Exalted Purpose
How it's obtained: Granted automatically by the Dedication source at level 19. It can't be bought with Aethyr points.
- Aethyrpoint Cost
- 0
- Level Requirement
- 19
- 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
- You gain one of the following features, according to your chosen dedication.
- Balance: Harmonic Ascendance. As an action you can enter a state of perfect equilibrium that resists deviation from your balance. You gain resistance to all damage types and advantage on all saving throws for 1 minute. Additionally, whenever you deal damage to a creature, you can choose to deal radiant, necrotic, or force damage. Once you use this feature, it cannot be used again until you complete a long rest.
- Destruction: Divine Arbitration. As an action you can release a destructive shockwave of force from your body. The wave radiates from you in the manner of your choice (line, cone, or sphere), up to 60 feet away. Impacted non-magical objects with less than 100 hit points that aren’t being worn or carried crumble, splinter, fracture, or disintegrate (whatever is appropriate for the object’s materials). Creatures hit by this wave of force must make a Constitution saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they take 6d12 force damage, are pushed up to 60 feet away from you, and fall prone. Creatures who succeed on the saving throw take half damage, rounded down, are not pushed away and do not fall prone. Once you use this feature, it cannot be used again until you complete a long rest.
- Anarchy: Riotous Discord. As an action you can release an overwhelming wave of radical emotion from your body. The wave radiates from you in a manner of your choice (line, cone, or sphere), up to 60 feet away. Impacted non-magical objects that aren’t being worn or carried are animated as if they were under the affects of the Animate Objects spell. All impacted creatures become violently deranged and lose reason if they fail a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod). Objects animated by this effect automatically fail the saving throw. Deranged creatures must use their movement and actions each turn to attack a random creature within 30 feet of them (as chosen by the game master). At the end of each deranged creature’s turn, they may repeat the saving throw (objects animated by this effect automatically fail). Once you use this feature, it cannot be used again until you complete a long rest.
- Order: Divine Arbitration. You can innately cast Dominate Monster or Mass Suggestion . When you do so, you may target twice as many creatures to be effected by that spell. Once you use this feature, it cannot be used again until you complete a long rest.
- Love: Empathic Union. As an action, you can invoke the power of eternal love and bind your allies together in an compassionate bond. Choose up to 8 creatures you can see within 60 feet. For 1 hour, they become connected on a deep emotional level and while connected this way, they gain the benefits below. Once you use this feature, it cannot be used again until you complete a long rest.
- They can communicate telepathically with each other, regardless of language barriers, distance, and planar divide. They are continuously aware of each other’s wellbeing, mood, spirit, and health (if they choose to share it).
- As a reaction, they may choose to suffer the damage or harmful effect that threatens another creature bonded with them they can see within 30 feet. They become the target of a harmful spell effect or make a saving throw against a spell effect instead of the originally threatened creature. The originally threatened creature is entirely shielded from the triggering effect and the reacting creature is treated as if they were the original target of the triggering effect. Once a creature uses this ability, they cannot do so until unioned again.
- As a reaction when one of them falls to 0 hit points another bonded creature within 30 feet can use their reaction to sacrifice all of their hit points instead and instantly restore the other with that many points of healing. The sacrificing creature drops to 0 hit points and is stabilized. Once a creature uses this ability, they cannot do so until unioned again.
- Hate: Malevolent Fury. As an action, you can tap into your deepest reserves of hatred, channeling it into a devastating wave of pure emotion and psychic energy that overwhelms the weak-minded. All creatures within a 60-foot cone must make an Intelligence saving throw or take 12d12 psychic damage and be stunned for 1 minute. A successful save halves the damage and negates the stun. Once you use this feature, it cannot be used again until you complete a long rest.
- Creation: Genesis Revelation. As an action, you create a pocket dimension of pure creative possibility. Within this space, you can shape reality as you desire, conjuring any non-artifact item, creature, or structure within it as long as you continue to concentrate on your imagined realm. This pocket dimension lasts for 1 hour. While it lasts and you are not within your pocket dimension, you can use an action to instantly transport from your location to a location of your choice within your pocket realm. While in your realm, you may also use an action to instantly teleport back to where you originally entered your realm from or to any location of your choice within your realm. When you use this ability to teleport, you can choose to take along any number of willing creatures you are touching and creatures linked to those you are touching. Once you have created a pocket dimension this feature, you cannot create one again until you complete a long rest.
- Life: Vital Renewal. You can innately cast Mass Heal or Power Word Heal . Once you use this feature, it cannot be used again until you complete a long rest.
- Death: Mortal Sanctuary. You can innately cast Death Ward . When you do so, you can target up to 8 creatures you can see within 30 feet to benefit from the effects of the spell. Once you use this feature, it cannot be used again until you complete a long rest.
- Magic: Arcane Ascendancy. As an action, you can tap into the primeval source of magic, transforming into an avatar of pure arcane power. For one minute, while you concentrate on this form, you gain resistance to all damage from magical effects and advantage on saves against magical effects. You also have advantage on all spell attack rolls and creatures have disadvantage on saves against your magical effects. Once you use this feature, it cannot be used again until you complete a long rest.
- Nature: Primal Harmony. As an action, you can channel the raw power of nature, transforming into an embodiment of the natural world. For 1 minute, you gain the benefits below. Once you use this feature, it cannot be used again until you complete a long rest.
- You instantly cast Plant Growth without expending a spell slot.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You gain the effects of the Tree Stride spell without requiring concentration.
- You can cast innately cast absorb elements without expending a spell slot.
- You can speak with animals and plants, and they are compelled to assist and share information with you as they would a with a trusted ally or family.
- Desire: Allure of Enthrallment. As an action, you release an irresistible aura of desire, compelling up to 12 creatures of your choice within a 60-foot radius to make a Charisma saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod). On a failed save, they are charmed by you while you concentrate on this effect and must follow your commands for up to 1 hour. A successful save negates the effect. Once you use this feature, it cannot be used again until you complete a long rest.
- Luck: Fortuitous Miracle. As an action, you can invoke a miracle of luck. Choose any number of creatures within 60 feet and grant them advantage on all attack rolls, ability checks, and saving throws for 1 minute. Additionally, whenever they roll a 1, it is treated as a natural 20 instead. Once you use this feature, it cannot be used again until you complete a long rest.
- War: Envigorating Rally. As an action, you can issue an encouraging battlecry to ignite your allies' fighting spirit. Upon hearing your cry, up to 8 creatures of your choice within 120 ft can use their reaction to move up to their movement and take an extra attack action or cast a spell that requires a spell attack. Once you use this feature, it cannot be used again until you complete a long rest.
- Peace: Celestial Serenity. As an action, you can radiate an aura of profound peace and tranquility. All creatures within a 60-foot radius must make a Charisma saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod) or be calmed and pacified for 1 minute. While affected, they are unable to engage in violence, and their aggressive actions are magically hindered. Additionally, they regain hit points equal to your total Devotion level at the start of each of their turns. Once you use this feature, it cannot be used again until you complete a long rest.
- Light: Radiant Nova. You gain truesight and can see into the ethereal plane out to a range of 30 feet. As an action, you can release a nova of light up to 60 feet around you. The radiant energy of this blast gathers around 8 creatures of your choice that you designate as either friend or foe. Friends gain 4d8 temporary hit points and are resistant to radiant and fire damage for as long as they have any temporary hit points from this effect remaining. Foes must make a Constitution saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod) and upon a failure, they take 4d8 radiant damage and are vulnerable to radiant and fire damage until they regain any hit points. Foes that succeed on the saving throw take damage and do not become vulnerable to radiant nor fire damage. Once you use this feature, it cannot be used again until you complete a long rest.
- Shadow: Tenebrous Veil. As an action, you can extend a shroud of magical darkness up to 60 feet around you that lasts for 1 hour or until dismissed. When you do so, up to 8 creatures of your choice within 60 feet gain the ability to see through magical darkness for 1 hour. Creatures within the shroud have resistance to radiant damage. Once you use this feature, it cannot be used again until you complete a long rest.
- Knowledge: Omniscient Insight. As an action you can gain unparalleled knowledge of all things. For 1 minute, you have perfect understanding of any situation, enemy weaknesses, or hidden information that you focus your mind on. You automatically succeed on all Intelligence-based checks and saving throws. Once you use this feature, it cannot be used again until you complete a long rest.
- Change: Metamorphic Mastery. You can innately cast True Polymorph or Mass Polymorph without material components. Once you use this feature, it cannot be used again until you complete a long rest.