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Dedicated Purpose

How it's obtained: Granted automatically by the Dedication source at level 1. It can't be bought with Aethyr points.

Aethyrpoint Cost
0
Level Requirement
1
Technique Requirement
General
Source Reference
Aethyrspark Source Feature
Source Requirement
Dedication
Activation Time
Varies
Domain Requirement
General
Feature Category
Aethyrspark Source
Recharge Type
Long Rest
Concentration?
No

Description

  • Choose a dedication below. Each time your Aethyr Intensity increases, you may choose to dedicate to another dedication. Doing so replaces all of your previous dedication’s features with features of your new one. You should change dedication only after consulting with your game master.
    • Balance: Adaptive Fortune. When you make a d20 roll, you may choose to gain advantage. The DM may later choose to give you disadvantage on any future d20 roll you make. Once used, you cannot use this feature again until after the DM has chosen to give you disadvantage on a check by using this feature.
    • Destruction: Mighty Strikes. You have advantage on damage dice (whenever you roll dice to determine damage dealt, roll two sets of damage dice instead and take the higher result).
    • Anarchy: Chaotic Gambit. Whenever you make a d20 roll, you may choose to roll two d20s instead and take the result furthest away from 10. If you roll two numbers equidistant from 10 (such as 7 and 13), you take the higher result.
    • Order: Impeccable Control. Whenever you make a d20 roll without advantage nor disadvantage, you may choose to forego the roll and take a result of 10 instead.
    • Love: Soulful Connection. When you complete a long rest, you may choose a creature on your plane of existence that you have positive feelings for and reach out to them. The chosen creature senses your outreach and can choose to accept the connection. If they do, until they complete their next long rest, you can choose to see through their eyes and/or hear through their ears. You also gain an intrinsic knowledge of their wellbeing, mood, spirit, and health (if they choose to share it).
    • Hate: Retributive Fury. Whenever a creature makes an attack against you or causes you to make a saving throw, you gain advantage on attacks against them until another creature triggers this feature again.
    • Creation: Artisan's Touch. You have advantage on all skill checks involving creation (ex: harvesting, crafting, performing, designing, dismantling, repairing...).
    • Death: Resilient Soul. You have advantage on death saving throws.
    • Life: Eminent Restoration. You have advantage on healing dice (whenever you roll dice to determine hit points restored, roll two sets of healing dice instead and take the higher result).
    • Magic: Magical Resistance. You have advantage on saving throws against magical effects.
    • Nature: Natural Kinship. You gain the Druidcraft cantrip. You gain the Speech of the Woods Feature. You have advantage on Nature, Survival, and Animal Handling checks.
    • Desire: Alluring Charisma. Creatures have disadvantage when saving against being charmed by you.
    • Luck: Fortune’s Favor. You gain the Lucky feature.
    • War: Battle Zeal. You have advantage on attack rolls. Creatures have advantage on attacks against you.
    • Peace: Creatures have disadvantage on attacks against you. You have disadvantage on attacks.
    • Light: Luminous Radiance. As a free action, you may choose to project up to 30 feet of dim light and up to 15 feet of bright light from your body. This light a color of your choice, can be projected in any direction you choose, and can be focused in any way you choose. For example: you may choose to project a thin line of light from your fingertip; cause your entire body to glow, projecting light in all directions; and any variation in between.
    • Shadow: Umbral Suppression. You gain blindsight with a range of 30 feet. As a free action, you may choose to suppress light dim light sources within 30 feet of you and bright light sources within 15 feet of you. Dim light suppressed in this way is not visible and bright light is treated as dim light instead. Suppressed light sources return to normal when you move out of range or choose end the suppression. Light shining from sources beyond 30 feet from you are unaffected.
    • Knowledge: Mental Acuity. You have advantage on all Skill Checks that use a Mental Ability.
    • Change: Shapeshifter. You can choose to resist any polymorph effect without making a save. As an action, you can transform your appearance or revert to your natural form. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.