You and 5 other creatures in sight of your choosing are overcome with a wave of Astral energy. You and the affected creatures glow in an aura of the Celestial path representing the boon each targeted creature chooses. Apollo's Sword (Sun) gives its chooser a fiery Aura, causing their weapon to be enveloped by a radiant aura lengthening the weapon and causing it to be more true in its aiming. Gaea's Shield (Planets) envelopes the user in a shield like barrier aura with all the colors of the horizon, bolstering their stability and constitution. Orion's Arrow (Stars) gives the weary a golden aura that portrays a visage of constellations, refining their spellcasting abilities along with their mind. Luna's Love (Moon) grants the user a shimmering light eclipsing aura the color of a full moon, bestowing upon the user enhanced regenerative abilities that extends to their own healing spells. Along with their respective selected boons, the chosen creatures of the spell also receives these benefits :
All affected members Instantly heals 5d10 + your wisdom modifier upon the initial casting of the spell.
Gain a flying speed that is double your current walking speed.
The spell lasts for an hour and can only be dispelled by a Wish spell.
Apollo's Sword
Adds 2d10 radiant damage per weapon attack.
Gain advantage on all weapon attacks.
Increases any melee weapon range by 5 ft. and ignores half cover on ranged weapon attacks.
Gaea's Shield
Gain resistance to fire, cold, lightning, thunder, poison, radiant, and necrotic damage for the duration of the spell.
Gain 100 temporary hit points that persists after the spell ends.
Increases your AC by 5 for the duration of the spell.
Orion's Arrow
When you cast a spell of 1st level or higher you can roll a d20. If the roll passes a DC of 10 + the level of the spell, you cast the spell without expending a spell slot.
Your spell attack rolls and spell DC both increase by 2.
You gain advantage on CON saves to maintain concentration.
Luna's Love
Healing spells you cast heal the targets for the maximum amount instead of rolling the die.
You recover 2d10 HP at the start of each of your turns till the spell ends, not exceeding your max HP.
You gain advantage on all of your saving throws.
Previous Versions
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9/19/2020 9:37:57 PM
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9176
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11
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1.0
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Coming Soon
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I love this! I'm a little concerned that Orions arrow becomes a bit godlike with the higher spell slots. Maybe it could scale in some way? such as 10+Spell slot number for the dc. I can certainly see myself playing a wizard who rips through armies with basically double the spell slots. Or if someone has good enough luck, Infinite 8th level spells
its built for 5e
so 9th level is capped on it unless you are a sorcerer with hightened spell, also it requires a 9th level to cast not an 8th level spell
how can artificers get this? it's a 9th level spell and they're only half-casters, same with paladin, ranger, eldritch knight, arcane trickster?