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Alexandria

Introduction

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Appearance

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Personality

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Mechanics

Heart of Flame

F

Description

At the start your turn, you call upon the flame within your heart as a free action, livening your step. All speeds you have increase by 30 feet until the end of your turn. You take 2 fire damage that cannot be resisted by any means for every 5 feet you move this turn, regardless of movement type. You can use this ability a number of times per day equal to your Constitution modifier.

Dominion Bonds

You have Forged a dominion bond with the Dominions of Cold, Blood, Bone, Storm, and Life.

Dominion Power

Cold

Stillness Between Heartbeats

You do not feel the cold as others do; it rests within you now, a patient silence that refuses to be disturbed.

Hoarfrost

AtoT
CantripCold
Cantrip 1

RangevariesTargets1 or more creatures

Defensebasic Reflex


Description

A surge of cold energy erupts from your outstretched hand. The spell deals 3d4 damage, with a basic Reflex save. You can choose to deal cold damage or spirit damage each time you cast this spell. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. If cast with two or three actions, this spell gains the "manipulate" trait.

A

The spell has a range of 15 feet. On a critical failure, the target also takes a 10-foot circumstance penalty to their speed for 1 minute.

D

The spell has a range of 60 feet. On a critical failure, the target is immobilized until the start of your next turn or until they Escape.

T

You disperse cold energy in a 15-foot emanation. This targets all enemy creatures in the emanation. Any targets that critically fail are immobilized until the start of your next turn or until they Escape.


Heightened (+1)

The cold damage and spirit damage both increase by 1d4.

Dominion Power

Blood

Vital Equilibrium

Your pulse moves with quiet certainty, untouched by rot or imbalance, as though your body remembers a more perfect state.

Sanguine Clarity


Description

Your blood naturally cleanses itself of toxins. You are immune to poison and disease. In addition, whenever you cast the heal spell, any creature that regains hit points from that spell and is currently suffering from a poison or disease receives a new saving throw against that effect with a circumstance bonus equal to the level of the heal spell you cast.

Dominion Power

Bone

Keeper of Structure

You’ve come to understand the hidden scaffolding of life, the way everything fragile is held together by something stronger beneath.

Lively Bones


Description

Your connection to the dominion of bone grants you a deep connection to the inner workings of those you have regularly healed. When you cast the two-action version of the heal spell, it's range is 60 feet. When you heal an ally with the two-action version of the heal spell, it can use its reaction to Stride, moving under its own control. If the ally chooses not to use its reaction, you can instead move that creature up to 30 feet using one of its available forms of movement. If you do, this movement does not provoke reactions. The targeted ally is obviously moving outside its own control, like a puppet controlled by an amateur puppeteer.

Dominion Power

Storm

The Coming Surge

Even at rest, there’s momentum in you, like distant thunder, felt before it is heard.

Sudden Storm


Description

Your body is filled with the energy of a building storm, full of potential. Any time you would roll Perception for initiative, choose one ally within 60 feet of you. You discharge some of the building potential energy of the storm into them (with a physical effect much like a discharge of static electricity). Each of you rolls initiative as normal, but you both take the higher result and choose which of you acts first. In addition, before the first round of combat, whichever of you rolled higher can Stride once as a free action.

Dominion Power

Life

Mercy Made Manifest

You feel the fragile line that binds life together, and how easily it frays—and how stubbornly it can be held.

Avatar of Mercy

F

Description

Once per hour, when you cast the heal spell using any number of actions, you are surrounded by a glowing aegis of holy energy. You can Stride once as a free action without provoking reactions before or after the spell, and you and any creatures healed by the spell gain a temporary energy shield for 1 minute. The shields absorb 15 damage before being destroyed. If the damage is void, unholy, or caused by a fiend or undead, the shield absorbs double that amount before being destroyed.

Items

Calling Coins (Set of Four)

Item

Description

When held during use, the coin grows warm in your palm. For a brief moment, you can almost feel the presence of the one receiving your message.

These small silver coins can be activated as a single action to communicate quietly with one or all of the other coins. The range of the coins is 1000 feet, and any message sent can be sent to a single specific coin or to every other coin in the set at the user’s discretion. In all other ways the coins function as the cantrip message. In addition, once per day per coin, the coin can be activated using three actions to deliver a message to any coin of the set within 5 miles. If the coin is used it this manner, it cannot transmit messages for 24 hours, but it can still receive messages from the other coins in the set.

Staff of Eternal Remembrance

Item

Description

This staff, adorned with radiant gems and golden filigree, emanates a soothing aura. The clockwork mechanisms within ensure a steady rhythm that aligns with the heartbeat of the world.

In addition to its other effects, this staff functions as a Staff of Healing (Major). Add the bless spell to the first rank spells granted by the staff. In addition, you gain the following benefits while wielding this staff:

  • Lifebringer You gain 1 additional use of your divine font per day.
  • Power of Aurelia Twice per day, you can call upon the awesome power of Aurelia. Choose one spell you have prepared and can cast. You cast that spell as a part of this action. The spell is heightened to one level higher than the slot you prepared it in, even if you don't have spell slots of that level yet.
  • Angelic Countenance When you cast bless using this staff, you can spend 2 additional charges (3 total). If you do, the area starts at a 25-foot emanation, and grants the benefits of both the bless and benediction spells for its duration.

Tonalan's Bloody Vial

Item

Description

The contents of this vial shift sluggishly, its deep red hue catching the light like fresh blood that never fully settles.

This potion vial fills each day with a suspiciously blood-like substance. Once per day, you can use this liquid as a material component for the three action version of the heal spell. If you do, the spell only heals targets you select in the area, and heals for the maximum amount.

Ring of Rebellion (Xandria)

Item

Description

This ring hums with restrained force, its surface warm as radiant energy gathers beneath its polished exterior.

Once per day when you cast a spell that deals damage, you can activate this ring as a free action.

ActivationF

The spell deals 4d6 additional spirit damage as radiant rogue spirits appear and eviscerate the affected creatures. If a creature is a fiend, undead, or unholy, this ability deals 8d6 additional spirit damage instead.

Pearl of Deep Light

Item

Description

A small pendant created by Al, purified and reformed from the remains of the kraken and it's corrupted dominion pearl.

Once per day, you can activate the wings as an action.

ActivationA

You gain a fly speed of 60 feet until the end of your next turn, and can immediately Fly once as a free action. While the wings are active, you roll twice and take the better result for any healing you do. Alternatively, if you would fall more than 30 feet, you can active this item as a reaction instead of an action.

Steelmind Potion

ConsumableMagicalPotion
Item

Description

This metallic-gray potion swirls with fine silver filaments, its surface reflecting light like polished steel.

ActivationA

For 24 hours, you are immune to all mental effects. Once during the next 24 hours, you can cast the spell Hypercognition as a free action. When you do, any Intelligence- or Wisdom-based skill checks you make as part of the spell are treated as though you are an Expert in the skill.

Storm Warden's Heart

Item

Description

This small charm is worn attached to an existing amulet or necklace.

Whenever you are critically hit or critically fail a saving throw, you are quickened on your next turn. You can use that action to stride, use Doctor's visitation on an ally, cast Lay on Hands, or cast a single action heal spell.

Nonmagical Items of Note

Spore Mask

Item

Description

The filter housing is packed with pale, fibrous material that seems almost alive, soft to the touch and faintly cool against the skin.

Wearing this mask gives you a +2 bonus to Fortitude saves against breathable poisons and toxins. If the source of the toxin is airborne spores, you are instead immune.