their current hit points instead resets to 150 hit points, they recharge their recharge ability, and they regains one expended use(s) of Legendary Resistance. Additionally, the aspect can now use the options in the “Mythic Actions” section for 1 hour.
Keen Mind: The aspect has an perfect memory and has advantage to recall knowledge. It remembers everything within the last year without making a check.
Spontaneity Domain (My turn!): (2/Day) Twice per day the aspect can take an extra turn. Interrupting initiative or immediately after performing an action.
Born of experiments: As an action you can summon the 'Orb of Time.' On a successful Arcana check you can locate a chosen time period and change one aspect of the events see in the orb.
The First Fey: The aspect was the first of the fey born. Granting strong mental acquity to it's children the aspect is immune to psychic damage. At will the aspect can change a creatures mind, including but no limited to, personality, reading it's thoughts, seeing images, altering memories, stealing memories and more.
Celestial Body:
- You gain a bonus to your armor class equal to half your proficiency bonus.
- You can walk on water.
- You gain a fly speed and swim speed. If you already have a fly or swim speed use the higher value.
- You don't need to sleep and are immune to exhaustion from lack of sleep, but if you wish to regain spell slots, hp, and the like you must rest.
- You can cast the teleport and plane shift spells at will.
- You do not age.
- You are immune to disease and poisons except those that affect gods specifically.
- You are immune to damage from non-magical weapons.
- You are immune to many status affects, but if a god of a specific domain effects you in some way regarding that status affect you have only resistance to the damage or advantage on the save.
- You gain a +2 to your Constitution Score (God Specific)
Aura of Inspiration: The aspect has a 30ft aura. While allies are within the aura they have advantage on Intelligence and Wisdom saving throws.
Celestial Regeneration: You regain 10 hit points a round if you are below half health. These hit points cannot make you exceed hit points equal to half your maximum.
Legendary Resistance (3/Day). If the aspect fails a saving throw, they can choose to succeed instead.
Many of these rules and abilities are subject to change and meant to be RAI and are not RAW. The Dungeon Master can make changes as needed to keep things balanced and relevant to the story.
Basic Actions: The aspect can making actions, bonus actions, reactions and movements (movement speed is equal to that which is better) that it already has or from their character sheet.
Domain Actions: Some domains afford innate spell casting (listed below) Some are not listed and you would do well to write them down. (Usually already received in game) They can be cast a number of times per day equal to the listed amounts or can be expended from spell slots you already have if any. Other domain actions come as features. Some domains provide more abilities and skills than others. (Listed Below)
Creativity: The creature can spend it's turn coming up with a new idea. With discretion of the DM you can learn of a creatures weakness and a plan to exploit it, provide a new perspective to the plan you are coming up with. Etc.
Dread: You can spend a bonus action to cause yourself to look like a creatures worst fears. The creature sees everything they fear most and justify it's reason for being here. All enemies within 100ft of you must make a Wisdom Saving throw equal your DC (Using Wisdom as the stat for calculating the DC adding two to the number as well) Creatures with resistance or immunity to fear must still make a role to the domain of Dread. Expertise in Intimidation.
Good Council: You can spend one action to gleam insight into what is currently affecting a creatures mental state. You also gain advantage persuasion checks to convince a creature to talk to you about what they need help with and providing advice. As well as advantage on Insight checks related to similar questioning. Expertise in Persuasion.
Inspiration: As a reaction you can provide inspiration to all allies with 30ft of you. The die for the inspiration is a D12.
Invention - Technical: The aspect can summon basic items, common items, and items with small gold values an unlimited number of times per day. These items are real. (3/day) The aspect can summon items of uncommon items. (1/day) The Aspect can summon an item of rare value or less. (1/week) The creature can summon one item of very rare value or less with a successful Intelligence Check. (1/Month) The creature can summon a legendary item with a successful Intelligence Check. Expertise in Arcana.
Innate Spell casting. The aspect casts one of the following spells, requiring no material components and using Wisdom as the spell casting ability (spell save equal to your spell save DC or 8+spell casting modifier+proficiency bonus+2. Whichever is higher):
At will: light, intellect fortress (6th-level version), mending, fabricate, creation, identify, calm emotions
3/day each: detect magic, dispel magic, lesser restoration, counterspell
1/day each: banishment, borrowed knowledge, create food and water, greater restoration, prismatic spray, protection from evil and good, revivify, contingency, feeblemind
Change Shape (A number of times determined by the DM). The aspect magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.
Gadget-ed Shield: The Aspect can pull out one of his inventions summoning forth a shield. Cast the shield
Domain specific reaction. Number equal to how many the DM decided to give here. More domains equals more stuff?
If the aspect’s Mythic Actions trait has activated in the last hour, he can use the options below as legendary actions.
Divine Calculations. The aspect desperately starts to think on their feet. Only while the Mythic Actions trait is active the aspect is under the effects of the foresight.
I need this. The aspect conjures an item of very rare rarity or lesser subject to DM's approval.