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Realized Purpose

How it's obtained: Granted automatically by the Dedication source at level 10. It can't be bought with Aethyr points.

Aethyrpoint Cost
0
Level Requirement
10
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: Equilibrium Pact. As an action you can link the hit points of two creatures you touch. An unwilling creature automatically resists this effect. As long as both creatures are within 30 feet of you, all damage they take is halved (rounded down) and both linked creatures suffer from damage taken by the other. This effect lasts 8 hours or until you use it again. Once you use this feature, it cannot be used again until you complete a short rest.
    • Destruction: Shattering Grasp. As an action, you can touch a non-magical item no larger than 5-foot on any side. If that item has less than 100 hit points, it crumbles, splinters, fractures, or disintegrates (whatever is appropriate for the object’s materials). If that object is being worn or carried, you must succeed on an Acrobatics or Slight of Hand check contested by the Dexterity Saving Throw of the wielder of the object. On a failure, you do not touch the item but your use of this feature is not expended. Once you use this feature, it cannot be used again until you complete a short rest.
    • Anarchy: Chaotic Enthrallment. As an action, you can touch a creature to charm them, sending them into a confused frenzy. The touched creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become frenzied and must use their action before moving on each of its turns to make a melee attack against the closest creature other than itself. If multiple creatures are closest, the frenzied creature’s target is chosen at random. If no creatures are within melee range, the frenzied creature must use its movement to move toward the closest creature and attack if the frenzied creature can reach them after moving. If the frenzied creature cannot perceive any creatures around them, they attack random objects in their vicinity instead. The frenzied creature can repeat the saving throw against this effect at the end of each turn.
    • Order: Liberating Grasp. As an action, you can touch a charmed or possessed creature to end the charm or possession effect on them. You can use this feature when charmed or possessed. Once you use this feature, it cannot be used again until you complete a short rest.
    • Love: Enchanting Guile. As an action, you can touch a creature to charm them, enrapturing them with a confusing and intense affection for you. The touched creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become incapable of targeting you with an attack for up to 1 minute. Whenever the enraptured creature sees you take damage, they take 1d8+Aethyr Ability Mod psychic damage and they must use their future actions and movement to punish the source that dealt damage to you. The enraptured creature can repeat the saving throw at the end of each of its turns. Once you use this feature, it cannot be used again until you complete a short rest.
    • Hate: Vengeful Focus. As a bonus action, you can select a creature you can see to be the focus of your hate. Until that creature dies or you select another creature with this feature, they can sense your ire, distance, and direction. You can sense the hit point threshold level of your hated target, you have advantage on attacks against the creature, and they have disadvantage on saving throws you force them to make. When the creature dies, you may use your reaction to immediately select a new target to be the focus of your hate. Once you use this feature, it cannot be used again until you complete a short rest.
    • Creation: Aethyrial Manifestation. As a bonus action, you can conjure a handheld, non-magical item of your choice such as a tool, weapon, or adventuring gear (no larger than 5-feet on any side). The item appears in your hand composed of an aethyrial and translucent material. After you’ve conjured an item in this way, you can use your bonus action to re-summon the item to your hand. The item dissolves into Aethyr when consumed or imbibed by a creature but otherwise functions normally and lasts until dismissed or you conjure another item using this feature. Once you use this feature, it cannot be used again until you complete a short rest.
    • Death: Mortal Waning. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and twist that soul’s fate toward its doom. A creature that you can see within 60 feet makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod). Upon a failure, the creature is doomed for the next minute while within 60 feet of you. While doomed, they cannot regain hit points and automatically fail death saving throws. Regardless of the result of the target’s saving throw, you learn of any conditions or diseases ailing the creature as well as its current and maximum hit points. The doomed creature can repeat the saving throw against this effect at the end of each turn. Once you use this feature, it cannot be used again until you complete a short rest.
    • Life: Restorative Empathy. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and protect it from severing. An unwilling creature automatically resists this effect. For the next minute, while the creature is within 60 feet of you, whenever the creature regains hit points, they also gain the same number of temporary hit points and they automatically succeed on death saving throws. You learn of any conditions or diseases ailing the creature as well as its current and maximum hit points. Once you use this feature, it cannot be used again until you complete a short rest.
    • Magic: Spellbane Absorption. As a reaction when you successfully save against a spell effect, you may completely negate the spell’s effects on you and absorb its power. When you do so, choose one of the options below. Once you use this feature, it cannot be used again until you complete a short rest.
      • You regain a spell slot of level equal to or less than the triggering spell.
      • Roll a number of hit dice equal to the level of the triggering spell. You gain temporary hit points equal to the rolled result.
    • Nature: Wild Surge. You can innately cast Wrath of Nature . Once you use this feature, it cannot be used again until you complete a short rest.
    • Desire: Thoughtweaver's Insight. You can innately cast Detect Thoughts . Once you use this feature, it cannot be used again until you complete a short rest.
    • Luck: Steal Fortune. As a reaction when you damage a creature’s hit points, you may force that creature to make a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, you sap their luck from them over the next minute. For the duration, the sapped creature gains disadvantage on all d20 rolls they make and you gain advantage on all d20s you make. The sapped creature can repeat the saving throw at the end of each of its turns to end the effect. Once you use this feature, it cannot be used again until you complete a short rest.
    • War: Retaliatory Strike. As a reaction when you take damage from a creature you can see, you may take an attack action against the creature that harmed you. If the creature is not within melee range of you, you may switch to a ranged weapon as a free action before attacking. You have advantage on all of the attacks made during this attack action. Once you use this feature, it cannot be used again until you complete a short rest.
    • Peace: Serenity's Reprieve. As a reaction when you take damage from a creature you can see, you may force that creature to make a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, you suppress their appetite for violence. For the duration, the suppressed creature has disadvantage on attacks and any damage they deal is halved, rounded down. The suppressed creature can repeat the saving throw at the end of each of its turns. Once you use this feature, it cannot be used again until you complete a short rest.
    • Light: Luminous Emissary. You are immune to the blinded condition. You can innately cast Dawn without material components. Once you use this feature, it cannot be used again until you complete a short rest.
    • Shadow: Embrace of Shadow. You can innately cast Shadow of Moil without material components. Once you use this feature, it cannot be used again until you complete a short rest.
    • Knowledge: Erudite Nullification. As a reaction when a creature you can see effects you with a spell or Aethyr power, you may attempt to selectively erase that creature’s understanding of that effect. The creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become incapable of using that spell or Aethyr power until they complete a short rest. Once you use this feature, it cannot be used again until you complete a short rest.
    • Change: Mutable Creativity. You can innately cast Polymorph . Once you use this feature, it cannot be used again until you complete a short rest.