Channel Divinity(2/day). Twilight Sanctuary. A sphere of twilight emanates from Aster in a 30 foot radius. The sphere of dim light follows Aster, when a creature ends its turn in the sphere she can grant it one of the following benefits. In addition, the sphere of dim light gives each creature in the sphere half cover (+2 AC).
- She can grant it 1d6+17 temporary hit points.
- She can end one effect causing it to be charmed or frightened.
Steps of Night. Aster can fly while in dim light or darkness.
Mace of Terror. (3/day) Aster can force each creature in a 30 foot radius to make a DC 15 wisdom saving throw or become frightened by her for one minute. While frightened this way, the creature must spend its turns trying to move as far away from her as possible. It can't take reactions, for its turn it can only take the dodge action. It remakes the save at the end of each of its turns, ending on a success.
Dreamwalking. She can choose to remain semi conscious while sleeping, entering an astral state in the emptiness between the waking world and the dreaming world. She can craft the dreamscape however she wishes. In doing so, she carves out a bit of the dreamscape and segment it from the world. She can bring six people into her dreamscape.
Sleep. She can send people into a magical slumber, roll 10d8; the total is how many hit points of creatures she can affect. Creatures within 1 mile of a point she chooses anywhere are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this divinity falls unconscious for 1 minute (concentration), or if the sleeper takes damage, or if someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed are not affected.
Manifest Waking Nightmare . She can tap into the nightmares of a creature she can see within 120 feet and creates an illusory version of their nightmares. The creature must make a wisdom save DC 20 or take 7d10 psychic damage at the start of each of the target's turns and the target becomes frightened for the duration. They must make the save at the end of each other turns, ending on a success.
Conjure Night Terror. She can manifest horrors from the dreamscape into the waking world. These night terrors are friendly to Aster and her companions. It obeys verbal commands she issues to it. If she doesn't issue it commands, it defends itself from hostile creatures but otherwise takes no actions.
Commune. She can enter the dreamscape to contact her father, Sah god of dreams. She can ask 3 questions that can be answered with yes or no.
Spellcasting. Aster is a 14th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): Light, Sacred Flame, Spare the Dying, Toll the Dead
1st level (4 slots): Bane,Cure Wounds,False Life, Inflict Wounds
2nd level (3 slots): Aid, Gentle Repose, Misty Step, Moonbeam, Darkness
3rd level (3 slots): Animate Dead, Feign Death, Leomund's Tiny Hut, Life Transference, Mass Healing Word, Revivify, Speak with Dead, Spirit Shroud
4th level (3 slots): Death Ward, Banishment
5th level (2 slots): Antilife Shell, Circle of Power, Holy Weapon, Mass Cure Wounds, Mislead, Raise Dead, modify memory
6th level (1 slot): Create Undead, Harm
7th level(1 slot): Conjure Celestial
8th level(1 slot): Maddening Darkness
Mace of Terror. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing plus 10(2d8) necrotic damage.
War Caster.
Comments