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# Power of the Eikon The chosen of the eikons, the dominates hold incredible power. Able to turn the tides of battle and rule with a flick of the finger. But one does not simply use this godlike power as they wish. They can be are as strong as their nations king, or even be it's slave. The life of a dominant is not as easy as one would like. When becoming a dominant, they hold the power of the eikons at their finger tips. Granting them great power. This power comes in 4 stages that can be evoked. First stages; you can transform into your eikon, a process called "priming" as well as some spells you know. Second stage is its Eikonic Feat. Third stage, is the Semi-prime. Where you use more of your Eikon's power while in your mortal form. While you may have it at first stage, the act of Priming. Priming transforms you into your Eikon. While powerful, earth shattering, and godlike, it is meant to be a last resort. The cost of Priming is great, taking off the users Max HP based on their character level. Transforming into a Eikon inherits This is a leveling system to level seperately for players who wish to be Dominates or have the ability thrusted upon them. Each ability each stages has can be evoked. But each stage has a flaw that can harm the player. The Eikons have great power, but at a cost. For these kinds of rulesets, it is best if run as a High Political game. Where players need to use their new power much more wisely as they wield much more power and are more like pawns for their nations rulers. So DMs running with this need to be wary of the players actions who priming recklessly could lead to consquiences for the players. Alternatively, to have priming happen as a last resort, giving these to enemies are also a deadly, but juicy option. They aren't the only ones with this power.
##### Stage Progression | Stage | Character level | |:---:|:---:| | 1st | 1th - 5th| | 2nd | 6th - 10th | ─ | — | | 3rd| 11th - 15th | ─ | ─ | | 4th | 15th - 20th | ─ | ─ |
\columnbreak ## Ifrit The dominate of fire. Ifrit has mastery over the element and is a beast incarnate. Those who are dominate of the demon are more beast than man. ## Stage 1 You learn certain spells when you reach certain main levels. You also learn Primal Savagry. However, the damage type is fire. You can cast each spell of 1st level or higher once without expanding a spellslot or materials once per long rest. You can cast the spells again if you have the spell slots to use them. | Level | Spells | |:---:|:-----------:| | Cantrip | Primal Savagry | | 1st | Hellish Rebuke | | 3rd | Ashardalon's Stride | | 5th | Fireball | You can transform yourself into your Eikon Ifrit. This process is a last resort effort to unleash your full power. This form lasts 10 minutes. You transform back as your own action or if your new form reaches 0 hit points. After the transformation ends either way, you gain 2 levels of exhaustion. In addition, each time you use this power, you permanently lose max hp equal to your main character level. ## Stage 2 ### Eikonic Feat: Demon Fury Your demonic pride turns your fury into power. You gain fury points for the following actions: * Scoring a critical * Reducing a creatures HP to 0 * Dealing damage & taking damage Your fury points end after 1 minute of not doing any of the requirements to gain fury. You can spend your fury points by the following ways, but do not gain fury by the usage of fury abilities: **Devil Claw (1 Fury)** After doing your action to attack or cast a spell, you can instantly cast Primal Savagry as a bonus action. **Crippling hit (1 Fury)** After hitting with a weapon attack or spell, you can add your profiency bonus in fire damage to the damage. **Demon Stride (2 Fury)** as a bonus action, you can cast Ashardalon's Stride on yourself. **Demonic Spellbind (3 Fury)** The next time a creature makes a saving throw from you, you can impose disadvantage on them.
Page 1 | Rules & Ifrit Dominant
\pagebreak ## Stage 3 ### Semi-Prime: Demonic Rage At this stage, you can enter a demonic rage as a bonus action. In this state, the demon fire courses all over you. As long as you can maintain the rage, you gain the following: * You gain additional amount of damage equal to your fury points. * Enemies moving into 5ft of you take 1d10 fire damage. * Attacks and spells you make deal additional 2d8 fire damage. * You gain an additional fury point when you gain one. Each time this state ends, you gain a level of exhaustion. However, while in the state you are not effected by the effects of Exhaustion. ## Stage 4 ### Devil Sytle You gain additional Demon Furies: **Bringer (2 Fury)** You can summon forth Ifrit's hand to grapple targets far better. You can grapple as a bonus action and have advantage on grapple checks. When you succeed on grappling enemies, and choose to throw, its throw distance is determined as if the throw target is always a size category smaller than you. Choosing to damage will use a extra die of damage. **Hellbound (1 Fury)** You extend Ifrit's hand to grab your foes within 30ft of you. Targets that are the same size as you or smaller, you can bring them to you. Creatures larger size than you, you can teleport yourself 5ft next to them. Target must suceed a strength save equal to 8 + profiency bonus + Strength/Dexterity/Spellcasting Modifier. **Hellfire (All Fury)** Each creature in a 30ft cone in front of you makes a dexterity save DC equal to your spell save dc, or take a a amount of d8s equal to Fury points you had fire and number of fury points of d8s in bludgeoning damage. Doing this will have you gain 2 levels of exhaustion. \pagebreak ___ ___ > ## Ifrit >*Huge Demon, Lawful Evil* > ___ > - **Armor Class** 15 + Dominate's PB > - **Hit Points** 3 x Dominate's maximum HP + Constituation modifier > - **Speed** 45ft >___ > - **Ability Scores** Matches the Dominant's but boosts modifiers accordingly if your modifier are lower. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|- (+7)|- (-)|- (+5)|- (-)|-(-)|- (-)| >___ > - **Saving Throws** Matches Dominant, Con +11, Wis +9, Cha +9 > - **Skills** Matches Dominant, Insight +9, Intimidation +9, Perception +9 > - **Damage Vulnerabilities** cold > - **Damage Resistances** acid, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks > - **Damage Immunities** fire > - **Condition Immunities** charmed, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft.; passive Perception 19 > - **Languages** Same as Dominant > ___ > - **Demon of Hells.** Ifrit’s spells and weapon attacks ignore resistance and immunity to fire damage. > - **Innate Spellcasting.** Ifrit’s spellcasting ability is Charisma (spell saving throw DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: > - **At will:** fire bolt > - **3/day each:** fireball, scorching ray > - **1/day:** fire storm > - **Magic Resistance.** Ifrit has advantage on saving throws against spells and other magical effects. > - **Magic Weapons.** Ifrit’s natural weapons are magical. > - **Summon Fire Elementals (1/Day).** As a bonus action, Ifrit magically summons two fire elementals. A summoned elemental appears in an unoccupied space within 60 feet of Ifrit and acts as an ally of its summoner. It remains for 1 minute, until it or its summoner dies, or until Ifrit dismisses it as a bonus action. > ___ > ### Actions > **Multiattack.** Ifrit makes two claw attacks. > > **Claw.** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) slashing damage. > > **Crimson Cyclone (Recharge 5-6).** Ifrit bursts into flame and charges forward in a 40-foot line that is 15 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 14 (4d6) bludgeoning damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also falls prone. > > **Hellfire (1/day)** Ifrit gathers all of their flames to charge. Ifrit must stay in place for 3 turns and can not move but must pass a concentration check DC 20 when attacked. After 3 turns, launch the hellfire and 20d8 fire damage in a 60ft radius within 120ft and must pass a Dexterity DC 21. Full damage on a failure and half as much on a success. > ___ > > **LEGENDARY ACTIONS** Ifrit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ifrit regains spent legendary actions at the start of his turn. > > Wildfire (3 Actions) Ifrit charges forward as if an instant wildfire hits. Ifrit charges 30ft in a straight line and fire explosions in a 10ft radius and creatures caught in it must make a DEX saving throw or take 6d8 fire damage, halved on success. > > **Fire I.** Ifrit innately casts fire bolt. > > **Fire II (Costs 2 Actions).** Ifrit innately casts scorching ray. > > **Fire III (Costs 3 Actions).** Ifrit innately casts fireball.
Page 2 | Rules & Ifrit Dominant
\pagebreak ## Phoenix The dominate of death and rebirth. Phoenix also has mastery over the element fire. Unlike their twin, those under the phoenix are focused on helping others to provide support ## Stage 1 You learn certain spells when you reach certain main levels. You can cast each spell of 1st level or higher once without expanding a spellslot or materials once per long rest. You can cast the spells again if you have the spell slots to use them. | Level | Spells | |:---:|:-----------:| | Cantrip | Firebolt | | 1st | Burning Hands | | 3rd | Healing Spirit | | 5th | Ashardalon's stride | You can transform yourself into your Eikon Phoenix. This process is a last resort effort to unleash your full power. You transform back as your own action or if your new form reaches 0 hit points or after 10 minutes. After the transformation ends either way, you gain 2 levels of exhaustion. In addition, each time you use this power, you permanently lose max hp equal to your main character level. ## Stage 2 ### Eikonic Feat: Pheonix Spark Starting at this stage, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points or your ally within 30ft is reduced to 0 hit points you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your level + your proficiency bonus. If you use this feature while under the effects of your Stage 3, this feature instead deals fire damage equal to your level + double your proficiency bonus. Once you use this feature, you gain a level of exhaustion. ## Stage 3 ### Semi-primed: Wings of Fire At this stage, you can grow large, twisted wings of Fire. You gain the following Adaptation: Wings. As a bonus action, you can manifest a pair of distorted, fleshy wings. You gain a fly speed equal to your current speed. These wings recede after 10 minutes. You can reabsorb them as a bonus action on your turn, and they reabsorb automatically if you are knocked unconscious. You can manifest your wings while wearing medium or light armour if it is made to accommodate them. You cannot manifest your wings while wearing heavy armour. Once you use this, you cannot use it again until you complete a short rest. While this is active you gain the effects: * You shed bright light in a 30-foot radius and dim light for an additional 30 feet. * Any creature takes fire damage equal to your spell casting modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. * Whenever you roll fire damage on your turn, the roll gains a bonus equal to your profieincy bonus * You are able to cast spells from your Eikon Pheonix's statblock as if you knew them with a spellcasting stat of your choice between intelligence, charisma, or wisdom. You can cast them each once per long rest, but can use them again if you have the spell slots for it. After this form ends, you gain a level of Exhaustion. However, while in the state you are not effected by the effects of Exhaustion. ## Stage 4 ### Form of Pheonix At this stage, when Wings of Fire is active, you can choose to take it further and give it more effects * You have a flying speed of 40 feet and can hover. * You have resistance to all damage. * If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature. * Using any fire spell heal you for the slots level + Profiency Bonus After the effect ends, you gain one level of exhaustion
Page 3 | Phoenix
\pagebreak ___ ___ > ## Phoenix >*Huge Elemental* > ___ > - **Armor Class** 15 + Dominate's PB > - **Hit Points** 2 x Dominate's Max HP + Constitution Modifier > - **Speed** 20ft, fly 120ft >___ > - **Ability Scores** Matches the Dominant's but boosts modifiers accordingly if your modifier are lower. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|-(-)|- (+8)|- (+7)|- (-)|- (+8)|- (+8)| >___ > - **Saving Throws** Matches Dominants, Wis +11, Cha +10 > - **Skills** Matches Dominant, Insight +9, Arcana +5, Perception +9 > - **Damage Vulnerabilities** cold > - **Damage Resistances** acid, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks > - **Damage Immunities** fire > - **Condition Immunities** charmed, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft.; passive Perception 19 > - **Languages** Same as Dominant > ___ > - **Flyby.** The Phoenix doesn't provoke an opportunity attack when it flies out of a enemy's reach. > - **Divine Flame.** Phoenix’s spells and weapon attacks ignore resistance and immunity to fire damage. > - **Keen Sight** Pheonix has advantage on perception skills that rely on sight > - **Innate Spellcasting.** Pheonix’s spellcasting ability matches dominant's (spell saving throw DC 17, +9 to hit with spell attacks, spells known by dominant carry over.). They can innately cast the following spells, requiring no material components: > >Cantrip (at-will): *Fire Bolt, Produce Flame, Sacred Flame* > >1st level(5 slots): *Absorb Elements, Faerie Fire, Guilding Bolt* > > 2nd level(4 slots): *Dragon's Breath(Fire), Scorching Ray, Flaming Sphere, Healing Spirit* > > 3rd level(4 slots): *Mass Healing Word, Revivify* > > 4th level(4 slots): *Aura of Life, Aura of Purity, Elemental Bane, Wall of Fire* > > 5th level(3 slots): *Immolation, Greater Restoration* > > 6th level(2 slots): *Investiture of Flame, Heal* > > 7th level(2 slots): *Regenerate, Firestorm* > > 8th level(2 slots): *Incendiary Cloud, Sunburst, telepathy* > > 9th level(1 slot): *Mass Heal* > - **Illumination.** The phoenix sheds bright light iin a 30 ft radius and dim light in an additional 30 ft. > > - **Rebirth of Flame. (1/day)** When Pheonix reaches 0 HP, they can fully restore their health and trigger Flaming Wings automatically. > ___ > ### Actions > **Multiattack.** Pheonix makes one talon and one beak attacks. > > **Chain Casting.** Phoenix casts 2 spells up to 3rd level and a cantrip. > > **Talon.** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (4d8 + 7) piercing damage. > > **Beak.** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 7) piercing damage. > > **Flaming Wings (Recharge 6).** Phoenix releases a burst of flames in a 120ft radius around itself. Each creature in the area must succeed a DC 16 Dexterity saving throw or take 5d8 radiant damage and 5d8 fire damage, half damage on a success. > ___ > > ### LEGENDARY ACTIONS >Pheonix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Pheonix regains spent legendary actions at the start of his turn. > > **Fly.** Phoenix moves up to half his movement speed without provoking opportunity attacks. > > **Beak.** Phoenix innately uses its beak > > **Grab (Costs 2 Actions).** Pheonix attempts to grapple a target 5ft with its claws. The target is restrained but pheonix cannot make another talon attack. > > **Wings of Fire (Costs 3 Actions).** Phoenix innately casts a spell
Page 3 | Phoenix
\pagebreak ## Odin Odin is of the mysterious knight upon a horse with a blade made of darkness. Many do not know the origins of this knight but many do believe that the true Eikon is that of the sword. This Dominant is more of warlock patron than that of a dominant. ## Stage 1 You learn certain spells when you reach certain main levels. You can cast each spell of 1st level or higher once without expanding a spellslot or materials once per long rest. You can cast the spells again if you have the spell slots to use them. | Level | Spells | |:---:|:-----------:| | Cantrip | Booming Blade | | 1st |Armor of Agathys | | 3rd | Shadow Blade | | 5th | Phantom Steed| You can transform yourself into your Eikon Odin. This process is a last resort effort to unleash your full power. You transform back as your own action or if your new form reaches 0 hit points or after 10 minutes. After the transformation ends either way, you gain 2 levels of exhaustion. In addition, each time you use this power, you permanently lose max hp equal to your main character level. ## Stage 2 ### Eikonic Feat: Arm of Darkness You learn to call upon the sword of Odin: Zantetsuken. You can cast Magic Weapon at will, as a bonus action, without verbal components. The affected weapon deals Slashing Damage instead of it's normal type, and ignores resistance to slashing damage. As part of your attack action, when you make an attack roll against an enemy and all enemies within 5ft of it using that weapon. On a hit deal 3x the weapon's usual damage, and half if your attack would miss. The weapon is destroyed after this attack. ## Stage 3 ### Semi-Primed: Black Armor As an action you can enter your Semi-prime. While semi-prime, black armor covers your existing clothing, strenghtening your defenses. Your AC increases by 2, and after that if it's lower than 18 it becomes 18. You gain Temporary HP equal to half your max HP. As a bonus action while semi-primed, you can call on Odin's sword, Zantetsuken. Zantetsuken is a unique weapon you are proficient with and can use the weapon mastery(s) of. It deals 1d6 Slashing damage and has the Two-handed and Finesse properties, has a +2 to attack and damage rolls, and has the Cleave weapon mastery. Whenever you damage a creature with the attack action using Zantetsuken, it gains one charge. You can spend all the charges you've gained to do the following attacks: * **2 charges: Iron Flash**- Attack one enemy within 5 feet. On hit, Zantetsuken's base damage is 3d10 for this attack. * **4 charges: Atom-cutting edge**- Attack one enemy within 15 feet and all foes within 5 feet of them. On a hit, Zantetsuken's damage is 4d10 against each of them for this attack. If you miss, inflict 2d10 damage to the enemy you missed. When your Semi-prime form ends, you gain 2 levels of exhaustion. You can remain Semi-Primed for one minute. If you continue to maintain the form after that minute, you must make a Constitution saving throw each round, with a DC of 10 + the number of rounds after the first minute you've been Semi-Primed. on a failure, you revert to your base form and suffer an additional level of exhaustion, plus another additional level for every full minute you spent in the form after the first. However, while in the state you are not effected by the effects of Exhaustion. ## Stage 4 ### Mastery of Zentetsuken You learn further abilties when in your Semi-primed form * **6 charges: True Edge-** Attack one enemy within 20 feet and all foes within 10 feet of them. On a hit, Zantetsuken's damage is 5d10 for this attack. On a miss, inflict 3d10 damage to the enemies you missed. Any damage incurred by True Edge reduces the target's Max HP by the same amount * **8 charges: Shin Zantetsuken-** Choose up to 6 enemies you can see within 60 feet. Make an attack roll against each of them with advantage. If you hit, Zantetsuken's damage is 7d10 for this attack. If you miss, inflict 4d10 damage to them. If you score a critical hit against any enemy with this attack, they are instantly killed unless they spend one Legendary Resistance. \pagebreak ___ ___ > ## Odin >*Gargantuan Eikon* > ___ > - **Armor Class** 18 + Dominate's PB > - **Hit Points** 3 x Dominate's Max HP + Constitution Modifier > - **Speed** 60ft (on Foot), 180 Ft (mounted, flying, cannot hover) >___ > - **Ability Scores** Matches the Dominant's but boosts modifiers accordingly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|- (+6)|- (-)|-(+6)|-(-)|- (-)|- (-)| >___ > - **Saving Throws** Same as Dominant > - **Skills** Same as Dominant > - **Condition Immunities** charmed, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft.; passive Perception 19 > - **Languages** Same as Dominant > ___ > - **Mount/Dismount.** Step off of Sleipnir, becoming a Huge creature instead of a Gargantuan one, or Step back onto Sleipnir if you are within 10 feet of it. Sleipnir will not move unless Odin is on it or uses a bonus action to summon it. It takes it’s turn after Odin’s, and only uses the dodge action unless summoned. If summoned, it will move to Odin in the quickest yet safest manner it can, and will stop beside him. When on Sleipnir, Odin gains temp HP equal to Dominant's Max HP. When this temp hp reduces to 0, Sleipnir disappears until the Dominant primes again. Sleipnir cannot be affected by healing methods. > > - **Charge.** After moving 30ft, while mounted, Odin can add 2d10 damage to their next melee attack of the same type > > ___ > ### Actions > **Multiattack.** Can dash up to half speed when mounted and then use two Dark Slashes and one Gungnir OR two Onyx Lancers > > **Dark Slash.** Melee Weapon Attack: +Dominate attack bonus + 2 to hit, reach 20 ft., one target. Hit: (4d6+Str/dex) slashing damage. > > **Gungnir** Melee Weapon Attack: Dominant’s attack bonus +2 to hit, reach 30 ft., one target. Hit: (3d10+Str/Dex bonus) piercing damage. > > **Onyx Lancer** Melee Weapon Attack: Dominant’s attack bonus +1 to hit, reach 100/300 ft., one target. Hit: (2d10+str/dex bonus) piercing damage. > > **Steel Rain** Odin chooses an area they can see. All creatures within 30ft of that point must make a Dex save or take 3d8 slashing damage, half on a success. > > **Zantetsuken. (Recharge 5-6)** Choose a point you can see within 200 feet. All creatures within 30ft of that point must make a Dexterity saving throw with a DC equal to 8 + the Dominant’s attack bonus with Zantetsuken. On a failure each creature suffers 12d12 slashing damage, and their max HP is reduced by the same amount. This damage cannot be reduced in any way. On a success, they suffer one quarter as much damage, subject to the same two conditions. > ___ > > **LEGENDARY ACTIONS** While Primed, Odin has 1 legendary action per turn. It can be one of the following: > > **Mount/Dismount** > > **Dark Slash** > > Move up to half your speed, without provoking attacks of opportunity > > Attempt to recharge Zantetsuken early \pagebreak ## Shiva ## Stage 1 You learn certain spells when you reach certain main levels. You can cast each spell of 1st level or higher once without expanding a spellslot or materials once per long rest. You can cast the spells again if you have the spell slots to use them. | Level | Spells | |:---:|:-----------:| | Cantrip |Ray of Frost| | 1st |Ice Knife | | 3rd | Rime's Binding Ice| | 5th | Fly | You can transform yourself into your Eikon Shiva. This process is a last resort effort to unleash your full power. You transform back as your own action or if your new form reaches 0 hit points or after 10 minutes. After the transformation ends either way, you gain 2 levels of exhaustion. In addition, each time you use this power, you permanently lose max hp equal to your main character level. ## Stage 2 ### Eikon Feat: Frozen Stiff You can use your action to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 15 foot cube centered on a point within 120 feet of you. If you attempt to encase the lower half of a creature of Medium size or smaller in ice, the creature can make a Dexterity saving throw. On a success, it evades the effect and is not trapped. If it fails, it is encased in the ice, and is considered restrained. The target remains restrained until the ice is destroyed . If the creature is of Large size or bigger, it automatically succeeds on the saving throw. You can dismiss any of your creations by use of a bonus action . The Nature of Ice - The ice that you create is abnormally cold and dense, but it isn't magical. At room temperature, it melts at a rate of 1 foot every 8 hours. The DM may rule that environmental factors increase or decrease this rate. Each 5 foot square section of ice has AC 10, 20 hit points, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it. Creations made of True Ice are magically durable. They do not melt, and their sections have AC 20 and 40 hit points. \columnbreak ## Stage 3 ### Semi-Prime: Mirror Mirror You have resistance to cold damage. As a action, you can call forth your Eikon and call upon a globe of icy wind that repels elemental forces around you within 15ft, while it is not a concentration spell, if you do take damage, you must roll a constitution save like that of a concentration spell to maintain. This globe has the following effects: * The globe is breathable air * The globe makes the ground around you frozen and difficult terrian but not for you or your allies * Every turn that a hostile creature starts or ends their turn in there takes 2d8 cold damage. * All flames are put out and you and allies gain resistance to fire damage * If a target reaches 0 hit points in this globe, they become the effect of Frozen Stiff Feature * You know all spells from your eikon Shiva's statblock as if you know them. You can cast them with a spellcasting stat of your choice between intelligence, charisma or wisdom. You can cast each of them once per long rest, but can keep casting them if you have the spell slots for them. You can use this feature per times your proficiency bonus per long rest. After the effect ends, you gain one level of exhaustion. However, while in the state you are not effected by the effects of Exhaustion. ## Stage 4 ### Shiva's Decendent While under the effect of your semi-prime form, you gain the following benefits in addition: * You gain the benefit as if you casted Fly on yourself * You gain the benefit as if you casted Investiture of Ice on yourself. * When a creature you attack reaches 0 HP with a attack that deals cold damage, you can trigger Frozen Stiff. \pagebreak ___ ___ > ## Shiva >*Huge Eikon* > ___ > - **Armor Class** 14 + Dominate's PB > - **Hit Points** 4 x Dominate's Max HP + Constitution Modifier > - **Speed** 60 ft flying, (can hover) >___ > - **Ability Scores** Matches the Dominant's but boosts modifiers accordingly if your modifier are lower. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|-(-)|- (-)|- (-)|- (+9)|- (+9)|- (+9)| >___ > - **Saving Throws** Matches Dominants, Int +10, Wis +11, Cha +10 > - **Skills** Matches Dominant, Insight +9, Arcana +5, Perception +9 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** bludgeoning, piercing, and slashing damage from nonmagical attacks > - **Damage Immunities** Cold > - **Condition Immunities** charmed, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft.; passive Perception 19 > - **Languages** Same as Dominant > ___ > - **Flyby.** Shiva doesn't provoke an opportunity attack when it flies out of a enemy's reach. > - **Iceheart.** Shiva’s spells and weapon attacks ignore resistance and immunity to Cold Damage and adds her spell casting modifier to the damage rolls. > - **Innate Spellcasting.** Shiva’s spellcasting ability matches the dominate (spell saving throw DC 17, matches your spell attack). He can innately cast the following spells, requiring no material components: > > Cantrip (at-will): *Ray of Frost, Frostbite, Shape Water* > > 1st level(5 slots): *Ice Knife, Magic Missile* > > 2nd level(4 slots): *Dragon's Breath(cold), Snowball Swarm, Armor of Agathy* > > 3rd level(4 slots): *Sleet Storm, Protection from Energy, Hunger of Hadar* > > 4th level(4 slots): *Conjure Minor Elementals, Control Water, Elemental Bane, Fire Shield, Ice Storm* > > 5th level(3 slots): *Cone of Cold, Conjure Elemental* > > 6th level(2 slots): *Investiture of Ice, Wall of Ice, Otiluke's Freezing Sphere* > > 7th level(2 slots): *Simulacrum, Teleport* > > 8th level(2 slots): *Control Weather, Illusory Dragon* > > 9th level(1 slot): *Meteor Swarm(Cold damage)* > ___ > ### Actions > **Chain Casting.** Shiva can cast 2 spells up to 3rd level and a cantrip > > **Freeze Overflow** (Recharge 5-6) Shiva causes the moisture around a 60ft radius area to almost freeze up; the area is considered difficult terrain for 10 minutes. > > **Diamond Dust** (Recharge 5-6) Shiva concentrates all of her energy to cause a 30ft radius area with a range of 120ft to freeze up and explode instantly. Creatures within a 20ft radius must make a DEX saving throw or take 8d10 cold damage, halved on success. Creatures who failed are frozen in ice and are considered restrained and must spend an action making a STR check to break out of the ice. > ___ > > ### Legendary Actions > > Shiva can take 3 legendary reactions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Shiva regains spent legendary actions at the start of its turn. > > ***Cantrip*** Shiva can cast a cantrip. > > ***Ice Rush*** (3 Actions) Shiva charges forward as if an instant blizzard hits. Shiva charges 30ft in a straight line and icicles explosions in a 10ft radius and creatures caught in it must make a DEX saving throw or take 6d8 cold damage, halved on success. \pagebreak ## Titan ## Stage 1 You learn certain spells when you reach certain main levels. You can cast each spell of 1st level or higher once without expanding a spellslot or materials once per long rest. You can cast the spells again if you have the spell slots to use them. | Level | Spells | |:---:|:-----------:| | Cantrip |Mold Earth| | 1st |Earth Tremor | | 3rd | Earthbind| | 5th | Erupting Earth | You can transform yourself into your Eikon Titan. This process is a last resort effort to unleash your full power. You transform back as your own action or if your new form reaches 0 hit points or after 10 minutes. After the transformation ends either way, you gain 2 levels of exhaustion. In addition, each time you use this power, you permanently lose max hp equal to your main character level. ## Stage 2 ### Eikon Feat: Titantic Block When you are hit by an attack, you can use your reaction to use Titan's arms to defend yourself. Add your proficiency bonus to your Armor Class against that attack. If the attack still hits, you gain resistance to the damage. If the attack misses, you can attack as part of the same reaction against the triggering creature, if they are within 10 feet. These attacks deal 1d6+your Strength as Magical Bludgeoning damage, and use your Strength for the attack roll ## Stage 3 ### Semi-Prime: Skin of Stone You can use a bonus action on your turn to transform and take on an earthen form, encasing your body in elemental stone. While transformed, you gain the following benefits: * Upon transforming, you gain temporary hit points equal to your level. Any temporary hit points remaining from this feature dispel at the end of your transformation. * If you are not wearing any armor or wielding a shield, your Armor Class becomes 13 + your Constitution modifier + Strength modifier * You can use your Constitution, in place of Strength, for the attack and damage rolls of your unarmed strikes or spell casting modifier. Your unarmed strikes deal 1d8 bludgeoning damage on hit. If you strike with two hands, the d8 becomes a d10 and your range increases to 10ft * Your attacks deal an extra 1d10 force damage * You become immunne to being petritifed, dazed or Stunned Your transformation lasts for 1 minute, and it ends early if you are incapacitated or you use a bonus action to end it. Upon the end of this transformation, you gain 2 levels of exhaustion. However, while in the state you are not effected by the effects of Exhaustion. ## Stage 4 ### Titan of the Gaia When you are in your semi-prime state and you gain more benefits: * When you use your Titantic Block feature, you can strike back 2 times instead of one. * As a action, you can cast Landslide. In a 30ft line, enemies must make a strength save DC equal to (8 + Profiency + Strength/Constitution Modifer). Targets take 3d8 blugdeoning damage and knocked to the end of the line on a failed save, or half as much on a sucessful save but aren't knocked prone. * As a action, you can cast Upheaval. In a 30ft radius, enemies must make a strength save DC equal to (8 + Profiency + Strength/Constitution Modifer). Targets take 3d4 bludegoning damage and knocked to the end of the radius on a failed save, or half as much on a sucessful save but aren't knocked prone. . \pagebreak ___ ___ > ## Titan >*Gargantuan Eikon* > ___ > - **Armor Class** 18 + Dominant's PB > - **Hit Points** 5 x Dominant's Max HP + Constitution Modifier > - **Speed** 80ft >___ > - **Ability Scores** Matches the Dominant's but changes modifiers accordingly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|-(+10)|- ()|- (+10)|- (-)|-(-)|- (-)| >___ > - **Saving Throws** Str +10, Con +10, Others Match Dominant > - **Damage Resistance.** Magical Piercing, Bludgeoning, Slashing > - **Damage Immunities** acid, cold, poison, Piercing, Bludgeoning, Slashing from non-magical weapons > - **Condition Immunities** paralyzed, petrified, poisoned, stunned > - **Senses** Same as Dominant > - **Languages** Same as Dominant > ___ > > - **Titan Walk.** Titan ignores any difficult terrian. Those who are near his feet when he does his movement will have their speed reduced by half. > - **Splash Damage.** Attacks Titan makes causes collaratal damage around him. Those creatures who sizes are smaller than Titan that are within 5ft horizonitally and below the attack source, must make a dexterity save DC 10 to avoid the damage done. > - **Seige Monster.** Deals double damage to structures. > ___ > ### Actions > > ***Landslide Punch*** *Melee:* (+10 to hit), 25ft, one target. *Hit* 4d10+10 Bludgeoning. > > **Grapple.** Titan can grapple other creatures. Those of Large or lower have advantage on the athletics/acrobatics check to escape. Those of the same size as Titan has disadvantage on the athletics/arcobatics to escape. > > **Landslide (Recharge 5-6)** With a stomp, Titan creates a massive landslide. In a 600ft line and 20 ft wide, Each creature within the line must make a DC 20 dexterity saving throw, taking 18d8 bleudgeoning damage on a failed save, or half as much on a successful one. If a target’s saving throw fails by 5 or more, the creature is both knocked back 10ft and knocked prone. The area effected is now difficult terrain. > > **Earthen Fury (Recharge 6).** Titan stomps the ground unleashes a 300 foot code of earthquakes. Each creature within the code must make a DC 20 dexterity saving throw, taking 42 (12d6) bleudgeoning damage on a failed save, or half as much on a successful one. If a target’s saving throw fails by 5 or more, the creature is both knocked back 10ft and knocked prone. The area effected is now difficult terrain. > > ___ > ### Legendary Actions > Titan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Titan regains spent legendary actions at the start of their turn. > > **Punch.** Titan makes a landslide punch attack. > > **Move.** Titan moves up to its speed. \pagebreak ## Bahamut ## Stage 1 You learn certain spells when you reach certain main levels. You can cast each spell of 1st level or higher once without expanding a spellslot or materials once per long rest. You can cast the spells again if you have the spell slots to use them. | Level | Spells | |:---:|:-----------:| | Cantrip |Light| | 1st |Burning Hands| | 3rd | Moonbam| | 5th | Fireball | You can transform yourself into your Eikon Bahamut. This process is a last resort effort to unleash your full power. You transform back as your own action or if your new form reaches 0 hit points or after 10 minutes. After the transformation ends either way, you gain 2 levels of exhaustion. In addition, each time you use this power, you permanently lose max hp equal to your main character level. ## Stage 2 ### Eikonic Feat: Cornal Wings As a bonus action, you can manifest Bahamut's wings. You gain one Corona Charge, and gain another at the start of each turn the wings are manifested to a max of 5. You must concentrate as you would to maintain a spell in order to keep the wings manifested. While manifested, you gain a fly speed equal to your walk speed, as well as +1 to AC and Dexterity Saving throws. As an action, you can end Cornal Wings and cast the spell Megaflare (this does not consume spell slots). #### Megaflare *5th level Evocation* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S - **Duration:** Concentration, one round for each Corona Charge you had when you cast it. ___ When you cast Megaflare, designate the creatures it will NOT affect. All other creatures must make a Dexterity saving throw. On a failure they take 1d8 Radiant damage for each Corona Charge you had when you cast Megaflare, half on a success. Additionally, they suffer an additional 1d8 Radiant damage at the start of their turn for the duration of Megaflare. ## Stage 3 ### Semi-Prime: Aspect of Bahamut You can summon and bring forth the aspect of bahamut further. Growing his scales, claws, wings and tail. While calling forth Cornal Wings, it does not have concentrate requirement. In addition, you can use your grown wings, claws and tail as natural weapons you are profienct with. You make select each natural weapon a weapon mastery that fits the requirements. | Natural Weapon | Damage | Properties | |:---:|:-----------:|:-----:| | Claws |1d6 slashing | Light, Finesse, Spellcasting Focus | | Tail |1d8 bludgeoning | Heavy, Reach | | Wing| 1d8 Piercing | Versatile, Spellcasting Focus | In addition, when you use either of the new semi-prime weapons as weapons or spellcasting focus, you gain a Corona Charge. You can also spend a corona charge to perform one of the following effects once per turn: * **Tail:** With your attack, if it hits, you can knock an enemy prone. * **Wing:** With your attack or spell casting, if it hits, you can push creatures 10 ft away from you. * **Claw:** With your attack or spell casting, if it hits, you can cause those 15ft behind your target to suffer the same damage. They must roll the same saving throw if the original target did as well. if it was a attack roll, it will hit those targets if the original number rolled exceeded their AC. After this form ends, you gain a level of exhaustion. However, while in the state you are not effected by the effects of Exhaustion. ## Stage 4 ### Eikon God Your corona charge max is now 8 charges. Consuming 5 charges or more will turn Megaflare into Gigaflare, with a new max of 8. When either spell is cast, it ends the Semi-prime form and user gains 2 levels of exhaustion. #### Gigaflare *6th level Evocation* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** One round for each Corona Charge you had when you cast it. ___ When you cast this spell, designate the creatures it will NOT affect. All other creatures must make a Dexterity saving throw. On a failure they take 1d10 Radiant damage for each Corona Charge in a 60ft line from you, you had when you cast this spell, half on a success. Additionally, they suffer an additional 1d10 Radiant damage at the start of their turn for the duration of Gigaflare \pagebreak ___ ___ > ## Bahamut >*Gargantuan Eikon* > ___ > - **Armor Class** 20 + Dominant's PB > - **Hit Points** 3 x Dominiant's Max HP + Constitution > - **Speed** 150ft (fly, can hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|- (+8)|- (-)|- (+8)|- (-)|- (-)|-(+8)| >___ > - **Saving Throws** Shres Dominant's saving throws, Str +8, Cha +8 > - **Damage Vulnerabilities** Necrotic > - **Damage Resistances** Cold, Acid, Poison, lightning, thunder > - **Damage Immunities** Radiant, fire > - **Condition Immunities** paralyzed, petrified, poisoned, stunned > - **Senses** Blindsight 60ft, truesight, passive perception 21 > - **Languages** Same as Dominant > ___ > > ### Actions > ***Multiattack.*** Bahamut makes 3 attacks: two with its claw, and one with tail > > **Claw.** Melee: (+10 to hit), 5ft, one target. Hit 2d6+10 Slashing. > > **Tail** Melee: (+10 to hit), 15ft, one target. Hit 3d8+10 bludgeoning. > > **Presense of Awe.** Bahamut lets out a thunderous roar, stopping its enemies in their tracks. Each creature in a range must make a Charisma save DC of 22 or be in Bahamut's awe. Creatures who fail the saving throw will be unable to take bonus actions or reactions and lose their free movement, (But can still dash.) Until the start of the next round. > > ***Megaflare.*** Bahamut chooses an area they can see. All creatures within 60ft of that point must make a Dex save or take 4d10 Radiant damage, half on a success. At the start of each of those creatures next turns, they must make another dex save or take 2d10 radiant damage, half on a success. You cannot use Megaflare during your next turn" > > ***Gigaflare (Recharge 6)*** Target a 120ft line and 20ft wideThose inside must make a dexterity save DC 21 or take 8d10 radiant damage on a failed save, or half as much as a successful one. > > ***Teraflare (1/day)*** The turn bahamut starts casting teraflare, they stay where they are and takes the next three turns preparing the ability. Bahamut cannot do any action and must stay still for 3 full turns, maintaining concentration on it. Being attacked will trigger a constitution save of DC of 15 to maintain it. After three turns, Bahamut will target a 120ft radius. Those caught make a DC 21 dexterity saving throw or take 20d12 radiant damage. > ### Legendary Actions > Bahamut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bahamut regains spent legendary actions at the start of their turn. > > **Wingblast (2 Actions)** Each creature within 40 ft of Bahamut must succeed on a strength save DC 22 or be knocked prone and take 2d8+10 bludgeoning > > **Sweeping Tail** Bahamut makes the following attack: melee weapon attack +10 to hit. Reach 15 ft, targets each creature in a 15 foot cone. Hit: 2d6+13 bludgeoning damage.