## A Supplement for Solare
### Introduction
In the world of Solare, the gods do not merely observe—they act. Among mortals, certain individuals are touched by divine favor and become **Chosen**, bearers of their deity's will and power. Unlike Champions (who gain divine blessings at 17th level), the Chosen are marked from the moment of their selection, growing in power alongside their patron deity's investment in them.
A character can become Chosen at any level, including 1st level. Once chosen, they gain abilities at specific level milestones (1st, 3rd, 6th, 10th, 14th, 18th, and 20th level). If a character becomes Chosen after 1st level, they immediately gain all abilities for levels they have already achieved.
**Note on Champions:** This supplement modifies how Champions work. At 17th level, Chosen of a god are formally recognized as that god's Champion, but the Champion abilities from the World of Solare Setting are replaced by the 18th level Chosen ability instead. The 20th level Chosen ability represents the ultimate apotheosis of divine favor—the pinnacle of what a mortal bearing divine power can become.
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### Understanding Chosen Powers
Chosen abilities are divided into two categories:
**Latent Powers** are always active, representing the permanent changes to a Chosen's body and spirit wrought by carrying divine essence. These powers function continuously unless the Chosen is unconscious or dead. They require no action to use and cannot be dispelled, though they may be suppressed temporarily by effects that specifically target divine powers.
**Manifested Powers** require conscious effort to activate—an action, bonus action, or reaction. A Chosen can use only one manifested power OR cast a spell in any given turn, not both (similar to how bonus action spells work in standard D&D rules). However, latent powers continue to function regardless of what actions you take. Think of manifested powers as calling upon your god's direct intervention, while latent powers are the permanent blessings etched into your very being.
**Spell Immunity & Bonus Spells** function as detailed in each god's entry. These are unique to each Chosen and reflect both their divine patron's nature and their personal journey. Spell immunities must be chosen carefully, as they cannot be changed once selected.
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## Using This Supplement
### Becoming Chosen
A character becomes Chosen when their deity selects them. This is always a significant moment in a campaign and should be roleplayed accordingly. The DM determines when and why a god might choose a character, but generally it should be earned through deeds that exemplify that deity's values.
### Multiple Chosen
A deity can have multiple Chosen at the same time, though this is rare. Gods are selective about who they invest their divine power in.
### Losing Chosen Status
If a Chosen acts consistently against their deity's principles, the god may revoke their Chosen status. The character immediately loses all Chosen abilities. Regaining Chosen status requires extraordinary acts of redemption and is at the DM's discretion.
### Multiclassing and Chosen Status
Chosen abilities are tied to character level, not class level. A 10th level character who multiclasses still gains the 10th level Chosen ability.
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## Chosen of Perserphina
**Goddess of Solare, Mercy, and Light**
Those chosen by Perserphina embody her divine mercy and serve as beacons of hope in a world torn by darkness. They are healers, protectors, and living testaments to the power of compassion backed by unwavering strength. Perserphina's Chosen often find themselves at crossroads between justice and mercy, empowered to extend grace where others would demand retribution.
### Divine Mark
When you become Chosen of Perserphina, the symbol of Solare appears as a silver brand upon your chest, visible only to those who can detect magic. Your eyes glow with soft radiance when you invoke her divine power, and in moments of great compassion or righteous action, this light brightens visibly—marking you unmistakably as one who carries the goddess's blessing.
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### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Resilience of Mercy** Your body becomes supernaturally resilient, sustained by divine compassion. Your Constitution increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain resistance to necrotic damage and radiant damage.
You heal 1 hit point at the start of each of your turns if you have at least 1 hit point remaining. This regeneration increases to 2 hit points at 10th level and 3 hit points at 18th level.
**3rd Level: Aura of Sanctuary** Undead and fiends find it difficult to approach you. Such creatures have disadvantage on attack rolls against you and creatures within 10 feet of you. At 14th level, this aura extends to 30 feet.
Additionally, you automatically detect the presence of undead and fiends within 60 feet, though not their exact location.
**6th Level: Eyes of Judgment** You can see through magical darkness and illusions. You have truesight out to a range of 30 feet. This range increases to 60 feet at 14th level.
**10th Level: Deathless Guardian** You become immune to poison damage and the poisoned condition. You also become immune to disease and can no longer die from old age, though you can still be killed.
When you would be reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you cannot use it again until you finish a long rest.
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### Manifested Powers (Require Action or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Merciful Touch** As an action, you can touch a creature and channel Perserphina's healing grace. Choose one:
- Restore hit points equal to 2d8 + your Wisdom modifier
- End one disease or condition (blinded, deafened, paralyzed, poisoned, or cursed)
- Remove one level of exhaustion
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**3rd Level: Light of Solare** As an action, you can unleash divine light in a 30-foot radius centered on yourself. Each creature of your choice in that area regains hit points equal to 1d6 + your level. Undead and fiends in the area must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 3d10 radiant damage.
Once you use this ability, you cannot use it again until you finish a short or long rest.
**6th Level: Grace in Judgment**
When you would deal damage to a creature, you can instead choose to stay your hand. As a reaction when you hit a creature with an attack or it fails a saving throw against one of your spells, you can choose to deal no damage. The target is instead affected by _sanctuary_ (no saving throw) until the end of your next turn.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Intercession** When an ally you can see within 60 feet is hit by an attack or fails a saving throw, you can use your reaction to teleport to an unoccupied space adjacent to them and grant them resistance to all damage from that attack or effect. You take the same amount of damage they would have taken (after the resistance is applied), which cannot be reduced in any way—a willing sacrifice to protect the innocent.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**14th Level: Sanctified Resurrection** You can cast _raise dead_ once without expending a spell slot or material components. The target returns to life with half their maximum hit points and bears Perserphina's mark for one year—a silver symbol visible on their palm that grants them advantage on death saving throws.
Once you use this ability, you cannot use it again until 7 days have passed.
**18th Level: Champion's Mantle (Replaces Standard Champion)** You are acknowledged as Perserphina's Champion, and her power flows through you without restraint:
- Your Armor Class increases by 2
- You can cast _greater restoration_ once per day without expending a spell slot
- You can use Merciful Touch at will, without expending uses
- You can use Intercession to protect up to three allies with a single reaction
- You gain immunity to radiant damage and necrotic damage
**20th Level: Avatar of Compassion** You become a living embodiment of Perserphina's divine mercy:
- You can cast _mass heal_ once per day without expending a spell slot
- When you use your Deathless Guardian feature, you return to consciousness with half your maximum hit points instead of 1 hit point
- If you die, you return to life at the next dawn with half your maximum hit points, appearing in the nearest temple or shrine dedicated to Perserphina (or any holy site if none exists). Once this occurs, it cannot happen again for 30 days
- You stop aging entirely and cannot be aged magically
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### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities and bonus spells as follows:
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (including cantrips). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Perserphina's Chosen:_ _chill touch_ (cantrip), _inflict wounds_ (1st), _hold person_ (2nd), _bestow curse_ (3rd), _blight_ (4th), _cloudkill_ (5th), _harm_ (6th), _finger of death_ (7th), _feeblemind_ (8th), _power word kill_ (9th)
**Bonus Spells:** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Perserphina's Chosen:_ _cure wounds_ (1st), _lesser restoration_ (2nd), _beacon of hope_ (3rd), _death ward_ (4th), _greater restoration_ (5th), _heal_ (6th), _regenerate_ (7th), _holy aura_ (8th), _mass heal_ (9th)
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## Chosen of Gonosh
**God of War, Battle, and Glory**
Gonosh's Chosen are living weapons, warriors whose prowess in battle is unmatched. They are champions of the battlefield, inspiring allies and striking terror into their enemies. To be Chosen by Gonosh is to embrace conflict as the ultimate test of one's worth and to seek glory in combat above all else.
### Divine Mark
When you become Chosen of Gonosh, battle scars on your body begin to glow with amber light when you enter combat. Even if you bear no scars, Gonosh's symbol—a flaming sword crossing a rising sun—appears branded upon your weapon arm in golden flames, visible to all who witness you in battle. Your eyes burn with fierce intensity when you fight, marking you as a warrior blessed by the God of War himself.
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### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Warrior's Constitution** Your body is hardened by divine battle-fury. Your Constitution increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain proficiency with all martial weapons and heavy armor.
You have advantage on saving throws against being frightened, and you cannot be intimidated by creatures with a CR lower than your level.
**3rd Level: Battle Sense** You cannot be surprised while conscious, and you have advantage on initiative rolls. Additionally, hostile creatures do not gain advantage on attack rolls against you as a result of being hidden from you.
**6th Level: Indomitable Warrior**
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. At 14th level, this extends to magical weapons as well.
**10th Level: Glory in Battle** You are immune to exhaustion levels 1-3 (you can still suffer levels 4-6). You require only 4 hours of rest to gain the benefits of a long rest, and you can force march for up to 16 hours per day without penalty.
Additionally, you no longer need to eat or drink, sustained by your battle-fury, though you can still do so if you wish.
**14th Level: Deathless Warrior** You cannot die from old age. When you drop to 0 hit points but are not killed outright, you can make a DC 10 Constitution saving throw. On a success, you instead drop to 1 hit point and can immediately move up to your speed and make one weapon attack. Each time you use this feature after the first before finishing a long rest, the DC increases by 5.
Once you successfully use this feature three times, you cannot use it again until you finish a long rest (though the saves still occur).
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### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Warlord's Strike** Immediately after you take the Attack action on your turn, you can make one additional weapon attack as a bonus action. This attack deals extra damage equal to your proficiency bonus.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**3rd Level: Battle Fury** When you reduce a hostile creature to 0 hit points with a melee weapon attack, you can use your reaction to move up to half your speed without provoking opportunity attacks and make one weapon attack against a different creature.
Additionally, when you score a critical hit with a weapon attack, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
**6th Level: Warrior's Endurance** When you take damage, you can use your reaction to reduce that damage by an amount equal to 1d10 + your proficiency bonus + your Constitution modifier.
You can use this ability a number of times equal to your Constitution modifier (minimum 1), regaining all expended uses when you finish a short or long rest.
**10th Level: Rallying Cry** As a bonus action, you can let out a thunderous war cry audible out to 300 feet. Choose a number of creatures up to your Charisma modifier (minimum 1) within 60 feet who can hear you. Each chosen creature gains the following benefits for 1 minute:
- Temporary hit points equal to your level + your Charisma modifier
- Advantage on their next attack roll
- Immunity to being frightened
Once you use this ability, you cannot use it again until you finish a short or long rest. At 18th level, the duration increases to 10 minutes.
**14th Level: Unstoppable Assault** On your turn, you can take the Dash action as a bonus action. When you do, you gain the following benefits until the end of your turn:
- Your speed increases by 30 feet
- Opportunity attacks against you are made with disadvantage
- Your weapon attacks score a critical hit on a roll of 19 or 20
- You can move through spaces occupied by hostile creatures
Once you use this ability, you cannot use it again until you finish a short or long rest.
**18th Level: Champion of War (Replaces Standard Champion)** You are acknowledged as Gonosh's Champion, the pinnacle of martial prowess:
- Your Armor Class increases by 1 (this stacks with any armor or shields you wear)
- You gain a +2 bonus to attack rolls and damage rolls with all weapons
- Your weapon attacks score a critical hit on a roll of 18-20
- You can use Battle Fury an unlimited number of times
- When you use your Deathless Warrior feature, you regain hit points equal to your Constitution modifier + your proficiency bonus
**20th Level: Warlord Ascendant** You transcend mortal limitations in combat and become a legend of warfare:
- You gain immunity to bludgeoning, piercing, and slashing damage
- When you score a critical hit with a weapon attack, you regain hit points equal to the damage dealt
- You can take an additional action on each of your turns (this action can be used only to take the Attack, Dash, Disengage, Dodge, or Use an Object action)
- If you die, Gonosh can choose to return you to life at any time within 30 days. You return fully healed at a location of the god's choosing, typically at the site of a great battle where warriors worthy of your leadership fight. Once this resurrection occurs, it cannot happen again for one year
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### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Gonosh's Chosen:_ _vicious mockery_ (cantrip), _charm person_ (1st), _hold person_ (2nd), _fear_ (3rd), _confusion_ (4th), _hold monster_ (5th), _eyebite_ (6th), _power word pain_ (7th), _feeblemind_ (8th), _power word kill_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Gonosh's Chosen (if a spellcaster):_ _heroism_ (1st), _enhance ability_ (2nd), _haste_ (3rd), _death ward_ (4th), _destructive wave_ (5th), _blade barrier_ (6th), _divine word_ (7th), _holy aura_ (8th), _invulnerability_ (9th)
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## Chosen of Thragos
**Dwarf God of the Forge, War, and Justice**
Thragos's Chosen are masters of craft and battle, embodying the dwarven ideals of perfection through labor and strength through justice. They are living forges, warriors whose very presence inspires craftsmanship and whose weapons strike with the weight of divine authority. To be Chosen by Thragos is to become both artisan and warrior, a testament to the belief that true excellence comes from dedication to one's craft and the courage to defend what is right.
### Divine Mark
When you become Chosen of Thragos, his symbol—an anvil with a hammer resting atop it—appears branded in glowing orange upon your dominant hand's palm. When you craft or forge, or when you enter battle for a righteous cause, this brand flares with the heat of divine forges. Your eyes take on a metallic sheen—bronze, steel, or gold—that reflects firelight even in darkness, marking you unmistakably as one who has been touched by the Forgefather himself.
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### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Forge-Tempered Body** Your body is hardened like steel quenched in sacred waters. Your Constitution increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain resistance to fire damage.
You have advantage on saving throws against being poisoned and resistance to poison damage. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**3rd Level: Craftsman's Eye** Your connection to Thragos grants you supernatural insight into craftsmanship and construction. You automatically know the quality, age, and method of construction of any crafted item or structure you examine. You can identify magical items by touch (as _identify_) after handling them for 1 minute.
You gain proficiency with all artisan's tools. If you already have proficiency with a tool, you gain expertise with it (double your proficiency bonus).
**6th Level: Unbreakable Craft** Items you are wearing or carrying cannot be damaged by nonmagical means. Magical effects that would damage or destroy your equipment (such as _heat metal_ or rust monsters) have disadvantage on any associated attack rolls or saving throws.
Additionally, you gain resistance to bludgeoning damage from nonmagical sources.
**10th Level: Master of Arms** You gain proficiency with all weapons and armor. When you make an attack with a weapon you have crafted yourself, you gain a bonus to the attack roll equal to your proficiency bonus.
You can attune to up to four magic items at once, instead of the normal maximum of three.
**14th Level: Forge's Endurance** You no longer need to eat or drink, sustained by the divine fire within you (though you can still do so if you wish). You are immune to disease and cannot die from old age.
Additionally, you gain resistance to bludgeoning damage from magical sources (this stacks with your resistance from Unbreakable Craft to grant immunity to nonmagical bludgeoning damage).
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### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Hammer's Judgment** When you hit a creature with a melee weapon attack, you can channel Thragos's justice through your strike. The attack deals an additional 2d8 force damage, and if the target is evil-aligned, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**3rd Level: Divine Craft** Over the course of a short rest, you can repair any damaged object or structure by touching it and channeling divine forge-fire through your hands. The object or structure is completely restored, including regrowing missing pieces from nothing.
Alternatively, you can use this ability to craft a nonmagical weapon, suit of armor, or tool of masterwork quality. Items created this way are perfectly balanced and grant a +1 bonus to attack rolls (if a weapon) or AC (if armor), or advantage on checks made with them (if tools). These bonuses are not magical and cannot be dispelled.
You can have a number of items you've crafted with this ability existing at once equal to your proficiency bonus. If you craft a new one beyond this limit, the oldest item loses its bonuses but remains a functional, well-made item.
**6th Level: Forge's Blessing** As an action, you can touch a willing creature's weapon or armor and imbue it with divine forge-fire for 1 hour. Choose one:
- **Weapon**: The weapon deals an additional 1d6 fire damage on hit and sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- **Armor**: The armor grants advantage on saving throws against spells and magical effects, and creatures that hit the wearer with melee attacks take 1d6 fire damage.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Anvil's Stand** As a bonus action, you can plant yourself like an immovable anvil. Until the start of your next turn, you have the following benefits:
- You cannot be moved against your will by any means
- You have advantage on Strength and Constitution saving throws
- You gain a +5 bonus to AC
- Creatures of your choice within 10 feet of you gain half cover
You can use this ability a number of times equal to your Constitution modifier (minimum 1), regaining all expended uses when you finish a short or long rest.
**14th Level: Forge's Wrath** As an action, you can channel the full fury of the divine forges through your weapon. For 1 minute, your weapon attacks deal an additional 2d8 fire damage, and when you hit a creature, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Wisdom modifier, your choice). On a failed save, the target's AC is reduced by 2 until the end of your next turn as their armor or natural defenses weaken under divine heat.
Additionally, any creature that strikes you with a melee attack while this is active takes 2d6 fire damage as your body radiates forge-heat.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Champion of the Forge (Replaces Standard Champion)** You are acknowledged as Thragos's Champion, the ultimate fusion of craftsman and warrior:
- Your Armor Class increases by 2
- You gain resistance to all damage from nonmagical sources (this stacks with existing resistances to grant immunity where applicable)
- Your weapon attacks deal an additional 2d8 force damage
- You can use Divine Craft at will without requiring a rest
- You can cast _fabricate_ once per day without expending a spell slot, and when you do, the objects created are of masterwork quality
**20th Level: Living Forge** You become a walking avatar of creation and destruction, a living forge of divine power:
- You gain immunity to fire damage and bludgeoning damage
- You can cast _creation_ at will without expending a spell slot. Objects you create with it last for 24 hours, but you can touch an object you created during a long rest to make it permanent. You can have a number of permanent _creation_ objects equal to your Wisdom modifier (minimum 1) existing at once
- Once per day, you can cast _true resurrection_ without expending a spell slot or material components. When you do, the resurrected creature's body is perfectly restored and they return with one level of exhaustion removed (if any)
- When you complete a long rest, you can forge one legendary magic item (of your choice, subject to DM approval). You can have only one such item at a time; if you forge another, the previous one becomes a normal magic item of appropriate rarity
- You stop aging entirely and cannot be aged magically
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### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Thragos's Chosen:_ _mold earth_ (cantrip), _grease_ (1st), _heat metal_ (2nd), _slow_ (3rd), _passwall_ (5th), _disintegrate_ (6th), _reverse gravity_ (7th), _earthquake_ (8th), _time stop_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Thragos's Chosen (if a spellcaster):_ _searing smite_ (1st), _heat metal_ (2nd), _elemental weapon_ (3rd), _fabricate_ (4th), _flame strike_ (5th), _blade barrier_ (6th), _delayed blast fireball_ (7th), _earthquake_ (8th), _meteor swarm_ (9th)
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## Chosen of Morthil
**Elven God of Independence, Forests, and Freedom**
Morthil's Chosen are guardians of the wild and champions of liberty. They embody the ancient wisdom of forests and the fierce spirit of those who refuse to bow to tyranny. As one of the oldest gods who walked with the Great God before existence began, Morthil selects Chosen who understand that true strength lies in both compassion and the courage to stand against oppression. His Chosen are rangers, druids, and warriors who move through the world like shadows through trees—swift, silent, and unyielding.
### Divine Mark
When you become Chosen of Morthil, leaves and vines appear to grow beneath your skin in intricate patterns along your arms and neck, visible as faint green tracery that glows with natural light when you channel his power. Your eyes take on the color of deep forest—emerald green flecked with gold—and those who meet your gaze feel the weight of ancient woods watching them. In moments of great need, living plants seem to reach toward you, and animals pause to acknowledge your presence.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Forest's Resilience** Your body is strengthened by the primal vitality of the wilds. Your Wisdom increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain proficiency in Nature and Survival if you don't already have them. If you already have proficiency in either skill, you gain expertise (double proficiency bonus).
You have advantage on saving throws against being poisoned, and you gain resistance to poison damage. Additionally, difficult terrain composed of natural growth (such as undergrowth, roots, or vines) doesn't cost you extra movement.
**3rd Level: Freedom's Essence** Your spirit cannot be easily bound. You have advantage on saving throws against being charmed or paralyzed, and you cannot be magically put to sleep.
Additionally, you can communicate simple ideas with beasts and plants as if you shared a language. Plants and beasts native to natural environments are never hostile to you unless magically compelled or you attack them first.
**6th Level: Woodland Stride** You gain a climbing speed equal to your walking speed, and you can move through nonmagical difficult terrain without expending extra movement. You can move through magical plant growth without being slowed by it and without taking damage from it if it has thorns, spines, or similar hazards.
Additionally, you leave no tracks unless you choose to, and you cannot be tracked by nonmagical means unless you allow it.
**10th Level: Ancient Watcher** Your senses expand to encompass the natural world around you. While in a forest or natural environment, you are aware of any creatures within 120 feet of you (though not their exact location unless you can see them). You know the general direction and distance of any aberrations, fiends, or undead within this range.
You also gain advantage on initiative rolls while in natural terrain, and you cannot be surprised while conscious.
**14th Level: Timeless Wanderer** You no longer age, and you cannot die from old age. You are immune to disease and no longer need to sleep, though you must still rest to gain the benefits of a long rest. During a long rest, you remain conscious and alert, meditating in communion with nature.
Additionally, you gain resistance to necrotic damage, as your life force is sustained by the eternal vitality of the natural world.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Swift as Wind** As a bonus action, you can take the Dash or Disengage action. When you do so, your movement doesn't provoke opportunity attacks until the end of your turn, and you can move through spaces occupied by hostile creatures.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**3rd Level: Nature's Wrath** When you hit a creature with a weapon attack, you can cause the natural world to strike alongside you. Spectral vines, roots, or branches lash out at your target. The attack deals an additional 2d8 piercing or bludgeoning damage (your choice), and the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the end of your next turn as the natural growth holds them fast.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**6th Level: Forest's Refuge** As an action, you can cause the natural world to provide shelter. A 20-foot radius area centered on a point you can see within 60 feet becomes difficult terrain for creatures you designate as hostile. Creatures you designate as allies within this area gain half cover (+2 to AC and Dexterity saving throws) and advantage on Stealth checks.
The effect lasts for 1 hour or until you dismiss it (no action required). The area must contain natural vegetation, earth, or stone.
You can use this ability once, regaining the ability to do so when you finish a short or long rest. At 14th level, the radius increases to 30 feet, and allies gain three-quarters cover instead of half cover.
**10th Level: Call of the Wild** As an action, you can summon nature's champions to fight alongside you. You cast _conjure woodland beings_ without expending a spell slot. The creatures summoned are particularly loyal to you and gain temporary hit points equal to your level when they appear.
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Champion's Stand** When tyranny must be opposed, nature itself answers your call. As a bonus action, you can enter a state of primal fury for 1 minute. While in this state, you gain the following benefits:
- Your weapon attacks deal an additional 2d6 damage of your weapon's type
- You have advantage on Strength and Dexterity saving throws
- You gain a bonus to AC equal to your Wisdom modifier (minimum +1)
- Once per turn when you hit a creature with a weapon attack, you can force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is frightened of you until the end of your next turn
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Guardian of the Wild (Replaces Standard Champion)** You are acknowledged as Morthil's Champion, the ultimate protector of nature and freedom:
- You gain resistance to all damage from spells
- Once per turn when you hit a creature that has another creature restrained, charmed, or otherwise under its control, your attack deals an additional 4d8 radiant damage as Morthil's wrath strikes against oppression
- You can cast _tree stride_ at will without expending a spell slot
- You can use Nature's Wrath at will without expending uses
- When you are reduced to 0 hit points, you can use your reaction to transform into a massive treant-like form before falling unconscious. You immediately regain hit points equal to half your maximum and gain temporary hit points equal to your level. This form lasts until you drop to 0 hit points again or 1 minute passes, at which point you return to your normal form. Once you use this transformation, you cannot use it again until you finish a long rest
**20th Level: Voice of the Ancient Forest** You become a living avatar of the wild, embodying Morthil's eternal vigilance:
- You gain immunity to poison and necrotic damage
- You can cast _shapechange_ once per day without expending a spell slot, and you can remain in the new form indefinitely
- Once per day, you can create a permanent _druid grove_ effect (as the spell, but permanent) in a location you have visited. You can have up to three such groves existing at once
- You can communicate telepathically with any plant or beast within 1 mile of you
- If you die, your body transforms into a massive ancient tree at the location of your death. After 7 days, you emerge from the tree fully restored to life. The tree remains as a permanent testament to your sacrifice, and it is treated as one of your _druid grove_ locations. Once this resurrection occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Morthil's Chosen:_ _poison spray_ (cantrip), _entangle_ (1st), _spike growth_ (2nd), _plant growth_ (3rd), _grasping vine_ (4th), _tree stride_ (5th), _transport via plants_ (6th), _mirage arcane_ (7th), _control weather_ (8th), _shapechange_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Morthil's Chosen (if a spellcaster):_ _goodberry_ (1st), _pass without trace_ (2nd), _plant growth_ (3rd), _freedom of movement_ (4th), _commune with nature_ (5th), _transport via plants_ (6th), _regenerate_ (7th), _animal shapes_ (8th), _foresight_ (9th)
---
## Chosen of Angoria
**Goddess of War, Protection, and Justice**
Angoria's Chosen are righteous warriors who understand that sometimes steel must be drawn to protect the innocent. Unlike the brutal followers of Sorgoganis, Angoria's champions fight with honor, seeking swift conclusions to conflicts and never glorying in bloodshed for its own sake. They are protectors, strategists, and defenders who stand as bulwarks against tyranny and injustice. To be Chosen by Angoria is to accept the burden of necessary violence while never losing sight of the peace you fight to preserve.
### Divine Mark
When you become Chosen of Angoria, a silver sword crossed with an olive branch appears branded upon your heart, visible as a glowing mark whenever you remove your armor. Your eyes reflect the determination of the righteous warrior—steely gray that seems to pierce through deception. In battle for a just cause, this mark glows through your armor, and your weapons gleam with silver light, announcing to all that you fight with divine sanction.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Protector's Resilience** Your body is fortified to stand between the innocent and harm. Your Constitution increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain proficiency in heavy armor and martial weapons if you don't already have them.
You have advantage on saving throws against being frightened, and when you see an ally within 30 feet take damage, you can use your reaction to grant them resistance to that damage. Once you use this reaction, you cannot use it again until the start of your next turn.
**3rd Level: Aegis of Justice** Your presence bolsters your allies' resolve. Allies within 10 feet of you gain a bonus to saving throws equal to your Charisma modifier (minimum +1). This aura extends to 20 feet at 10th level and 30 feet at 18th level.
Additionally, you have advantage on saving throws against effects that would compel you to harm an innocent creature.
**6th Level: War's Clarity** In the chaos of battle, you see with perfect clarity. You cannot be blinded or deafened, and you have advantage on Perception checks made during combat.
Additionally, you always know when a creature within your line of sight is lying, though you may not know what the truth is.
**10th Level: Unyielding Guardian** You gain resistance to bludgeoning, piercing, and slashing damage while you are wielding a shield or protecting another creature (such as when you've taken the Protection fighting style action or used your reaction to protect an ally).
Additionally, when you are subjected to an effect that would move you against your will, you can choose to not be moved.
**14th Level: Champion's Endurance** You no longer need to sleep and cannot die from old age. You are immune to disease and cannot be magically put to sleep.
When you finish a long rest, you and up to six allies who rested near you gain temporary hit points equal to your level + your Charisma modifier.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Righteous Strike** When you hit a creature with a weapon attack, you can invoke Angoria's judgment. The attack deals an additional 2d6 radiant damage. If the target is evil-aligned (as determined by the DM) or has harmed an innocent within the last minute, the damage increases to 3d8 radiant damage.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**3rd Level: Defensive Stance** As a bonus action, you can enter a defensive stance until the start of your next turn. While in this stance:
- You gain a +2 bonus to AC
- Opportunity attacks against you are made with disadvantage
- When a creature within 5 feet of you is hit by an attack, you can use your reaction (even if you've already used your reaction this round) to impose disadvantage on that attack roll
You can use this ability a number of times equal to your Constitution modifier (minimum 1), regaining all expended uses when you finish a short or long rest.
**6th Level: Inspiring Command** As a bonus action, you can issue a rallying command to your allies. Choose a number of creatures up to your Charisma modifier (minimum 1) within 60 feet who can hear you. Each creature gains one of the following benefits of their choice for 1 minute:
- Advantage on their next attack roll
- Temporary hit points equal to your level + your Charisma modifier
- The ability to immediately move up to half their speed without provoking opportunity attacks
- Advantage on saving throws against being frightened or charmed
Once you use this ability, you cannot use it again until you finish a short or long rest. At 14th level, the duration increases to 10 minutes.
**10th Level: Bulwark of the Innocent** When a creature you can see within 30 feet is attacked, you can use your reaction to teleport to an unoccupied space within 5 feet of them and become the target of the attack instead. You gain resistance to all damage from this attack.
If the attack would reduce you to 0 hit points, you instead drop to 1 hit point and the attacker must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of its next turn as Angoria's wrath manifests.
You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.
**14th Level: War's Swift Conclusion** You can call upon Angoria's power to end combat decisively. As an action, choose a point you can see within 60 feet. Each hostile creature within 20 feet of that point must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes 8d10 radiant damage and is stunned until the end of your next turn. On a successful save, a creature takes half damage and is not stunned.
Creatures that are evil-aligned or that have harmed innocents have disadvantage on this saving throw.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Champion of Justice (Replaces Standard Champion)** You are acknowledged as Angoria's Champion, the ultimate defender of the righteous:
- Your Armor Class increases by 2
- You gain resistance to all damage from spells and magical effects
- Your Righteous Strike deals an additional 1d8 radiant damage (for a total of 2d6 + 1d8, or 3d8 + 1d8 against evil creatures)
- When you use Bulwark of the Innocent, you can protect up to three creatures with a single reaction
- You can use Defensive Stance at will without expending uses
- Once per day, you can cast _divine word_ without expending a spell slot
**20th Level: Avatar of Righteous War** You become a living embodiment of just warfare and divine protection:
- You gain immunity to radiant damage and necrotic damage
- Your weapon attacks count as magical for the purpose of overcoming resistance and immunity
- When you reduce a hostile creature to 0 hit points, you can immediately move up to your speed and make one weapon attack as part of the same action
- Once per day, you can cast _mass heal_ without expending a spell slot. When you do, undead and fiends in the area take radiant damage equal to the healing done instead of being healed
- If you die in defense of an innocent or in battle against evil, you can choose to return to life at the next dawn with half your maximum hit points, appearing at the nearest temple or shrine dedicated to Angoria (or any holy site if none exists). Once this resurrection occurs, it cannot happen again for 30 days
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Angoria's Chosen:_ _vicious mockery_ (cantrip), _compelled duel_ (1st), _crown of madness_ (2nd), _fear_ (3rd), _compulsion_ (4th), _dominate person_ (5th), _harm_ (6th), _forcecage_ (7th), _dominate monster_ (8th), _imprisonment_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Angoria's Chosen (if a spellcaster):_ _shield_ (1st), _aid_ (2nd), _crusader's mantle_ (3rd), _death ward_ (4th), _circle of power_ (5th), _blade barrier_ (6th), _divine word_ (7th), _holy aura_ (8th), _mass heal_ (9th)
---
## Chosen of [[Aria, Goddess of Birth and Death|Aria]]
**Goddess of Birth, Death, and Children**
[[Aria, Goddess of Birth and Death|Aria]]'s Chosen walk the threshold between life and death, serving as guides, protectors, and psychopomps. They are guardians of children and comforters of the dying, fierce in their protection of the innocent and gentle in easing the fears of those passing beyond the veil. [[Aria, Goddess of Birth and Death|Aria]], who appears as a child herself when she walks among mortals, grants her blessing to those who understand that death is not an end but a transition—and that children represent hope for the future. Her Chosen are often found traveling by night, hunting those who would harm children, and standing vigil at deathbeds to ensure good souls pass safely to their rest.
### Divine Mark
When you become Chosen of [[Aria, Goddess of Birth and Death|Aria]], a crescent moon within a double circle appears as a silver mark upon your brow, glowing softly in moonlight. Your eyes take on a dual nature—one reflecting the joy of birth (bright and warm), the other the peace of death (cool and serene). Children and the dying can see your mark even through illusions or darkness, and both find comfort in your presence. Those who have harmed children see your eyes as twin moons of judgment, cold and unforgiving.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Walker Between Worlds** Your nature straddles the line between life and death. Your Wisdom increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain resistance to necrotic damage.
You have advantage on death saving throws, and you stabilize automatically when dying. Additionally, you can see and communicate with ghosts and spirits of the dead, even if they are invisible or incorporeal.
**3rd Level: Guardian of Innocents** Children instinctively trust you, and you can always tell when a child is in danger. You automatically know if a child within 60 feet of you is frightened, injured, or in danger, and you know the general direction to them (though not their exact location unless you can see them).
Additionally, you have advantage on all ability checks related to calming, protecting, or helping children. Children under your care cannot be frightened while you are conscious and within 30 feet of them.
**6th Level: Death's Companion** You gain immunity to disease and cannot be aged magically. You can see invisible creatures and objects as if they were visible out to a range of 60 feet.
Additionally, undead creatures have disadvantage on attack rolls against you unless you have attacked them first. Undead with intelligence of 6 or higher can sense that you walk with death's blessing and may choose to avoid you.
**10th Level: Threshold Sight** You gain truesight out to a range of 30 feet. You can also sense when a creature within 60 feet of you is dying (at 0 hit points or has half its hit points or fewer and is suffering from a condition that will kill it without intervention).
Additionally, you always know the exact time and can sense when dawn or dusk is approaching, no matter where you are.
**14th Level: Eternal Vigil** You no longer need to sleep, and you cannot die from old age. During what would be a long rest, you remain alert and conscious, keeping watch over those in your care.
You gain immunity to necrotic damage. Additionally, you can cast _speak with dead_ at will without expending a spell slot, and the corpse you speak with is compelled to answer truthfully.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Gentle Passage** As an action, you can touch a creature and ease their pain or fear. Choose one:
- The creature regains hit points equal to 2d8 + your Wisdom modifier
- You remove one condition from the creature (frightened, paralyzed, poisoned, or stunned)
- If the creature is dying (making death saving throws), they immediately stabilize and regain 1 hit point
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Moonlight Veil** As a bonus action, you can shroud yourself in [[Aria, Goddess of Birth and Death|Aria]]'s protective moonlight for 1 minute. While shrouded, you have the following benefits:
- You can choose to shed dim light in a 20-foot radius
- You have advantage on Stealth checks
- Undead that end their turn within 10 feet of you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you until the end of their next turn
- You gain a +2 bonus to AC
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**6th Level: Wrath of the Guardian** When you see a child or a helpless creature harmed within 60 feet of you, righteous fury fills you. As a reaction when you witness this harm, you can teleport to an unoccupied space within 5 feet of the attacker and make one weapon attack against them with advantage. On a hit, this attack deals an additional 4d8 radiant damage, and the attacker must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be paralyzed until the end of your next turn as [[Aria, Goddess of Birth and Death|Aria]]'s judgment falls upon them.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Beacon of Hope** As an action, you can create an aura of life and protection in a 30-foot radius centered on yourself for 1 minute. Within this aura:
- Allies have advantage on death saving throws and regain the maximum number of hit points possible from any healing
- Undead have disadvantage on attack rolls and saving throws
- Children and dying creatures cannot be targeted by hostile effects unless the attacker first succeeds on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier)
Once you use this ability, you cannot use it again until you finish a long rest. At 18th level, the radius increases to 60 feet.
**14th Level: Guide to the Beyond**
You can invoke [[Aria, Goddess of Birth and Death|Aria]]'s power to guide souls to their proper rest. As an action, choose one of the following effects:
- **Resurrection**: You can attempt to petition [[Aria, Goddess of Birth and Death|Aria]] to cast _raise dead_ without expending a spell slot or requiring material components. You must succeed on a DC 15 Wisdom check. On a failure, [[Aria, Goddess of Birth and Death|Aria]] denies your petition and you cannot use this feature again for 7 days. On a success, the target returns bearing [[Aria, Goddess of Birth and Death|Aria]]'s mark (a crescent moon on their palm) for one year, during which they have advantage on death saving throws. A creature can only be resurrected this way once—after that, their soul has traveled too far along [[Aria, Goddess of Birth and Death|Aria]]'s path.
- **Banishment**: Target an undead creature you can see within 60 feet. The creature must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is destroyed as its soul is guided to its proper rest. On a successful save, the creature takes 10d10 radiant damage and is stunned until the end of your next turn. Undead with a challenge rating equal to or greater than your level have advantage on this save.
Once you use either option, you cannot use this ability again until you finish a long rest.
**18th Level: [[Aria, Goddess of Birth and Death|Aria]]'s Hand (Replaces Standard Champion)**
You are acknowledged as [[Aria, Goddess of Birth and Death|Aria]]'s Champion, her hand in the mortal world:
- Your Armor Class increases by 2
- You gain immunity to necrotic damage and resistance to radiant damage
- You can cast _revivify_ at will without expending a spell slot or requiring material components (you must still cast it within 1 minute of the creature's death)
- When you use Guide to the Beyond to banish an undead creature, you can target up to three undead creatures within range
- You can use Gentle Passage at will without expending uses
- Once per day, you can appear in the dreams of up to six creatures you know, no matter the distance, to deliver a message or warning
**20th Level: Psychopomp Ascendant**
You become a living bridge between life and death, [[Aria, Goddess of Birth and Death|Aria]]'s ultimate servant:
- You gain immunity to radiant damage and necrotic damage
- You can cast _true resurrection_ once per day without expending a spell slot or material components. You can only use this on a creature that has not been resurrected by your Guide to the Beyond feature.
- You can see and travel to the Border Ethereal at will, as if constantly under the effect of _blink_ (you control when you shift between planes)
- Children who die within 1 mile of you are automatically resurrected by [[Aria, Goddess of Birth and Death|Aria]]'s grace after 1 minute, returning to life at your location with 1 hit point (this does not work if the child's soul is unwilling or trapped)
- If you die, your spirit lingers as a powerful ghost under your control. After 7 days, [[Aria, Goddess of Birth and Death|Aria]] restores you to life at the location of your death with full hit points. You emerge bearing her mark, glowing with silver moonlight for 24 hours. Once this resurrection occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for [[Aria, Goddess of Birth and Death|Aria]]'s Chosen:_ _toll the dead_ (cantrip), _inflict wounds_ (1st), _gentle repose_ (2nd), _speak with dead_ (3rd), _death ward_ (4th), _raise dead_ (5th), _create undead_ (6th), _resurrection_ (7th), _clone_ (8th), _true resurrection_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for [[Aria, Goddess of Birth and Death|Aria]]'s Chosen (if a spellcaster):_ _cure wounds_ (1st), _gentle repose_ (2nd), _speak with dead_ (3rd), _death ward_ (4th), _raise dead_ (5th), _true seeing_ (6th), _resurrection_ (7th), _antimagic field_ (8th), _true resurrection_ (9th)
---
# Chosen of the Gods - Part 3
## Arnelime, Dijinus, and Elandra
---
## Chosen of Arnelime
**God of Time, Wisdom, and Patience**
Arnelime's Chosen are monks, sages, and warriors who understand that every action ripples through time, shaping destiny itself. As the god who sees all moments at once—past, present, and future—Arnelime selects those who exhibit patience, wisdom, and the understanding that true strength comes not from haste but from thoughtful action. His Chosen move through the world like water through a river, adapting to the flow of time while never forgetting that stagnation is the true enemy. They are travelers on time's current, bound for the ocean of destiny.
### Divine Mark
When you become Chosen of Arnelime, a snake coiled in the shape of infinity (an eight lying on its side) appears as a golden mark upon your wrist, surrounded by the numbers 1 through 12 like a clock face. Your eyes gain an unusual quality—pupils that seem to reflect different moments in time, sometimes appearing to show what was or what might be. Those who look into your eyes feel as though they've known you forever and will know you always. In moments when you channel temporal power, hourglasses and clock faces shimmer in the air around you.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Temporal Awareness** Your consciousness exists slightly outside the normal flow of time. Your Wisdom increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain advantage on initiative rolls.
You cannot be surprised while conscious, and you can see 6 seconds into the future—enough to react to ambushes or unexpected attacks. This manifests as you automatically succeeding on the first saving throw you make each turn.
**3rd Level: Patient Endurance** Time strengthens your body and mind. You gain proficiency in all Wisdom saving throws. If you already have proficiency, you gain expertise (double your proficiency bonus).
Additionally, you age at one-tenth the normal rate for your race. You only need to sleep for 2 hours to gain the benefits of a long rest, and you can remain awake and active for the remaining 6 hours while still gaining rest benefits.
**6th Level: Ripples of Fate** You can sense cause and effect with supernatural clarity. Whenever a creature within 60 feet of you takes an action, you instinctively know what immediate consequence that action will have (such as "this will cause the bridge to collapse" or "this spell will alert the guards"). This doesn't predict long-term consequences, only immediate results.
Additionally, you have advantage on Insight checks and can always tell when someone is about to attack you or an ally you can see.
**10th Level: Timeless Body** You stop aging and cannot die from old age. You are immune to any effect that would age you magically or alter your place in time.
Additionally, you gain resistance to all damage from attacks that you could see coming (essentially any attack that isn't from an invisible or hidden creature). Your awareness of the timeline lets you position yourself to minimize harm.
**14th Level: Temporal Anchor** You exist as a fixed point in time. You are immune to being stunned, paralyzed, or petrified. Effects that would send you to other planes or through time (such as _banishment_, _maze_, or _time stop_) fail automatically.
Additionally, your memory becomes perfect. You can recall anything you have experienced with perfect clarity, and you cannot have your memories erased or altered.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Accelerated Moment** As a bonus action, you can briefly accelerate your personal timeline. Until the end of your turn, your movement speed doubles, and opportunity attacks against you are made with disadvantage.
Additionally, you can take one additional action on that turn. This additional action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a short or long rest.
**3rd Level: Foresight Strike** When you make an attack roll, you can see the immediate future and adjust your strike to maximize effect. You gain advantage on the attack roll. If the attack hits, you can choose to either maximize the damage or force the target to have disadvantage on its next attack roll as you've positioned yourself perfectly in response to their future actions.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**6th Level: Borrowed Time** As a reaction when an ally you can see within 60 feet fails a saving throw or misses an attack roll, you can reach back through time and grant them a second chance. They reroll the d20 and must use the new result.
Alternatively, when an enemy you can see succeeds on a saving throw or hits an ally with an attack, you can force them to reroll and use the new result.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Temporal Loop** As an action, you can trap a creature you can see within 60 feet in a brief time loop. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn as they experience the same few seconds over and over.
When the effect ends, the creature doesn't remember what happened during the loop, and from their perspective, time simply skipped forward.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**14th Level: Moment of Infinity** You can stretch a single moment into eternity. As an action, you stop time for everyone except yourself and up to six creatures you choose within 60 feet of you. Time stops for 1 minute (10 rounds) from the perspective of everyone else, but you and your chosen allies can act normally.
During this time:
- You and your allies can move, take actions, and interact with objects
- You cannot directly harm creatures that are frozen in time (attacks automatically miss, and damage-dealing spells fail)
- You can move creatures that are frozen in time, set up advantageous positions, apply buffs to your allies, heal, etc.
- When time resumes, any setup you've done takes effect simultaneously
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Master of Moments (Replaces Standard Champion)** You are acknowledged as Arnelime's Champion, a being who walks between seconds:
- Once per turn when you miss with an attack roll or fail a saving throw, you can rewind time slightly and reroll, using the new result
- You gain an additional reaction each round (total of 2)
- You can use Accelerated Moment at will without expending uses, and the additional action can now be used for any action
- When you use Temporal Loop, you can target up to three creatures within range
- Once per day, when you or an ally within 60 feet would die, you can reverse time to the start of your last turn. Everything that happened is undone (damage taken, spells cast, movement, etc.), and you replay the turn with full knowledge of what occurred. Once you've replayed the turn, time continues normally
**20th Level: Lord of Time** You transcend the normal flow of time and become a living paradox:
- You exist in all moments simultaneously. You can take an additional turn immediately after your regular turn (you gain an extra turn in the initiative order, permanently)
- You are immune to all damage from attacks you can see coming (which is essentially all attacks except those from invisible creatures you haven't detected)
- Once per day, you can use _wish_ without expending a spell slot, but only to reverse events that happened in the last 10 minutes. You can literally rewind time for everyone, though you and creatures you choose remember both timelines
- You can cast _time stop_ once per day without expending a spell slot, and when you do, the duration is 1d4 + 4 turns instead of 1d4 + 1
- If you die, time automatically reverses to 1 minute before your death. You return to that moment with full knowledge of what led to your death and can act to prevent it. This occurs automatically and unconsciously—from your perspective, you simply had a terrible premonition. Once this occurs, it cannot happen again for 7 days
- You no longer age and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Arnelime's Chosen:_ _vicious mockery_ (cantrip), _expeditious retreat_ (1st), _hold person_ (2nd), _slow_ (3rd), _banishment_ (4th), _hold monster_ (5th), _temporal shunt_ (6th), _delayed blast fireball_ (7th), _maze_ (8th), _time stop_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Arnelime's Chosen (if a spellcaster):_ _feather fall_ (1st), _see invisibility_ (2nd), _haste_ (3rd), _freedom of movement_ (4th), _legend lore_ (5th), _contingency_ (6th), _delayed blast fireball_ (7th), _foresight_ (8th), _time stop_ (9th)
---
## Chosen of Dijinus
**God of Fire, Ambition, and Perfection**
Dijinus's Chosen are driven individuals who burn with holy fire and unquenchable ambition. As the firstborn son of the Great God—envious of Perserphina's elevation and forever plotting to prove himself—Dijinus selects mortals who share his burning desire for greatness. His Chosen are not content with mediocrity; they strive always to become the best version of themselves, to achieve perfection through flame and will. They understand that fire both destroys and purifies, that ambition can forge greatness or consume the weak. To be Chosen by Dijinus is to carry divine flame in your heart and to know that you will never be satisfied with less than perfection.
### Divine Mark
When you become Chosen of Dijinus, a flaming sword appears branded upon your chest, glowing with internal fire that never burns you but always feels warm to the touch. Your eyes become amber or gold, reflecting firelight even in darkness, and when you experience strong emotion—particularly anger, ambition, or determination—actual flames dance briefly in your pupils. In Northern regions, your hair may lighten to brown or auburn; in Southern regions, it darkens to black. When you channel divine power, your body becomes shrouded in harmless flames that cast dramatic shadows, announcing your divine patron to all who see.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Sacred Flames** Divine fire burns within you, granting supernatural resilience and power. Choose two ability scores. Each increases by 1, to a maximum of 24 (this stacks with other increases). Additionally, you gain resistance to fire damage.
When you finish a long rest, you can change which two ability scores receive this bonus, representing your focus shifting as you pursue different forms of perfection.
**3rd Level: Burning Ambition** Your drive to excel grants you supernatural capability. You gain proficiency in two skills of your choice. Whenever you make an ability check using a skill you're proficient in, you can add an additional 1d4 to the roll as your ambition pushes you toward success.
Additionally, you have advantage on saving throws against effects that would make you frightened or charmed. Your will is too strong to be easily swayed.
**6th Level: Purifying Fire** The flames within you burn away weakness. You gain immunity to disease and poison. Additionally, you can use a bonus action to end one condition affecting you (blinded, deafened, frightened, paralyzed, or poisoned) as the divine fire burns it away.
You can use this bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**10th Level: Perfected Form** Your body approaches divine perfection. You gain immunity to fire damage. Your carrying capacity doubles, and you have advantage on Strength checks and Strength saving throws.
Additionally, you no longer age and cannot die from old age. Your appearance becomes idealized—you radiate physical perfection appropriate to your race, and others find it difficult to look away from you.
**14th Level: Inextinguishable Will** Your ambition cannot be quenched. You gain advantage on all saving throws. Additionally, if you fail a saving throw, you can choose to succeed instead.
Once you use this feature, you cannot use it again until you finish a long rest. At 20th level, you can use this feature twice before requiring a long rest.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Divine Ignition** As a bonus action, you can shroud your weapons in holy fire for 1 minute. Your weapon attacks deal an additional 1d6 fire damage. This damage increases to 2d6 at 10th level and 3d6 at 18th level.
Additionally, you shed bright light in a 20-foot radius and dim light for an additional 20 feet while this effect is active.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**3rd Level: Ambitious Strike** When you make an attack roll, you can channel your burning ambition into the strike. You gain advantage on the attack roll, and if it hits, you can add your proficiency bonus to the damage roll.
If the attack is a critical hit, you regain one expended use of any Chosen ability (your choice).
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**6th Level: Flame of Perfection** As an action, you can unleash divine fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). A creature takes 6d6 fire damage on a failed save, or half as much on a successful one.
Creatures that fail the save are also set ablaze, taking 2d6 fire damage at the start of each of their turns until they or another creature uses an action to douse the flames.
You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest. The damage increases to 8d6 (initial) and 3d6 (ongoing) at 14th level.
**10th Level: Divine Radiance** As an action, you can cause your divine fire to erupt in a 30-foot radius around you. When you do:
- Allies within the radius regain hit points equal to 2d8 + your Charisma modifier and gain advantage on their next attack roll
- Enemies within the radius must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 8d6 radiant damage and be blinded until the end of your next turn. On a success, they take half damage and are not blinded.
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Ascendant Flames** You can assume a form of divine fire. As a bonus action, you transform for 1 minute. While transformed:
- You gain a flying speed of 60 feet
- You have resistance to all damage except cold and psychic damage
- Your weapon attacks and damaging spells deal an additional 2d8 fire damage
- Creatures that hit you with melee attacks take 2d8 fire damage
- You can move through enemy spaces without penalty, and enemies that start their turn within 10 feet of you take 2d6 fire damage
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Firstborn's Ambition (Replaces Standard Champion)** You are acknowledged as Dijinus's Champion, embodying his drive to surpass all others:
- Your ability score increases from Dijinus (1st level feature) now grant +2 instead of +1 (total +4 to your two chosen scores, maximum 24)
- You gain an additional +2 bonus to AC
- Your Divine Ignition ability can be used at will without expending uses
- When you use Ascendant Flames, the duration increases to 10 minutes, and you gain immunity to fire damage for the duration
- Once per day, you can take an additional action on your turn (this can be any action, including casting a spell)
- You gain resistance to all damage types while conscious
**20th Level: Perfect Incarnation** You achieve the perfection that Dijinus eternally seeks, becoming a living avatar of divine ambition:
- All your ability scores increase by 2, to a maximum of 24 (this applies after your other increases)
- You gain immunity to fire damage and radiant damage
- You can cast _meteor swarm_ once per day without expending a spell slot
- When you reduce a creature to 0 hit points with fire damage, you regain hit points equal to your level + your Charisma modifier
- Once per day, when you would be reduced to 0 hit points, you instead explode in divine flames. You drop to 1 hit point, and all creatures within 30 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 10d10 fire damage and 10d10 radiant damage. On a success, they take half damage
- If you die, your body erupts in a pillar of divine fire that persists for 7 days. At the end of this time, you emerge from the flames reborn, fully restored to life. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Dijinus's Chosen:_ _ray of frost_ (cantrip), _burning hands_ (1st), _scorching ray_ (2nd), _fireball_ (3rd), _wall of fire_ (4th), _cone of cold_ (5th), _chain lightning_ (6th), _fire storm_ (7th), _sunburst_ (8th), _meteor swarm_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Dijinus's Chosen (if a spellcaster):_ _burning hands_ (1st), _scorching ray_ (2nd), _fireball_ (3rd), _wall of fire_ (4th), _flame strike_ (5th), _investiture of flame_ (6th), _delayed blast fireball_ (7th), _sunburst_ (8th), _meteor swarm_ (9th)
---
## Chosen of Elandra
**Goddess of Peace and Magic**
Elandra's Chosen are peacemakers and scholars of good magic, warriors of compassion who understand that true strength lies not in conquest but in harmony. Created by Perserphina herself, Elandra fears the spread of evil and chaos above all else. Her Chosen are those who wield magic responsibly, who seek diplomatic solutions before raising weapons, and who understand that peace is not weakness but the hardest goal to achieve and maintain. They are healers, negotiators, and protectors—individuals who fight only when all other paths have failed, and who grieve for every life lost even in necessary conflict.
### Divine Mark
When you become Chosen of Elandra, a hand with a blue magical flame hovering above the palm appears branded between your shoulder blades, visible as a gentle glow through clothing. Your eyes take on a serene quality—calm blue or silver that seems to ease tension in those who meet your gaze. You radiate an aura of peace that causes aggressive creatures to hesitate before attacking. When you cast spells or channel divine power, the mark glows brightly, and the blue flame manifests visibly above your upraised palm, announcing you as one who wields magic for peace and goodness.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Aura of Serenity** Your presence brings peace to those around you. Your Charisma increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain proficiency in Persuasion and Insight if you don't already have them. If you already have proficiency in either skill, you gain expertise (double proficiency bonus).
Creatures within 10 feet of you have disadvantage on Intimidation checks, and hostile creatures that start their turn within this aura must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on their next attack roll.
**3rd Level: Compassionate Magic** Your spells are infused with Elandra's compassion. Whenever you cast a spell that restores hit points, you restore an additional amount equal to your Charisma modifier + half your level (minimum 1).
Additionally, when you deal damage with a spell, you can choose to deal nonlethal damage, knocking creatures unconscious instead of killing them.
**6th Level: Tranquil Mind** Your mind is shielded by Elandra's peace. You have advantage on saving throws against being charmed or frightened, and you are immune to psychic damage.
Additionally, you can use an action to attempt to calm hostile emotions. Choose one creature you can see within 30 feet. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, if the creature is hostile but not currently in combat, it becomes indifferent toward you for 1 hour. If the creature is in combat, it must choose a different target for its next attack (it can still defend itself if attacked directly).
You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Sanctuary of Peace** You are difficult to target with hostile intent. Any creature that targets you with an attack or harmful spell must first make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature must choose a new target or lose the attack or spell. This doesn't protect you from area effects.
This effect ends if you attack a creature or cast a spell that deals damage to a creature (though healing spells and buff spells don't end it).
**14th Level: Timeless Advocate** You no longer age and cannot die from old age. You are immune to disease and cannot be magically put to sleep.
Additionally, you gain the ability to understand and speak all languages. When you speak, listeners hear you in whatever language they are most comfortable with, as though you were speaking directly to their hearts.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Peacemaker's Shield** When you or a creature within 30 feet of you is hit by an attack, you can use your reaction to interpose Elandra's peace. The attack deals only half damage, and the attacker must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on attack rolls until the end of its next turn.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**3rd Level: Words of Harmony** As an action, you can speak words infused with Elandra's peaceful magic. Choose a number of creatures up to your Charisma modifier (minimum 1) within 60 feet who can hear you. Each creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save:
- If the creature is hostile but not currently attacking, it becomes friendly toward you and your allies for 10 minutes
- If the creature is currently in combat, it is affected by _calm emotions_ for 1 minute
This effect ends on a creature if it or its allies are attacked or harmed by you or your allies.
You can use this ability once, regaining the ability to do so when you finish a short or long rest. At 14th level, you can use it twice before requiring a rest.
**6th Level: Radiant Restoration** As an action, you can channel Elandra's healing light in a 30-foot radius centered on yourself. Choose one effect:
- **Healing Wave**: All creatures you choose in the area regain hit points equal to 4d8 + your Charisma modifier
- **Restoration**: All creatures you choose in the area have one condition removed (your choice: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned)
- **Protection**: All creatures you choose in the area gain temporary hit points equal to your level + your Charisma modifier and advantage on their next saving throw
You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Enforced Peace** You can impose Elandra's peace on an area. As an action, you create a 60-foot radius zone of enforced tranquility centered on yourself that lasts for 1 minute. Within this zone:
- No creature can make weapon attacks or cast spells that deal damage
- Ongoing damage effects (such as burning, poison, or bleeding) are suspended
- Creatures cannot be frightened or charmed
- All creatures can speak and be understood, regardless of language barriers
This effect requires your concentration (as if concentrating on a spell). If any creature in the zone takes damage from a source outside the zone, the effect ends immediately.
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Divine Judgment** When peaceful solutions fail, Elandra grants you the power to strike against evil with terrible force. As an action, target one creature you can see within 120 feet that you have witnessed commit an evil act. That creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature:
- Takes 10d10 radiant damage
- Is paralyzed until the end of your next turn as visions of peace overwhelm it
- Has its alignment temporarily shifted one step toward good for 24 hours (evil becomes neutral, neutral becomes good)
On a successful save, the creature takes half damage and is not paralyzed or affected by the alignment shift.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Herald of Peace (Replaces Standard Champion)** You are acknowledged as Elandra's Champion, the ultimate voice for peace and harmony:
- Your Armor Class increases by 2
- Your Aura of Serenity extends to 30 feet
- You can cast _mass heal_ once per day without expending a spell slot
- You can use Peacemaker's Shield as a reaction even when you've already used your reaction, up to three times per round
- Once per day, you can cast _true resurrection_ without expending a spell slot or requiring material components, but only on creatures who died trying to make or preserve peace
- Creatures that attack you with intent to harm must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or deal only half damage with all attacks against you for 1 minute
**20th Level: Avatar of Harmony** You become a living embodiment of peace and good magic, Elandra's ultimate blessing:
- You gain immunity to psychic damage and radiant damage
- You can cast _wish_ once per day without expending a spell slot, but only to create peace, heal, restore, or protect (not for offensive purposes)
- Your Enforced Peace ability now lasts for 10 minutes and doesn't require concentration
- Once per day, you can create a permanent _hallow_ effect (as the spell) in a location you occupy for at least 1 hour. This becomes a sanctuary of Elandra's peace
- When you die in service of peace or while protecting innocents, you immediately return to life at the next dawn with full hit points, appearing in the nearest temple dedicated to Elandra (or any place of peace if no temple exists). Once this occurs, it cannot happen again for 30 days
- Your very presence ends conflicts. Hostile creatures that can see you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) at the start of each of their turns or be unable to take hostile actions for that turn. Creatures can repeat this save at the start of each of their turns
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Elandra's Chosen:_ _vicious mockery_ (cantrip), _charm person_ (1st), _crown of madness_ (2nd), _fear_ (3rd), _confusion_ (4th), _dominate person_ (5th), _eyebite_ (6th), _power word pain_ (7th), _feeblemind_ (8th), _power word kill_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Elandra's Chosen (if a spellcaster):_ _sanctuary_ (1st), _calm emotions_ (2nd), _beacon of hope_ (3rd), _aura of life_ (4th), _greater restoration_ (5th), _heal_ (6th), _regenerate_ (7th), _holy aura_ (8th), _mass heal_ (9th)
---
# Chosen of the Gods - Part 4
## Enkell, Eshuall, and Hagsurium
---
## Chosen of Enkell
**God of Retribution, Magic, and Justice**
Enkell's Chosen are instruments of karmic justice, shadow warriors who exact vengeance upon the wicked with cold precision. As a god of lawful evil, Enkell values order through fear and believes absolutely in the principle of "an eye for an eye." His Chosen master both magic and martial combat, becoming perfect weapons of retribution. They walk in shadows, strike with certainty, and never forget a debt owed. To be Chosen by Enkell is to become karma incarnate—fair but merciless, just but terrible in judgment.
### Divine Mark
When you become Chosen of Enkell, three black crows appear branded in a triangle upon your left palm, their wings spread in flight. Your eyes take on a piercing quality—dark with flecks of red or gold that seem to see through deception and into the guilty hearts of others. Those who have wronged others feel an instinctive dread when you meet their gaze, as if judgment itself stares at them. In moments when you invoke retribution, the crows seem to move within the brand, and spectral black feathers fall from your hands.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Eyes of Judgment** You can see through lies and deception with supernatural clarity. Your Wisdom increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You have advantage on Insight checks, and you automatically know when a creature you can see is lying (though not necessarily what the truth is).
Additionally, you gain darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 60 feet.
**3rd Level: Shadow Step** You can move through shadows with preternatural ease. You gain a bonus to your movement speed equal to 10 feet. Additionally, when you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
You have advantage on Dexterity (Stealth) checks made while in dim light or darkness.
**6th Level: Karmic Shield** When a creature deals damage to you, some of that harm is reflected back upon them. Whenever you take damage from a creature within 60 feet of you, that creature takes necrotic damage equal to your Wisdom modifier (minimum 1).
This damage increases to your Wisdom modifier + half your level at 14th level.
**10th Level: Perfect Weapon** You become a master of both spell and blade. You gain proficiency with all weapons if you don't already have it. When you make a weapon attack, you can use your spellcasting ability modifier (if you have one) instead of Strength or Dexterity for the attack and damage rolls.
Additionally, you gain an additional spell slot of 1st through 5th level (your choice of which level when you gain this feature). If you cannot cast spells, you instead gain the ability to cast _misty step_ at will without expending a spell slot.
**14th Level: Untouchable Justice** You cannot be surprised, and you gain immunity to being charmed, frightened, or paralyzed. Your movement cannot be reduced, and you cannot be restrained by nonmagical means.
Additionally, you no longer age and cannot die from old age. You don't need to sleep, though you must still rest for 4 hours to gain the benefits of a long rest.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Retributive Strike** When a creature you can see deals damage to you or an ally within 30 feet of you, you can use your reaction to mark them for retribution. The next time you hit that creature with an attack before the end of your next turn, the attack deals an additional 2d8 necrotic damage, and the creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or have disadvantage on attack rolls until the end of your next turn.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Shadow Blade** As a bonus action, you can create a blade of solidified shadow in your free hand. This magic weapon lasts for 1 minute and has the following properties:
- It deals 2d8 psychic damage on a hit (3d8 at 10th level, 4d8 at 18th level)
- You have advantage on attack rolls with it when you are in dim light or darkness
- It has the finesse and thrown properties (range 20/60)
- When you hit a creature with it, you can attempt to frighten them. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you until the end of your next turn
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**6th Level: Karmic Debt** As an action, you can mark a creature you can see within 60 feet that has wronged you or an ally (dealt damage, caused a condition, etc. within the last minute). For 1 minute, that creature is marked with karmic debt. While marked:
- You always know the direction and distance to the creature
- Your attacks against the creature deal an additional 1d8 necrotic damage
- The creature has disadvantage on saving throws against your spells and abilities
- When the marked creature deals damage, it takes necrotic damage equal to half the damage it dealt (maximum 20 damage per round)
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Inevitable Vengeance** When a creature you can see within 60 feet reduces another creature to 0 hit points, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker and make one weapon attack against them with advantage. This attack deals an additional 3d10 necrotic damage on a hit.
If this attack reduces the creature to 0 hit points, you regain one expended use of any Chosen ability (your choice).
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**14th Level: Judgment of the Crows** As an action, you can summon the aspect of Enkell's judgment. Choose a creature you can see within 60 feet. Spectral crows swarm around the target, tearing at their sins. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save:
- The creature takes 8d10 psychic damage and 8d10 necrotic damage
- The creature is paralyzed until the end of your next turn
- For 1 minute, the creature's speed is halved, and it has disadvantage on attack rolls and ability checks
On a successful save, the creature takes half damage and is not paralyzed or affected by the lingering effects.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Avatar of Retribution (Replaces Standard Champion)** You are acknowledged as Enkell's Champion, the ultimate instrument of karmic justice:
- You can see invisible creatures and objects out to a range of 60 feet
- You gain an additional reaction each round (total of 2 reactions)
- Your Karmic Shield damage increases to your Wisdom modifier + your full level
- You can use Shadow Step at will without using a bonus action (it becomes a free action you can use once per turn)
- Once per long rest, when you fail an attack roll, you can choose to succeed instead. The attack automatically hits and is considered a critical hit
- You gain resistance to all damage while you have at least one creature marked by Karmic Debt
**20th Level: Embodiment of Karma** You become a living manifestation of universal justice and retribution:
- You gain immunity to psychic damage and necrotic damage
- All damage you deal ignores resistance and treats immunity as resistance
- When a creature within 60 feet of you kills another creature, you can use your reaction to force the killer to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the killer instantly dies as their soul is judged and found wanting. On a successful save, they take 10d10 necrotic damage and are paralyzed until the end of your next turn. This ability doesn't work on creatures that are killing in self-defense or in service of good
- Once per day, you can cast _power word kill_ without expending a spell slot, and when you do, the target's maximum hit point threshold is 150 instead of 100
- If you die while in service of retribution against evil, you return to life after 7 days, emerging from shadows at the location where you were wronged. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Enkell's Chosen:_ _true strike_ (cantrip), _charm person_ (1st), _invisibility_ (2nd), _dispel magic_ (3rd), _freedom of movement_ (4th), _scrying_ (5th), _true seeing_ (6th), _etherealness_ (7th), _antimagic field_ (8th), _foresight_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Enkell's Chosen (if a spellcaster):_ _inflict wounds_ (1st), _blindness/deafness_ (2nd), _bestow curse_ (3rd), _blight_ (4th), _hold monster_ (5th), _harm_ (6th), _finger of death_ (7th), _feeblemind_ (8th), _power word kill_ (9th)
---
## Chosen of Eshuall
**Goddess of Nature, Balance, and Harmony**
Eshuall's Chosen are guardians of the natural world, druids and rangers who understand that civilization and nature must coexist in balance. Created by Dijinus, Eshuall teaches respect for the circle of life and warns against the greed that drives unnecessary destruction. Her Chosen stand between the wild and the civilized, allowing progress that respects nature while fiercely opposing exploitation and sport hunting. They understand that true wealth is found not in gold but in harmony with the earth, and they teach others to evolve alongside nature rather than in opposition to it.
### Divine Mark
When you become Chosen of Eshuall, a circle containing a tree with visible roots appears branded upon your chest, the roots extending down your torso in intricate patterns. Your eyes take on natural colors—deep green, earth brown, or amber—that reflect the seasons, sometimes changing with your mood or the time of year. Plants seem to grow more vibrantly in your presence, and animals regard you with curiosity rather than fear. When you channel her power, flowers bloom at your feet and leaves swirl around you even in still air.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Nature's Resilience** Your body is strengthened by the vitality of the natural world. Your Wisdom increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain a +2 bonus to AC (this stacks with armor and shields).
You have advantage on saving throws against poison and disease, and you gain resistance to poison damage. Additionally, healing spells cast on you restore an additional 4 hit points per spell level.
**3rd Level: Commune with Nature** You can speak with plants and animals as if you shared a language. Plants can answer questions about events in their vicinity from the past day, and animals can answer more complex questions based on their intelligence.
Additionally, you gain proficiency in Survival, Nature, and Arcana if you don't already have them. If you already have proficiency in any of these skills, you gain expertise (double proficiency bonus) in them instead.
**6th Level: Circle of Life** You understand the natural cycle of death and rebirth. You gain immunity to disease and cannot be aged magically. When a beast or plant creature dies within 30 feet of you, you can use your reaction to absorb a portion of its life force, regaining hit points equal to the creature's CR (minimum 1 hit point).
Additionally, you can sense when natural environments within 1 mile of you are being harmed or corrupted (such as by pollution, unnatural magic, or excessive logging).
**10th Level: One with the Wild** Your movement is never hindered by natural terrain. You gain a climbing speed and a swimming speed equal to your walking speed, and you can move through nonmagical difficult terrain without expending extra movement.
Additionally, you have advantage on saving throws against spells and effects that would restrain, paralyze, or petrify you. Plants will never willingly harm you or impede your movement.
**14th Level: Timeless Guardian** You stop aging and cannot die from old age. You no longer need to eat or drink (though you can if you wish), sustained by the energy of the natural world around you.
Additionally, you gain tremorsense out to a range of 60 feet while in contact with natural ground. You can sense the presence and location of any creature touching the same ground.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Nature's Blessing** As a bonus action, you can touch a willing creature and grant them nature's blessing for 1 hour. Choose one benefit:
- The creature gains temporary hit points equal to your level + your Wisdom modifier
- The creature gains a bonus to AC equal to your Wisdom modifier (minimum +1)
- The creature's weapon attacks deal an additional 1d6 poison or acid damage (creature's choice)
- The creature gains advantage on their next saving throw
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Entangling Roots** As an action, you can cause roots and vines to erupt from the ground in a 20-foot radius centered on a point you can see within 60 feet. The area becomes difficult terrain, and each creature in the area must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be restrained by the plants.
A restrained creature can use its action to make a Strength check against your save DC, freeing itself on a success. The plants wither away after 1 minute.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**6th Level: Nature's Wrath** When you hit a creature with a weapon attack or it fails a saving throw against one of your spells, you can channel the fury of the wild. The target takes an additional 3d8 damage of a type you choose: poison, acid, piercing (thorns), or bludgeoning (crushing vines).
If the target is a construct or a creature that has harmed nature (such as by burning forests, polluting water, or killing for sport), the damage increases to 5d8.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Call of the Wild** As an action, you can summon beasts to aid you. You cast _conjure animals_ (4th level version) without expending a spell slot. The beasts summoned are particularly loyal and gain the following benefits:
- They have advantage on all attack rolls
- They gain temporary hit points equal to your level when they appear
- They understand your commands telepathically and don't require verbal or somatic components to direct them
Once you use this ability, you cannot use it again until you finish a long rest. At 18th level, you can summon the 8th level version of _conjure animals_ instead.
**14th Level: Nature's Sanctuary** As an action, you can create a 30-foot radius zone of protected wilderness centered on yourself that lasts for 10 minutes. Within this sanctuary:
- All plant life grows rapidly and vibrantly
- Allies regain 2d8 hit points at the start of each of their turns
- Enemies have disadvantage on attack rolls and must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) at the start of each of their turns or be frightened of you
- The ground counts as difficult terrain for enemies
- You can see and hear through any plant within the sanctuary
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Avatar of the Wild (Replaces Standard Champion)** You are acknowledged as Eshuall's Champion, the ultimate guardian of natural balance:
- Your bonus to AC from Nature's Resilience increases to +4
- Healing spells cast on you now restore an additional 8 hit points per spell level
- You can use Entangling Roots at will without expending uses
- You gain the ability to cast _transport via plants_ at will without expending a spell slot
- Once per day, you can transform into a Huge elemental or beast (as _shapechange_) for up to 8 hours. While transformed, you retain all your Chosen abilities
- Your Nature's Sanctuary radius increases to 60 feet, and the healing increases to 4d8
**20th Level: Heart of Nature** You become one with the eternal cycle of life, a living embodiment of Eshuall's will:
- You gain immunity to poison damage and resistance to fire damage
- You can cast _true resurrection_ once per day without expending a spell slot or material components, but only on beasts, plants, or creatures who died defending nature
- You can transform into any beast, plant, or elemental at will (as _shapechange_) with no duration limit
- Once per day, you can create a permanent _druid grove_ effect (as the spell) in a 1-mile radius. Within this grove, no creature can die from old age, disease, or starvation. You can maintain up to three such groves at once
- If you die, your body becomes a massive tree. After 30 days, you emerge from the tree fully restored to life. The tree remains as a permanent source of life and healing—creatures that rest beneath it for 8 hours gain the benefits of a _greater restoration_ spell. Once this resurrection occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Eshuall's Chosen:_ _poison spray_ (cantrip), _entangle_ (1st), _spike growth_ (2nd), _plant growth_ (3rd), _blight_ (4th), _contagion_ (5th), _wall of thorns_ (6th), _whirlwind_ (7th), _earthquake_ (8th), _storm of vengeance_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Eshuall's Chosen (if a spellcaster):_ _goodberry_ (1st), _barkskin_ (2nd), _plant growth_ (3rd), _conjure woodland beings_ (4th), _commune with nature_ (5th), _transport via plants_ (6th), _regenerate_ (7th), _animal shapes_ (8th), _shapechange_ (9th)
---
## Chosen of Hagsurium
**God of Hate, Death, and Domination**
**WARNING:** Hagsurium is one of the evil Prime Entities who seeks to dominate all reality. His Chosen are agents of cruelty, death, and suffering. This path should only be taken by players in campaigns that explore dark themes, with full table consent and proper safety tools in place.
Hagsurium's Chosen are vessels of malevolent power, individuals who embrace darkness and seek dominion over others through fear and violence. As the eternal enemy of the Great God, Hagsurium despises goodness and demands his followers commit acts of wickedness in his name. His Chosen gain terrible power but pay a steep price—their souls are forever marked by corruption, and they become instruments of hate and death.
### Divine Mark
When you become Chosen of Hagsurium, a skull carved on a round coin appears branded upon your forehead, visible even through illusions. Your eyes become black voids with pinpricks of red light, and your skin takes on a pallor as if life itself is being slowly drained from you. Those who look upon you feel an instinctive revulsion and fear. Dark veins spread from the mark across your face, and when you channel Hagsurium's power, the stench of death follows you.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Unholy Resilience** Malevolent power fortifies your body. Choose two ability scores. Each increases by 3, to a maximum of 24 (this stacks with other increases, but the total cannot exceed 24). You gain a +2 bonus to all saving throws.
Additionally, you are immune to being charmed or put to sleep magically. Fear and despair fuel you—you have advantage on saving throws while frightened or under effects that would demoralize you.
**3rd Level: Aura of Despair** Your presence crushes the spirits of those around you. Creatures of your choice within 10 feet of you have disadvantage on saving throws against being frightened, and they have disadvantage on death saving throws.
This aura extends to 20 feet at 10th level and 30 feet at 18th level.
Additionally, when a creature within your aura fails a death saving throw, you regain hit points equal to your proficiency bonus.
**6th Level: Empowered Malevolence** Your destructive magic is enhanced by Hagsurium's hate. When you cast a spell that deals damage, you can add two extra damage dice to the spell.
For example, if you cast _fireball_ (normally 8d6), you can make it deal 10d6 damage instead.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**10th Level: Deathless Tyrant** You gain immunity to necrotic damage and poison damage. You cannot be poisoned, and you no longer age or die from old age.
Additionally, when you reduce a creature to 0 hit points, you can use your reaction to harvest its soul (if it has one). When you do, you gain temporary hit points equal to half the creature's maximum hit points (maximum 50 temporary hit points). These temporary hit points last for 8 hours.
**14th Level: Master of Undeath** You gain the ability to command undead as easily as breathing. Undead creatures with CR equal to or less than half your level automatically obey your commands without requiring any action or check from you.
Additionally, you can cast _animate dead_ at will without expending a spell slot. Undead created by your spells have maximum hit points for their type and gain a bonus to attack rolls equal to your proficiency bonus.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Touch of Decay** When you hit a creature with a melee attack or melee spell attack, you can channel Hagsurium's corrupting touch. The attack deals an additional 2d8 necrotic damage, and the creature's maximum hit points are reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**3rd Level: Curse of Suffering** As a bonus action, you can curse a creature you can see within 60 feet. The curse lasts for 1 minute. While cursed:
- The creature cannot regain hit points
- The creature has disadvantage on Constitution saving throws
- When the creature takes damage, it takes an additional 1d8 necrotic damage from the curse
You can have only one creature cursed at a time. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**6th Level: Wave of Despair** As an action, you can unleash a wave of soul-crushing despair in a 30-foot cone. Each creature in the area must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes 6d10 psychic damage and is frightened of you for 1 minute. On a successful save, it takes half damage and is not frightened.
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Spectral Harvest** As an action, you can attempt to rip the life force from creatures around you. Each creature of your choice within 30 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). A creature takes 8d10 necrotic damage on a failed save, or half as much on a successful one.
You gain temporary hit points equal to half the total necrotic damage dealt (maximum 80 temporary hit points).
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Dominion of Death** As an action, you can command death itself. Choose one of the following effects:
- **Raise Army**: You cast _create undead_ at 9th level without expending a spell slot. The undead created are permanent and don't count against the normal limit of undead you can control.
- **Death's Touch**: Target one creature you can see within 60 feet. The creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature drops to 0 hit points. On a successful save, it takes 10d10 necrotic damage. This ability has no effect on constructs or undead.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Herald of Hate (Replaces Standard Champion)** You are acknowledged as Hagsurium's Champion, an avatar of death and domination:
- Your ability score bonuses from Unholy Resilience increase to +4 each (total of +8 across two ability scores)
- Your saving throw bonus increases to +3
- You gain resistance to all damage types except radiant damage
- You can use Empowered Malevolence at will without expending uses (add 2 extra dice to every damaging spell)
- Undead of any CR obey your commands automatically
- Once per day, you can cast _power word kill_ without expending a spell slot
**20th Level: Embodiment of Malevolence** You become a living avatar of hatred and death, a being of pure malevolent power:
- You gain immunity to all damage types except radiant damage
- You can cast _weird_ once per day without expending a spell slot, and creatures have disadvantage on the saving throw
- When you die, your body explodes in a 60-foot radius burst of necrotic energy. Each creature in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 20d10 necrotic damage and be cursed. Cursed creatures have disadvantage on all saving throws for 24 hours
- After 7 days, you reform from the collected suffering and death within 1 mile of where you died. You return with full hit points. If no death has occurred within that radius, you remain dead. Once this resurrection occurs, it cannot happen again for one year
- You can maintain any number of undead creatures under your control simultaneously
- Living creatures within your Aura of Despair take 2d10 necrotic damage at the start of each of their turns
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Hagsurium's Chosen:_ _spare the dying_ (cantrip), _cure wounds_ (1st), _lesser restoration_ (2nd), _remove curse_ (3rd), _death ward_ (4th), _raise dead_ (5th), _heal_ (6th), _resurrection_ (7th), _holy aura_ (8th), _true resurrection_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Hagsurium's Chosen (if a spellcaster):_ _inflict wounds_ (1st), _hold person_ (2nd), _bestow curse_ (3rd), _blight_ (4th), _cloudkill_ (5th), _harm_ (6th), _finger of death_ (7th), _abi-dalzim's horrid wilting_ (8th), _power word kill_ (9th)
---
### The Price of Darkness
**Note for Players and DMs:** Becoming Chosen of Hagsurium marks a character's soul for eternity. Even if they later reject Hagsurium or seek redemption, the mark of his evil remains. Other good-aligned gods may view such a character with suspicion or outright hostility. This path should be walked with full awareness of its consequences and with clear communication at your table about comfort levels with evil content.
---
# Chosen of the Gods - Part 5
## Intelliencia, Ishimus, and Knowalia
---
## Chosen of Intelliencia
**Goddess of Intelligence, Logic, and Critical Thinking**
Intelliencia's Chosen are brilliant minds who exemplify the power of pure intellect, logic, and creative problem-solving. As the fourth sister created by the Great God—alongside Dijinus, Knowalia, and Wiszilliona—Intelliencia fears the spread of ignorance and the erosion of intellectual curiosity. Her Chosen are those who question, learn, and apply their knowledge with precision. They are inventors, strategists, philosophers, and scholars who understand that intelligence is not a destination but an eternal journey toward truth and understanding.
### Divine Mark
When you become Chosen of Intelliencia, a feather within a square appears branded upon your right temple, glowing softly with silver light when you engage in deep thought or solve complex problems. Your eyes gain a crystalline quality—clear and sharp, reflecting the purity of logic and reason. Those who meet your gaze feel as though you can see through deception and false reasoning to the truth beneath. When you channel her power, equations and geometric patterns shimmer in the air around you, visible manifestations of pure intellect made real.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Superior Intellect** Your mind is enhanced far beyond mortal limits. Your Intelligence increases to 18 if it was lower, and its maximum becomes 24 instead of 20 (this does not stack with other magical increases to ability scores, but does allow you to exceed the normal cap). You gain proficiency in three Intelligence-based skills of your choice. If you already have proficiency in any of these skills, you gain expertise (double proficiency bonus) instead.
You are immune to all charm and sleep spells, as your mind cannot be so easily influenced or subdued.
**3rd Level: Analytical Mind** You can process information with supernatural speed and clarity. You have advantage on all Intelligence checks and Intelligence saving throws.
Additionally, you can take the Search action as a bonus action, and when you do, you automatically detect any illusions, hidden doors, or concealed objects within 30 feet of you (no check required).
**6th Level: Perfect Recall** Your memory becomes flawless. You can recall anything you have seen or heard with perfect clarity, no matter how long ago it occurred. You cannot have your memories erased or altered by any means short of divine intervention.
Additionally, you can read and understand all written languages, though you may not be able to speak them. You can also decipher codes and ciphers in 1 minute per page of text.
**10th Level: Mental Fortress** Your mind is an impenetrable bastion of logic. You gain immunity to psychic damage and cannot be frightened. Effects that would read your thoughts, detect your emotions, or scry on you fail automatically unless you allow them.
Additionally, you can always tell when someone is lying to you or attempting to deceive you (though you may not know what the truth is).
**14th Level: Timeless Scholar** You stop aging and cannot die from old age. Your mind continues to accumulate knowledge eternally without degradation.
Additionally, you no longer need to sleep. You can complete a long rest in 4 hours of light activity (reading, studying, contemplating) instead of 8 hours of sleep.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Flash of Insight** When you or an ally you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to grant them advantage on the roll as you provide a flash of tactical or analytical insight.
You can use this ability a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Calculated Strike** When you make an attack roll or cast a spell that requires an attack roll, you can use your Intelligence modifier instead of Strength, Dexterity, or your spellcasting modifier for the attack and damage rolls. This represents your ability to calculate the perfect angle, force, and timing.
Additionally, once per turn when you hit a creature with an attack, you can deal an additional 2d8 psychic damage as you overwhelm their mind with the perfect strike. This damage increases to 3d8 at 10th level and 4d8 at 18th level.
**6th Level: Tactical Superiority** As a bonus action, you can analyze the battlefield with perfect clarity for 1 minute. While this effect is active:
- You have advantage on initiative rolls
- You cannot be surprised
- You know the exact location of all creatures within 60 feet of you, even if they are invisible or hidden
- You can predict enemy movements, granting you a +2 bonus to AC and Dexterity saving throws
Once you use this ability, you cannot use it again until you finish a short or long rest.
**10th Level: Mastermind's Gambit** As an action, you can force a creature you can see within 60 feet to make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, you gain complete knowledge of the creature's intentions, capabilities, and immediate plans. Additionally, for 1 minute:
- You have advantage on all attack rolls against the creature
- The creature has disadvantage on attack rolls against you
- You can predict the creature's actions, allowing you to use your reaction to impose disadvantage on one of the creature's attack rolls or ability checks each round
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Cognitive Disruption** As an action, you can target up to three creatures you can see within 120 feet. Each target must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature is incapacitated for 1 minute as its mind is overwhelmed by paradoxes and logical impossibilities.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on the initial save or ends the effect, it is immune to this ability for 24 hours.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Mind of Steel (Replaces Standard Champion)** You are acknowledged as Intelliencia's Champion, the pinnacle of mortal intelligence:
- Your Intelligence increases by 2 (this can exceed 24, up to a maximum of 26)
- You gain advantage on all saving throws
- Once per long rest, when you fail an attack roll, ability check, or saving throw, you can choose to succeed instead. You instantly calculate the perfect solution
- You can use Flash of Insight at will without expending uses
- Once per day, you can ask Intelliencia a single question about any topic. She provides the most accurate answer available to her knowledge within 1 minute
- You gain resistance to all damage types while concentrating on a spell or using an Intelligence-based ability
**20th Level: Avatar of Pure Intellect** You transcend mortal limitations and become a living embodiment of intelligence itself:
- Your Intelligence increases by 2 (this can exceed 26, up to a maximum of 28)
- You gain immunity to psychic damage and immunity to being charmed, frightened, or stunned
- You can cast _wish_ once per day without expending a spell slot, but only to gain knowledge, solve problems, or create solutions (not for offensive purposes)
- You gain truesight out to 120 feet and can see through any illusion or deception automatically
- Once per day, you can stop time (as the _time stop_ spell) for up to 5 rounds to think, plan, and solve problems
- If you die in pursuit of knowledge or truth, you return to life after 7 days, your consciousness reforming from pure thought. You appear in the nearest library or place of learning with full hit points. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Intelliencia's Chosen:_ _vicious mockery_ (cantrip), _charm person_ (1st), _suggestion_ (2nd), _hypnotic pattern_ (3rd), _confusion_ (4th), _modify memory_ (5th), _eyebite_ (6th), _project image_ (7th), _feeblemind_ (8th), _weird_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Intelliencia's Chosen (if a spellcaster):_ _detect magic_ (1st), _enhance ability_ (2nd), _clairvoyance_ (3rd), _arcane eye_ (4th), _legend lore_ (5th), _true seeing_ (6th), _simulacrum_ (7th), _mind blank_ (8th), _foresight_ (9th)
---
## Chosen of Ishimus
**Goddess of Neutral Magic and Balance**
Ishimus's Chosen are guardians of magical equilibrium, mages who understand that magic itself is neither good nor evil—only the intentions of its user. Created by Dijinus from celestial fire, Ishimus watches over all forms of magic with perfect impartiality. Her Chosen are those rare individuals who can wield both light and dark magic without corruption, maintaining the delicate balance that prevents either force from overwhelming reality. They are diplomats of the arcane, peacekeepers who ensure that no single magical force gains dominance.
### Divine Mark
When you become Chosen of Ishimus, three stars arranged in an arc appear branded upon your chest, positioned over your heart. The stars glow with different colors—one white (creation), one black (destruction), and one grey (balance)—that shift and pulse with the ebb and flow of magical forces around you. Your eyes take on a dual nature, with one iris appearing slightly lighter than the other, representing the duality you embody. When you channel magical power, the stars shine brightly through clothing and armor, and motes of balanced energy—neither wholly light nor dark—orbit around you.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Arcane Balance** Your connection to magic grants you supernatural versatility. You gain an additional spell slot of each spell level you can cast (1st through 5th level). If you cannot cast spells, you instead gain the ability to cast _detect magic_ and _dispel magic_ at will without expending spell slots.
Additionally, you have advantage on saving throws against magical effects, and you gain resistance to force damage.
**3rd Level: Neutral Ground** Magic flows through you in perfect equilibrium. You gain proficiency in Arcana if you don't already have it. If you already have proficiency, you gain expertise (double proficiency bonus).
Additionally, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 1.
**6th Level: Dual Affinity** You can wield both harmful and beneficial magic with equal facility. When you cast a spell that deals damage, you can choose to have it deal radiant or necrotic damage instead of its normal damage type (in addition to any other damage types it might deal).
Additionally, when you cast a spell that restores hit points, you can choose to also deal radiant damage equal to the healing done to a hostile creature within 30 feet of the spell's target.
**10th Level: Magical Equilibrium** Your mastery of balance grants you supernatural resilience. You gain resistance to radiant damage and necrotic damage.
Additionally, you can cast one spell of 5th level or lower without expending a spell slot. The spell takes full effect as normal. Once you use this ability, you cannot use it again until you finish a short or long rest.
**14th Level: Eternal Conduit** You become a living channel for pure magical force. You stop aging and cannot die from old age. You no longer need to eat or drink, sustained by ambient magical energy.
Additionally, you gain immunity to force damage, and you cannot have your magic suppressed or negated by effects like _antimagic field_ (though you still can't cast spells in such areas, your innate Chosen abilities continue to function).
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Balanced Counter** When a creature you can see within 60 feet casts a spell, you can use your reaction to attempt to counter it. Make an ability check using your spellcasting ability (or Intelligence if you don't have a spellcasting ability). The DC equals 10 + the spell's level. On a success, the spell fails and has no effect, and you absorb its energy, regaining a spell slot of a level equal to or lower than the countered spell (maximum 5th level).
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**3rd Level: Arcane Equilibrium** As a bonus action, you can create a 20-foot radius zone of perfect magical balance centered on yourself for 1 minute. Within this zone:
- All magical effects (beneficial and harmful) have their duration halved
- Creatures have disadvantage on concentration checks
- You have advantage on all spell attack rolls and saving throws against spells
The zone moves with you and requires your concentration (as if concentrating on a spell).
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**6th Level: Dual Casting** When you cast a spell of 1st level or higher, you can immediately cast a second spell as part of the same action. The second spell must be of a lower level than the first spell, and you must expend a spell slot for both spells.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**10th Level: Nullification Field** As an action, you can create a 30-foot radius sphere of anti-magic centered on yourself that lasts until the end of your next turn. Within this sphere:
- All hostile spell effects immediately end
- Hostile creatures cannot cast spells, activate magic items, or use magical abilities
- Ally spells, magical items, and abilities continue to function normally
- You are immune to all damage
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Rebalancing** When you cast a spell that deals damage or restores hit points, you can choose to double its effect. If you do, you must immediately cast a spell of the same level or higher that has the opposite effect (if you doubled damage, you must cast a healing spell; if you doubled healing, you must cast a damaging spell) before the end of your next turn. If you don't, you take force damage equal to twice your level.
You can use this ability once, regaining the ability to do so when you finish a long rest.
**18th Level: Master of Balance (Replaces Standard Champion)** You are acknowledged as Ishimus's Champion, the ultimate arbiter of magical equilibrium:
- You gain an additional spell slot of each level you can cast (1st through 9th)
- Your bonus to spell attack rolls increases to +4, and your spell save DC increases by an additional 1 (total +2)
- You can use Balanced Counter at will without expending uses, and it works on spells of any level
- Once per long rest, you can negate all hostile magical effects within 60 feet for 1 round, leaving ally magic untouched (as Nullification Field, but selective)
- You gain resistance to all damage from spells
- You can maintain concentration on two spells simultaneously
**20th Level: Embodiment of Arcane Balance** You become a living nexus of pure magical force, perfectly balanced between creation and destruction:
- You gain immunity to force damage, radiant damage, and necrotic damage
- You can cast _wish_ once per day without expending a spell slot
- You can maintain concentration on up to three spells simultaneously
- Once per day, you can restore all your expended spell slots as a bonus action
- When you die while maintaining magical balance (protecting neutrality or preventing magical catastrophe), you reform from ambient magical energy after 7 days. You appear at the nearest ley line or place of magical power with full hit points. Once this occurs, it cannot happen again for one year
- Magic itself recognizes you as its guardian. All spells you cast automatically overcome magic resistance, and creatures have disadvantage on saving throws against your spells
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Ishimus's Chosen:_ _prestidigitation_ (cantrip), _magic missile_ (1st), _darkness_ (2nd), _dispel magic_ (3rd), _banishment_ (4th), _wall of force_ (5th), _globe of invulnerability_ (6th), _forcecage_ (7th), _antimagic field_ (8th), _prismatic wall_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Ishimus's Chosen (if a spellcaster):_ _shield_ (1st), _mirror image_ (2nd), _counterspell_ (3rd), _resilient sphere_ (4th), _wall of force_ (5th), _globe of invulnerability_ (6th), _forcecage_ (7th), _antimagic field_ (8th), _wish_ (9th)
---
## Chosen of Knowalia
**Goddess of Knowledge, History, and Truth**
Knowalia's Chosen are archivists, historians, and seekers of truth who dedicate themselves to preserving and protecting knowledge. As the protector of Solare's history and keeper of its greatest library in Silver City, Knowalia fears the loss of knowledge and the distortion of history above all else. Her Chosen are living libraries, individuals who can recall vast amounts of information and recognize when truth is being corrupted or forgotten. They are defenders of facts against revisionism, guardians of lost lore, and seekers who would rather die than allow knowledge to perish.
### Divine Mark
When you become Chosen of Knowalia, three feathers—each adorned with an eye—appear branded in a vertical line along your spine, visible when your back is bare. The eyes blink and move independently, symbolizing Knowalia's all-seeing nature. Your own eyes gain a silver sheen, and sometimes text or symbols from books you've read appear to scroll across your irises when you concentrate. Those who look into your eyes feel as though you know their secrets and their history. When you channel her power, phantom pages of glowing text flutter around you, containing knowledge drawn from across time and space.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Eternal Scholar** Your mind becomes a repository of infinite knowledge. Your Intelligence and Wisdom both increase to 18 if they were lower (this does not stack with other magical increases to ability scores). You gain proficiency in three of the following skills: Arcana, History, Investigation, Religion, Nature, or Medicine. If you already have proficiency in any of these skills, you gain expertise (double proficiency bonus) instead.
Additionally, you gain resistance to fire and cold damage, as Knowalia protects her knowledge-bearers from the elements that might destroy written works.
**3rd Level: Living Library** You can perfectly recall any information you have ever learned or read, and you can access this knowledge instantly. When you make an Intelligence check to recall information, you automatically succeed if the information exists anywhere in recorded history that you've had access to.
Additionally, you can read all languages you have encountered at least once, and you can read at a rate of 10 pages per minute with perfect comprehension and retention.
**6th Level: Truth Sense** You can detect lies, forgeries, and historical inaccuracies with perfect clarity. You automatically know when information is false, when a document is forged, and when history is being misrepresented (though you may not know what the truth actually is).
Additionally, you cannot be deceived by illusions. You automatically see through any illusion you encounter, recognizing it for what it is.
**10th Level: Shared Knowledge** You can telepathically share information with willing creatures within 60 feet of you. As a bonus action, you can grant a creature instant knowledge of any fact you know, allowing them to recall it perfectly for 1 hour. After that hour, the knowledge fades unless they study it properly.
Additionally, you gain truesight out to a range of 30 feet, as truth and reality are inseparable to you.
**14th Level: Timeless Keeper** You stop aging and cannot die from old age. Your mission to preserve knowledge transcends mortal lifespans.
Additionally, any book, scroll, or document you touch becomes immune to decay, fire, water, and other forms of damage for 100 years. You can make this protection permanent by spending 8 hours in a ritual transcription of the work.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Scholar's Insight** As a bonus action, you can grant yourself or an ally within 30 feet expertise in a skill for 10 minutes. During this time, they double their proficiency bonus for that skill (this doesn't stack with expertise they already have—instead, they can add your proficiency bonus to the roll).
You can use this ability a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Historical Recall** As an action, you can recall information about a creature, object, or location you can see. You learn the following:
- The creature's or object's complete history (where it came from, significant events in its past, its purpose)
- Any abilities, powers, or special properties it possesses
- Its weaknesses and vulnerabilities
- Any legendary or historical significance
This ability works on anything with a history, including artifacts, ancient ruins, and legendary creatures.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**6th Level: Knowledge is Power** When you or an ally within 60 feet makes an attack roll, ability check, or saving throw, you can use your reaction to grant them a bonus to the roll equal to your Intelligence modifier (minimum +1), as you share crucial tactical or historical knowledge.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**10th Level: Forbidden Lore** As an action, you can tap into dangerous knowledge that most mortals should never access. For 1 minute, you gain the following benefits:
- You have advantage on all Intelligence, Wisdom, and Charisma ability checks and saving throws
- You can cast any spell of 5th level or lower (from any class spell list) without expending a spell slot, even if you don't normally know the spell
- You have resistance to all damage
When this effect ends, you gain one level of exhaustion as the weight of forbidden knowledge taxes your mind.
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Rewrite History** Once per day, you can call upon Knowalia's power to alter what has been recorded. When a creature you can see within 60 feet makes an attack roll, ability check, or saving throw, you can use your reaction to force them to reroll and take the worse result, or grant them the ability to reroll and take the better result (your choice).
Additionally, you can "edit" recent history. Once per long rest, you can rewind time by 6 seconds (1 round), allowing you and your allies to replay that round with full knowledge of what occurred. This is not true time travel—rather, it's rewriting what has been recorded in history's ledger.
**18th Level: Keeper of Truth (Replaces Standard Champion)** You are acknowledged as Knowalia's Champion, the ultimate guardian of knowledge:
- You gain two additional expertise selections (any skills you're proficient in)
- You can use Scholar's Insight at will without expending uses
- Once per day, you can ask Knowalia any question about historical events, and she provides the most complete and accurate answer available
- You gain immunity to psychic damage, as your mind contains such vast knowledge it cannot be overwhelmed
- When you use Historical Recall, you can learn information about events that will occur in the next 24 hours related to the target (potential futures based on current trajectories)
- You cannot be surprised, and you cannot be caught unaware of information that exists in any written form anywhere in the world
**20th Level: Archive of Eternity** You become a living record of all knowledge, a being who exists partially outside of time to observe and preserve truth:
- You gain immunity to psychic damage and force damage
- You can cast _legend lore_ at will without expending a spell slot, and the information comes to you instantly
- You can project your consciousness into any library or place of learning anywhere on your plane of existence, observing and reading as if you were physically present
- Once per day, you can create a permanent _demiplane_ that serves as a personal library. Time does not pass in this demiplane, and all knowledge stored there is perfectly preserved forever
- If you die while protecting knowledge or truth, you don't truly die. Instead, your consciousness merges with all the written works you've touched. After 30 days, you reform at Knowalia's library in Silver City (or the nearest major library if her library is destroyed) with full hit points. Once this occurs, it cannot happen again for one year
- You are treated as if always under the effect of _mind blank_, and your thoughts and knowledge cannot be stolen or read without your permission
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Knowalia's Chosen:_ _mage hand_ (cantrip), _identify_ (1st), _detect thoughts_ (2nd), _tongues_ (3rd), _divination_ (4th), _scrying_ (5th), _true seeing_ (6th), _project image_ (7th), _mind blank_ (8th), _foresight_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Knowalia's Chosen (if a spellcaster):_ _identify_ (1st), _detect thoughts_ (2nd), _tongues_ (3rd), _arcane eye_ (4th), _legend lore_ (5th), _true seeing_ (6th), _simulacrum_ (7th), _mind blank_ (8th), _foresight_ (9th)
---
# Chosen of the Gods - Part 6
## Lialandra, Lunious, and Luskell
---
## Chosen of Lialandra
**Goddess of Healing, Skill, and Martial Protection**
Lialandra's Chosen embody the perfect balance between healing and combat, understanding that true protection of life requires both the ability to mend and the skill to defend. Created by Perserphina to spread healing across the world, Lialandra developed unique martial arts to ensure her followers could protect themselves and others. Her Chosen are medics who fight on the frontlines, healers who have mastered combat, and warriors who cherish life above all else. They are the Radiant Protectors—equally skilled at saving lives and defending the innocent.
### Divine Mark
When you become Chosen of Lialandra, an eye with two feathers behind it appears branded upon your chest, over your heart. The eye blinks when you use healing magic, and the feathers shimmer when you enter combat. Your hands glow with soft golden light when you touch someone to heal them, and your eyes take on a warm, compassionate quality that puts the wounded at ease. When you channel her power in battle, radiant energy forms protective wings of light behind you, marking you as both healer and defender.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Radiant Protector** Your body is enhanced to fulfill both healing and defensive roles. Your Wisdom increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain a +2 bonus to all skill proficiency rolls, and you gain expertise in Medicine (double proficiency bonus).
Additionally, you gain proficiency with all martial weapons and medium armor if you don't already have them. Your healing magic is enhanced—whenever you cast a spell that restores hit points, you restore an additional 2 hit points per spell level.
**3rd Level: Healing Aura** Your presence brings comfort and regeneration to allies. At the start of each of your turns, you and all allies within 10 feet of you regain hit points equal to your Wisdom modifier (minimum 1).
This aura extends to 20 feet at 10th level and 30 feet at 18th level. The healing increases to your Wisdom modifier + your proficiency bonus at 14th level.
**6th Level: Martial Excellence** Your combat skills reach supernatural levels. Twice per short rest, you can gain advantage on all attack rolls until the end of your turn, representing the perfect execution of Lialandra's martial arts.
Additionally, when you hit a creature with a melee attack, you can choose to restore hit points to yourself or an ally within 30 feet equal to half the damage dealt (rounded up).
**10th Level: Untiring Defender** You gain immunity to necrotic damage and psychic damage, as your devotion to preserving life shields you from forces that corrupt or break the mind.
Additionally, you no longer age and cannot die from old age. Your body remains in peak condition, eternally ready to heal and protect.
**14th Level: Perfect Balance** You embody the ideal fusion of healer and warrior. When you use an action to heal (cast a healing spell or use a healing ability), you can make one weapon attack as a bonus action. Conversely, when you take the Attack action, you can use a bonus action to cast a healing spell of 2nd level or lower.
Additionally, you gain resistance to all damage while you are within 5 feet of an ally who is at half hit points or lower.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Healing Touch** As an action, you can touch a creature and restore hit points equal to 2d8 + your Wisdom modifier. At 10th level, this increases to 4d8 + your Wisdom modifier, and at 18th level, it increases to 6d8 + your Wisdom modifier.
Additionally, you can remove one disease or condition (blinded, deafened, paralyzed, or poisoned) from the target.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Defensive Strike** When you hit a creature with a melee weapon attack, you can channel Lialandra's protective power through your strike. The attack deals an additional 2d6 radiant damage, and you can immediately choose to either:
- Grant yourself temporary hit points equal to the radiant damage dealt
- Grant an ally within 30 feet temporary hit points equal to the radiant damage dealt
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**6th Level: Sanctuary Shield** As a reaction when you or an ally within 30 feet is hit by an attack, you can interpose Lialandra's protective light. The target gains a bonus to AC equal to your Wisdom modifier (minimum +1) against that attack, potentially causing it to miss.
If the attack still hits, the target gains resistance to all damage from that attack, and you can immediately use your Healing Touch ability on them without expending a use (if you have any remaining).
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Mass Restoration** As an action, you can channel Lialandra's healing energy in a 30-foot radius centered on yourself. Choose one effect:
- **Radiant Healing**: All allies in the area regain hit points equal to 6d8 + your Wisdom modifier
- **Cleansing Light**: All allies in the area have all conditions removed (charmed, frightened, paralyzed, poisoned, stunned, blinded, deafened)
- **Protective Blessing**: All allies in the area gain temporary hit points equal to your level + your Wisdom modifier and advantage on saving throws until the start of your next turn
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Divine Restoration** As an action, you can unleash Lialandra's ultimate healing power in a 30-foot radius. All allies within the area are:
- Fully healed to maximum hit points
- Cured of all conditions and diseases
- Granted immunity to the frightened and charmed conditions for 1 hour
- Given advantage on attack rolls for 1 minute
Enemies in the area must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be blinded by the radiant light for 1 minute.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Radiant Champion (Replaces Standard Champion)** You are acknowledged as Lialandra's Champion, the perfect unity of healer and warrior:
- Your healing spells and abilities restore an additional 1d8 hit points per spell level (stacks with your 1st level feature)
- You can use Healing Touch at will without expending uses
- Your Healing Aura now also grants allies within it a +2 bonus to AC
- When you reduce a hostile creature to 0 hit points, you can immediately cast a healing spell of 3rd level or lower as a bonus action without expending a spell slot
- Once per day, you can cast _resurrection_ without expending a spell slot or requiring material components
- You gain resistance to all damage types
**20th Level: Avatar of Life and Light** You become a living embodiment of healing and protection, Lialandra's ultimate servant:
- You gain immunity to necrotic damage, psychic damage, and radiant damage
- You can cast _true resurrection_ once per day without expending a spell slot or material components
- Your Healing Aura extends to 60 feet and heals for double your Wisdom modifier + your proficiency bonus
- When an ally within 60 feet of you would be reduced to 0 hit points, you can use your reaction to prevent it. They instead are reduced to 1 hit point and immediately regain hit points equal to your level. You can use this ability three times before requiring a long rest
- If you die while healing or defending others, you return to life after 7 days in a burst of radiant light. You appear at the location of your death or the nearest place consecrated to Lialandra with full hit points. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Lialandra's Chosen:_ _spare the dying_ (cantrip), _inflict wounds_ (1st), _ray of enfeeblement_ (2nd), _vampiric touch_ (3rd), _blight_ (4th), _contagion_ (5th), _harm_ (6th), _finger of death_ (7th), _abi-dalzim's horrid wilting_ (8th), _power word kill_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Lialandra's Chosen (if a spellcaster):_ _cure wounds_ (1st), _lesser restoration_ (2nd), _beacon of hope_ (3rd), _aura of life_ (4th), _greater restoration_ (5th), _heal_ (6th), _regenerate_ (7th), _holy aura_ (8th), _mass heal_ (9th)
---
## Chosen of Lunious
**Goddess of Night, Hidden Things, and Sorcerers**
Lunious's Chosen are beings who thrive in darkness and wield the chaotic power of raw magic. As one of the Prime Entities—born from ancient goddess and fiend—Lunious has a dual nature that her Chosen embody. They are spies, sorcerers, seductresses, investigators, and politicians who understand that truth is often hidden in shadows and that power comes from embracing unpredictability. Her Chosen are empowered by the moon, gaining strength during Lunious's full moon and becoming nearly unstoppable during lunar eclipses.
### Divine Mark
When you become Chosen of Lunious, a full moon with an eye in its center appears branded upon your back, positioned between your shoulder blades. The eye opens and closes with the phases of Lunious's moon, and during the full moon it glows with silver light visible through clothing. Your eyes gain a hypnotic quality—deep and compelling, drawing others in with an almost supernatural allure. When you channel her power, shadows coil around you like living things, and moonlight seems to follow you even indoors. Your hair may develop silver streaks, and you cast a faint shadow even in complete darkness.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Child of Night** You are blessed by the goddess of night and hidden things. Your Charisma increases to 18 if it was lower, and its maximum becomes 24 instead of 20 (this does not stack with other magical increases to ability scores, but does allow you to exceed the normal cap). You gain proficiency in Perception, Insight, Investigation, and Persuasion. If you already have proficiency in any of these skills, you gain expertise (double proficiency bonus).
You gain darkvision out to 120 feet. If you already have darkvision, its range increases by 60 feet.
**3rd Level: Master of the Veil** You cannot be detected by divination magic unless you choose to allow it. Spells like _detect thoughts_, _scrying_, and _locate creature_ fail automatically when used to find or spy on you.
Additionally, you have advantage on all saving throws against spells, and you gain expertise in Arcana if you are proficient (if not, you gain proficiency).
**6th Level: Lunar Empowerment** Your power waxes and wanes with Lunious's moon:
**During the Full Moon of Lunious (1 night per month):**
- If you are a sorcerer or other spellcaster, you gain 2 extra damage dice on all damaging spells
- You gain 2 extra spell slots for one spell level of your choice
- Your Charisma increases by 4 (up to a maximum of 24)
- Once per short rest, you can choose one spell to have maximum effect (all dice roll their maximum values)
- Once per short rest, you can cast two spells with one action
**During a Lunar Eclipse (rare event):**
- All benefits of the full moon, plus:
- Your Charisma becomes 24 if it was lower
- You gain 2 extra spell slots per spell level
- You can cast 2 spells as an action AND 2 spells as a bonus action
- You can amplify 2 spells to maximum effect per short rest (instead of once)
- Enemies have disadvantage on saving throws against your spells
- Your spells don't require material components (Lunious's moon becomes your arcane focus)
- If you're a Wild Magic Sorcerer, you can control Wild Magic Surge effects, casting them as regular spells (bonus action, 3 times)
**10th Level: Shadow Walker** You gain the ability to move through shadows with supernatural ease. You can cast _misty step_ at will without expending a spell slot, but you must teleport from a shadowy or dimly lit area to another shadowy or dimly lit area.
Additionally, while in dim light or darkness, you are invisible to creatures that rely on darkvision to see you.
**14th Level: Deathless Sorceress** You stop aging and cannot die from old age. The chaotic magic flowing through you sustains your life indefinitely.
Additionally, you gain resistance to psychic damage and necrotic damage, and you cannot be charmed or frightened. Your dual nature—part celestial, part fiendish—shields your mind from manipulation.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Veil of Shadows** As a bonus action, you can shroud yourself in supernatural darkness for 1 minute. While shrouded:
- You are invisible in dim light or darkness
- You have advantage on Stealth checks
- You can see through magical darkness
- Attackers have disadvantage on attack rolls against you
You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Enchanting Presence** As an action, you can channel Lunious's seductive power. Choose a number of creatures up to your Charisma modifier (minimum 1) within 30 feet who can see you. Each target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save:
- The creature is charmed by you for 1 hour
- The creature views you as a trusted friend and ally
- The creature will answer questions truthfully (though it won't act against its fundamental nature)
Once you use this ability, you cannot use it again until you finish a short or long rest.
**6th Level: Moonlight Blast** As an action, you can unleash raw chaotic magical energy in a 60-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). A creature takes 6d10 force damage on a failed save, or half as much on a successful one.
During the full moon, this damage increases to 8d10. During a lunar eclipse, it increases to 10d10.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**10th Level: Arcane Suppression** As an action, you can unleash a wave of anti-magic in a 60-foot radius centered on yourself that lasts until the end of your next turn. Within this area:
- All active spell effects on enemies immediately end
- Hostile creatures cannot cast spells, use magical abilities, or activate magic items
- Summoned creatures, constructs, and magical barriers created by enemies vanish
- Magical weapons held by enemies function as mundane weapons
- Allies remain completely unaffected—their spells, items, and abilities continue normally
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Nightmare's Grasp** As an action, you can target up to three creatures you can see within 120 feet. Each target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save:
- The creature is paralyzed for 1 minute as its worst nightmares materialize before its eyes
- The creature takes 4d10 psychic damage at the start of each of its turns
- The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Mistress of the Veil (Replaces Standard Champion)** You are acknowledged as Lunious's Champion, master of shadows and arcane chaos:
- Your Charisma increases by 2 (this can exceed 24, up to a maximum of 26)
- You have advantage on all saving throws against spells
- You can use Veil of Shadows at will without expending uses
- During the full moon, all your damaging spells and abilities automatically deal maximum damage (once per spell or ability, but you can choose when to apply it)
- Once per day, you can cast _power word stun_ without expending a spell slot
- You gain resistance to all damage types while in dim light or darkness
**20th Level: Avatar of Moonlight and Shadow** You transcend mortal limitations and become a being of pure chaotic magic:
- Your Charisma increases by 2 (this can exceed 26, up to a maximum of 28)
- You gain immunity to psychic damage and necrotic damage
- You can cast _wish_ once per day without expending a spell slot
- You are constantly under the effect of _mind blank_ and cannot be detected, scryed upon, or have your thoughts read without your permission
- During the full moon, you can cast any spell (from any class list) of 7th level or lower without expending a spell slot. You can do this a number of times equal to your Charisma modifier before the moon wanes
- If you die during the full moon or a lunar eclipse, you don't truly die. Instead, you reform from moonlight at the next full moon, appearing at a location of Lunious's choosing with full hit points. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Lunious's Chosen:_ _light_ (cantrip), _faerie fire_ (1st), _see invisibility_ (2nd), _daylight_ (3rd), _divination_ (4th), _scrying_ (5th), _true seeing_ (6th), _prismatic spray_ (7th), _sunburst_ (8th), _foresight_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Lunious's Chosen (if a spellcaster):_ _charm person_ (1st), _darkness_ (2nd), _major image_ (3rd), _greater invisibility_ (4th), _modify memory_ (5th), _eyebite_ (6th), _project image_ (7th), _dominate monster_ (8th), _weird_ (9th)
---
## Chosen of Luskell
**God of Wealth, Industry, and Progress**
Luskell's Chosen are entrepreneurs, industrialists, merchants, and builders who understand that prosperity comes through hard work, innovation, and commerce. Created by Dijinus during the Age of Perserphina to help rebuild civilization, Luskell watches over trade, mining, craftsmanship, and industrial progress. His Chosen are those who build empires of wealth, create jobs and prosperity for communities, and understand that commerce is the engine that drives civilization forward. They are blessed with supernatural business acumen and the ability to literally manifest wealth when used for the greater good.
### Divine Mark
When you become Chosen of Luskell, an anvil surrounded by coins appears branded upon your right palm in golden light. The mark glows when you handle gold or precious materials, and when you strike a particularly lucrative deal. Your eyes take on a metallic sheen—gold, silver, or copper—that reflects your connection to wealth and precious metals. Those who look into your eyes see opportunity and prosperity. When you channel his power, phantom coins of golden light orbit around your head like a crown, and the sound of ringing anvils and clinking coins follows your footsteps.
### Divine Mark (Continued)
Merchants instinctively trust you, and those in need of financial assistance feel drawn to seek your counsel.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Merchant's Fortune** You are blessed with supernatural business acumen. Your Charisma increases to 18 if it was lower (this does not stack with other magical increases to ability scores). You gain proficiency in Persuasion and Insight if you don't already have them. If you already have proficiency in either skill, you gain expertise (double proficiency bonus).
Additionally, you always find the best deals when buying or selling:
- You can buy items for 20% less than their listed price
- You can sell items for 20% more than their normal value
- You have advantage on Persuasion checks when negotiating trades, contracts, or financial agreements
**3rd Level: Eye for Value** You can instantly assess the true value of any object you can see. You automatically know:
- The exact market value of the item
- Whether it's genuine or counterfeit
- If it's magical (though not necessarily what the magic does)
- The quality of craftsmanship
Additionally, you can detect precious metals and gems within 30 feet, even if they're hidden or buried. You know their approximate quantity and purity.
**6th Level: Prosperity's Touch** Wealth seems to find you wherever you go. You gain a passive income of gold equal to your level × 10 per day from various investments, business ventures, and fortuitous discoveries (DM's discretion on how this manifests—found coins, profitable deals, gifts from grateful clients, etc.).
Additionally, you have advantage on ability checks related to business, trade, negotiation, and financial matters.
**10th Level: Industrial Blessing** You gain supernatural knowledge of industry and progress. You gain proficiency with all artisan's tools. Additionally, when you work on a project (crafting an item, building a structure, running a business), you work at twice the normal speed and the result is always of superior quality.
You also gain resistance to fire damage (from working near forges and industry) and poison damage (from handling various materials).
**14th Level: Eternal Industrialist** You stop aging and cannot die from old age. Your drive to build and create transcends mortal lifespans.
Additionally, any business or enterprise you establish cannot fail catastrophically while you're alive and involved in it (though it may have setbacks or slow periods). The enterprise always generates at least enough income to sustain itself.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Silver Tongue** As a bonus action, you can enhance your natural charisma with divine persuasion for 10 minutes. During this time:
- You have advantage on all Charisma checks
- Creatures have disadvantage on Insight checks made to detect your lies
- You can understand and speak all languages (though you can't read them)
You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Prospector's Gift** As an action, you can touch a piece of ore, mineral, or raw material and transform it into refined, valuable material. For example:
- Iron ore becomes steel ingots
- Raw gems become cut and polished gems worth 5× their original value
- Raw timber becomes fine furniture-grade wood
The total value of material you can transform per use is equal to your level × 100 gold pieces. The transformation is permanent.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**6th Level: Coin Blessing** As an action, you can bless a willing creature you touch with financial fortune for 24 hours. While blessed:
- The creature finds small amounts of money (1d100 gold pieces per day) through fortunate circumstances
- They have advantage on ability checks related to earning money or making profitable decisions
- They cannot be cheated in financial matters (they automatically detect dishonest deals)
You can maintain this blessing on a number of creatures equal to your Charisma modifier at once. Blessing a new creature beyond this limit ends the oldest blessing.
**10th Level: Manifest Wealth** As an action, you can call upon Luskell's divine wealth, summoning treasure worth up to 10,000 gold pieces (in gems, gold, trade goods, or coins) in an unoccupied space within 10 feet of you. This treasure is real and permanent, but it comes with a condition:
**The treasure must be used for productive purposes within 24 hours:**
- Paying workers or artisans
- Funding a business or construction project
- Donating to charity or community improvement
- Purchasing materials for creation or industry
- Investing in infrastructure
If the treasure is used selfishly (hoarding, personal luxury, etc.), it vanishes and you cannot use this ability again until you make an offering of equal value to Luskell (donated to industry or charity).
You can use this ability once per long rest. At 18th level, the amount increases to 50,000 gold pieces.
**14th Level: Industrial Miracle** As an action, you can perform one of the following miracles of industry and prosperity:
- **Instant Construction**: A building, wall, bridge, or similar structure appears fully formed. The structure can be up to 100 feet in any dimension and is made of common materials (wood, stone, brick). It's well-constructed and functional
- **Mass Production**: You instantly create up to 100 identical nonmagical items that you could normally craft (weapons, tools, trade goods). They are all of excellent quality
- **Economic Boom**: For the next 30 days, all businesses within a 1-mile radius have their profits doubled as prosperity flows through the area
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Captain of Industry (Replaces Standard Champion)** You are acknowledged as Luskell's Champion, the ultimate force of prosperity and progress:
- You can buy items for 40% less and sell for 40% more (instead of 20%)
- Your passive income increases to your level × 50 gold per day
- You can use Manifest Wealth twice per long rest
- Once per day, when making a Charisma check related to business or negotiation, you can choose to automatically succeed
- You gain immunity to being charmed or frightened (your will cannot be swayed from your business ventures)
- You can sense the presence of treasures (magical items, large sums of money, valuable artifacts) within 1 mile
**20th Level: Merchant Prince Ascendant** You become a living embodiment of wealth and industrial might:
- You gain immunity to fire damage and poison damage
- You can cast _fabricate_ at will without expending a spell slot
- You can summon 100,000 gold pieces worth of treasure per use of Manifest Wealth (once per long rest, usable twice per long rest)
- Once per day, you can create a permanent _magnificent mansion_ (as the spell, but permanent) that serves as a luxurious estate, business headquarters, or trading post
- Any business you personally invest in (minimum 1,000 gp investment) is guaranteed to succeed and generate returns of at least 10% per month
- If you die while engaged in honest commerce or industry, you return to life after 7 days, reforming in your most successful business establishment with full hit points. Your wealth and businesses continue in your absence. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Luskell's Chosen:_ _mending_ (cantrip), _disguise self_ (1st), _heat metal_ (2nd), _dispel magic_ (3rd), _fabricate_ (4th), _creation_ (5th), _disintegrate_ (6th), _simulacrum_ (7th), _antimagic field_ (8th), _true polymorph_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Luskell's Chosen (if a spellcaster):_ _identify_ (1st), _locate object_ (2nd), _tiny hut_ (3rd), _fabricate_ (4th), _creation_ (5th), _guards and wards_ (6th), _magnificent mansion_ (7th), _demiplane_ (8th), _true polymorph_ (9th)
---
# Chosen of the Gods - Part 7 (FINAL)
## Osious, Sorgoganis, and Wiszilliona
---
## Chosen of Osious
**God of Oceans, Animals, and Natural Balance**
Osious's Chosen are guardians of the natural world, particularly the oceans and the creatures that dwell within and upon the land. As a Prime Entity who predates even Perserphina, Osious embodies the raw power of nature's savagery and beauty. His Chosen are the Tidesworn—warriors who protect the delicate balance between life and death, who hunt undead abominations that corrupt nature's cycle, and who understand that nature can be both nurturing and deadly. They are druids, rangers, and warriors who command the power of seas and storms.
### Divine Mark
When you become Chosen of Osious, three waves above a downward-pointing spear appear branded upon your chest. The mark shifts and flows like water, and sometimes appears to ripple as if reflecting actual ocean waves. Your eyes take on the color of the sea—deep blue, green, or grey—and reflect light like water. Sea creatures recognize you as blessed and will not attack you unless provoked. When you channel his power, the smell of salt water follows you, and your voice carries the distant sound of crashing waves.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Master of the Tides** Your body adapts to thrive in any environment, particularly aquatic ones. Your Strength and Constitution both increase to 18 if they were lower (this does not stack with other magical increases to ability scores). You can breathe underwater indefinitely and gain a swimming speed equal to your walking speed.
You gain resistance to cold damage, and you are not slowed by difficult terrain (whether natural or magical). Additionally, you have advantage on saving throws against fire spells and effects.
**3rd Level: Beast Communion** You can speak with animals at will (as the _speak with animals_ spell, but permanent). Beasts are naturally friendly toward you and will not attack you unless magically compelled or you attack them first.
Additionally, you gain proficiency in Survival and Animal Handling. If you already have proficiency in these skills, you gain expertise (double proficiency bonus).
**6th Level: Nature's Wrath** Your attacks carry the savage power of nature. When you hit a creature with a weapon attack, you deal an additional 1d6 damage. You choose the damage type from: cold, lightning, bludgeoning, or piercing. This damage increases to 2d6 at 14th level.
Additionally, you have advantage on attack rolls against undead creatures, as you are a natural enemy to such abominations.
**10th Level: Oceanic Resilience** You gain immunity to cold damage and poison damage. You cannot be poisoned, and you cannot be diseased.
Additionally, you gain tremorsense out to 30 feet while standing in or on water, and you can sense the presence of undead creatures within 120 feet (though not their exact location unless you can see them).
**14th Level: Timeless Guardian** You stop aging and cannot die from old age. As a guardian of nature's balance, your life extends indefinitely.
Additionally, you gain the ability to summon and command water. You can cast _control water_ and _create or destroy water_ at will without expending spell slots.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Crushing Wave** As an action, you can summon a wave of divine water in a 15-foot cone. Each creature in the area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Wisdom modifier, your choice). On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and is not pushed.
At 10th level, the damage increases to 5d8 and the push distance to 15 feet. At 18th level, it increases to 7d8 and 20 feet.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
**3rd Level: Call of the Wild** As an action, you can summon beasts to fight alongside you. You cast _conjure animals_ (at the lowest level available to you) without expending a spell slot. The beasts you summon are particularly loyal and fierce:
- They have maximum hit points for their type
- They have advantage on attack rolls against undead creatures
- They gain temporary hit points equal to your level when they appear
Once you use this ability, you cannot use it again until you finish a long rest. At 10th level, you can cast it at 5th level, and at 18th level at 9th level.
**6th Level: Tidal Crash** As a bonus action, you can summon the power of the ocean to enhance your combat prowess for 1 minute. While this effect is active:
- Your movement speed increases by 30 feet
- You can move through enemy spaces without penalty (they are difficult terrain for you)
- You have advantage on Strength checks and Strength saving throws
- When you hit a creature with a melee attack, you can knock it prone (no save required)
Once you use this ability, you cannot use it again until you finish a short or long rest.
**10th Level: Purge the Unnatural** As an action, you can target an undead creature you can see within 60 feet. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save:
- The creature takes 10d10 radiant damage
- The creature is paralyzed until the end of your next turn
- For 1 minute, the creature has disadvantage on attack rolls and saving throws
On a successful save, the creature takes half damage and is not paralyzed or affected by the lingering effect.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**14th Level: Tsunami** As an action, you can summon a devastating wave of divine water in a 60-foot radius centered on yourself. Each creature in the area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save:
- The creature takes 12d10 bludgeoning damage and is knocked prone
- The creature is pushed 20 feet away from you
- The creature is restrained (by clinging water) until the end of your next turn
On a successful save, the creature takes half damage and is not knocked prone, pushed, or restrained.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Lord of Seas and Beasts (Replaces Standard Champion)** You are acknowledged as Osious's Champion, master of nature's fury:
- Your Strength and Constitution both increase by 2 (this can exceed 20, to a maximum of 22)
- You gain resistance to all damage types while in or touching water
- You can cast _conjure animals_ at will without expending a spell slot (up to 8th level)
- Rangers who follow Osious and serve as your allies gain +1 to attack and damage rolls with ranged weapons while in natural terrain
- Once per day, you can transform into a Huge beast or elemental (as _shapechange_) for up to 8 hours, retaining all your Chosen abilities
- Undead creatures have disadvantage on attack rolls against you and your allies within 30 feet of you
**20th Level: Avatar of the Primal Ocean** You become a living embodiment of Osious's power—nature's wrath given mortal form:
- You gain immunity to cold damage, lightning damage, and poison damage
- You can breathe in any environment (air, water, smoke, even vacuum)
- You can cast _storm of vengeance_ once per day without expending a spell slot
- Once per day, you can summon a divine storm that lasts for 10 minutes in a 1-mile radius. Within this storm:
- You control the weather completely (rain, wind, lightning, etc.)
- Allied beasts and natural creatures gain advantage on all rolls
- Undead creatures take 4d10 radiant damage at the start of each of their turns
- Enemies have disadvantage on saving throws against your abilities
- If you die while defending nature or fighting undead, you return to life after 7 days, your body reforming from ocean water at the nearest coastline or large body of water. You appear with full hit points. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Osious's Chosen:_ _ray of frost_ (cantrip), _create or destroy water_ (1st), _heat metal_ (2nd), _lightning bolt_ (3rd), _control water_ (4th), _cone of cold_ (5th), _chain lightning_ (6th), _whirlwind_ (7th), _tsunami_ (8th), _storm of vengeance_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Osious's Chosen (if a spellcaster):_ _thunderwave_ (1st), _misty step_ (2nd), _call lightning_ (3rd), _control water_ (4th), _conjure elemental_ (5th), _chain lightning_ (6th), _whirlwind_ (7th), _tsunami_ (8th), _storm of vengeance_ (9th)
---
## Chosen of Sorgoganis
**Evil God of War, Conquest, and Merciless Combat**
**WARNING:** Sorgoganis is one of the most evil deities in Solare, a being who thrives on bloodshed and the screams of the weak. His Chosen are instruments of pure warfare—warriors who fight without mercy, revel in battle, and believe that only the strong deserve to survive. This path should only be taken in campaigns with proper safety tools and full table consent, and is intended for villain characters or morally complex anti-heroes.
Sorgoganis's Chosen are warlords, conquerors, and warriors who embody the savage logic of warfare. They understand that strength is the only truth, that mercy is weakness, and that the greater the war, the more glory there is to be claimed. Unlike Angoria's just warriors or Gonosh's honorable fighters, Sorgoganis's Chosen fight for the pure joy of battle and the domination of the weak.
### Divine Mark
When you become Chosen of Sorgoganis, two crossed war axes within a blazing flame appear branded upon your forehead, visible even through helmets or illusions. The mark burns with red fire that never consumes but always radiates heat. Your eyes become bloodshot with red pupils that glow in the heat of battle, and those who meet your gaze feel primal fear. When you channel his power, flames dance across your weapons and armor, and the air around you shimmers with heat and the scent of blood and smoke.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Warlord's Might** Your body is forged into a perfect weapon of war. Your Strength and Constitution both increase by 2, to a maximum of 24 (this stacks with other increases, but cannot exceed 24). You gain proficiency in heavy armor if you don't already have it.
You have advantage on saving throws against being stunned or paralyzed, and you cannot be frightened while conscious.
**3rd Level: Aura of War** Your presence on the battlefield empowers those who fight alongside you. All creatures of your choice within 30 feet of you gain resistance to one damage type of your choice (you choose the type when you activate this aura as a bonus action, and it lasts until you change it).
This aura extends to 60 feet at 10th level and 90 feet at 18th level.
**6th Level: Predator's Instinct** Your movement speed cannot be reduced by any means, and difficult terrain doesn't cost you extra movement. You have advantage on Perception checks and Survival checks.
Additionally, when an enemy attempts to flee from you (moves away from you on their turn), you can use your reaction to move up to half your speed toward them and make one weapon attack.
**10th Level: Savage Resilience** You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, when you take damage, you can use your reaction to reduce that damage by an amount equal to your Constitution modifier + your proficiency bonus.
You can use this reaction a number of times equal to your Constitution modifier (minimum 1), regaining all expended uses when you finish a short or long rest.
**14th Level: Deathless Conqueror** You stop aging and cannot die from old age. Your will to conquer transcends mortal limitations.
Additionally, you gain immunity to being charmed or stunned. Your mind is focused entirely on warfare and cannot be swayed.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Merciless Strike** When you hit a creature with a weapon attack, you can channel Sorgoganis's wrath to make the strike devastating. The attack deals an additional 2d10 damage of your weapon's type, and the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
If the target is already prone or has half its hit points or fewer, the additional damage increases to 3d10.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**3rd Level: Hunter's Frenzy** As a bonus action, you can enter a state of pure battle rage for 1 minute. While in this frenzy:
- You gain an extra attack per turn (as if you had the Extra Attack feature; if you already have it, you gain one additional attack beyond that)
- Your weapon attacks deal an additional 1d8 damage
- When an enemy moves away from you, you can use your reaction to move up to half your speed and make an attack against them
Once you use this ability, you cannot use it again until you finish a long rest.
**6th Level: War Cry** As a bonus action, you can let out a terrifying battle cry. All enemies within 60 feet of you who can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save:
- The creature is frightened of you for 1 minute
- The creature has disadvantage on attack rolls against you
- The creature cannot willingly move closer to you
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a short or long rest.
**10th Level: Wrath of the Conqueror** As an action, you can unleash divine fury in a 30-foot radius centered on yourself. Each enemy in the area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save:
- The creature takes 8d10 bludgeoning damage and falls prone
- The ground erupts and cracks with divine red energy
- The creature has disadvantage on attack rolls until the end of your next turn
On a successful save, the creature takes half damage and is not knocked prone or affected by disadvantage.
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Rain of Fire** As an action, you can conjure a storm of liquid fire that rains down on your enemies in a 60-foot radius centered on a point you can see within 120 feet. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save:
- The creature takes 8d10 fire damage, 8d10 radiant damage, and 8d10 bludgeoning damage
- The creature is knocked prone
- The creature takes an additional 3d10 fire damage at the start of its next turn
On a successful save, the creature takes half damage and is not knocked prone or affected by the additional fire damage.
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Supreme Warlord (Replaces Standard Champion)** You are acknowledged as Sorgoganis's Champion, the ultimate embodiment of merciless warfare:
- Your Strength and Constitution both increase by 2 (this can exceed 24, to a maximum of 26)
- You can make eight weapon attacks when you take the Attack action (instead of the normal number)
- Your Aura of War grants allies resistance to ALL damage types
- When you reduce a creature to 0 hit points, you can immediately move up to your speed and make one additional attack (this doesn't count against your normal attacks)
- Once per day, you can fight beyond death: if you would be reduced to 0 hit points, you instead drop to 1 hit point and gain temporary hit points equal to 100. This effect lasts for 1 minute
- You gain resistance to all damage types
**20th Level: Avatar of Endless War** You transcend mortality and become a living god of warfare and conquest:
- Your Strength and Constitution both increase by 2 (this can exceed 26, to a maximum of 28)
- You gain immunity to fire damage, radiant damage, and bludgeoning damage
- Your weapon attacks automatically break magical barriers (_wall of force_, _forcecage_, _resilient sphere_, etc.) and deal maximum damage to objects and structures
- You can cast _meteor swarm_ once per day without expending a spell slot
- Once per day, you can enter a state of divine warfare for 10 minutes. During this time:
- You are immune to all damage
- You make all saving throws with advantage
- Your weapon attacks deal an additional 4d10 fire damage
- Enemies within 120 feet of you have disadvantage on attack rolls and saving throws
- If you die in battle, you explode in divine flames. All creatures within 60 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 20d10 fire damage and 20d10 radiant damage. After 7 days, you reform from the blood spilled on the battlefield where you died, returning with full hit points. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
---
### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Sorgoganis's Chosen:_ _vicious mockery_ (cantrip), _compelled duel_ (1st), _calm emotions_ (2nd), _fear_ (3rd), _compulsion_ (4th), _hold monster_ (5th), _eyebite_ (6th), _forcecage_ (7th), _feeblemind_ (8th), _imprisonment_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Sorgoganis's Chosen (if a spellcaster):_ _searing smite_ (1st), _scorching ray_ (2nd), _fireball_ (3rd), _wall of fire_ (4th), _flame strike_ (5th), _blade barrier_ (6th), _delayed blast fireball_ (7th), _sunburst_ (8th), _meteor swarm_ (9th)
---
### The Price of War
**Note for Players and DMs:** Becoming Chosen of Sorgoganis marks you as an agent of merciless warfare and conquest. Good-aligned deities and their followers will view you as an enemy, and many civilized societies will hunt you. This path requires mature handling and clear communication about campaign themes and player comfort.
---
## Chosen of Wiszilliona
**Goddess of Wisdom Earned Through Adversity**
Wiszilliona's Chosen are those who understand that true wisdom comes not from success, but from failure, hardship, and adversity. As the third goddess created by the Great God—alongside her siblings Knowalia, Dijinus, and Intelliencia—Wiszilliona represents wisdom that is hard-earned over time through repeated mistakes and suffering. Her Chosen are philosophers, sages, and leaders who have learned life's deepest lessons through personal struggle and who help others grow through their own trials.
### Divine Mark
When you become Chosen of Wiszilliona, a feather within a circle appears branded upon your right shoulder. The feather shifts colors based on your emotional state—silver for calm reflection, gold for enlightenment, grey for sorrow. Your eyes take on an iridescent quality that seems to hold the weight of countless struggles and triumphs. Those who look into your eyes feel as though you understand their pain and can guide them through it. When you channel her power, spectral feathers of wisdom float around you, each one inscribed with lessons learned through hardship.
---
### Latent Powers (Always Active)
These powers manifest immediately upon becoming Chosen and remain active unless you are unconscious or dead.
**1st Level: Hard-Earned Wisdom** Your trials have granted you supernatural insight. Your Wisdom increases to 18 if it was lower, and its maximum becomes 24 instead of 20 (this does not stack with other magical increases to ability scores, but does allow you to exceed the normal cap). You gain proficiency in Insight, Investigation, Religion, and Arcana. If you already have proficiency in any of these skills, you gain expertise (double proficiency bonus).
Additionally, you have advantage on all Wisdom saving throws.
**3rd Level: Learn from Failure** When you fail an ability check, attack roll, or saving throw, you gain insight from the failure. The next time you make the same type of roll (ability check, attack roll, or saving throw) before your next long rest, you have advantage on the roll.
Additionally, when you or an ally within 30 feet fails a death saving throw, that creature gains advantage on their next death saving throw.
**6th Level: Aura of Clarity** Your presence brings mental clarity to those around you. All allies within 30 feet of you have advantage on Wisdom saving throws and cannot be charmed or frightened.
This aura extends to 60 feet at 14th level.
**10th Level: Mind's Fortress** You gain immunity to psychic damage and cannot be charmed, frightened, or driven mad. Your mind has been tempered by adversity and cannot be broken.
Additionally, you can cast _detect thoughts_ at will without expending a spell slot, and creatures have disadvantage on saving throws to resist it.
**14th Level: Eternal Seeker** You stop aging and cannot die from old age. Your quest for wisdom transcends mortal lifespans.
Additionally, you gain truesight out to 60 feet. Illusions and deceptions cannot hide truth from one who has learned through suffering.
---
### Manifested Powers (Require Action, Bonus Action, or Reaction)
You can use only one manifested power or cast a spell in any given turn, but not both. Latent powers continue to function regardless.
**1st Level: Guiding Wisdom** As a bonus action, you can grant yourself or an ally within 60 feet divine insight for 10 minutes. The target gains one of the following benefits (your choice):
- Add 1d4 to all ability checks
- Advantage on the next saving throw
- Reroll one failed attack roll (must use the new result)
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**3rd Level: Lessons of Adversity** When you or an ally within 30 feet fails a saving throw, you can use your reaction to grant them wisdom from your own failures. The ally can reroll the saving throw and must use the new result.
Additionally, if the ally still fails, they gain resistance to the damage (if any) from the effect that triggered the save.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
**6th Level: Wisdom's Insight** As an action, you can peer into the nature of a creature or situation. Choose one:
- **Know Creature**: Learn a creature's strengths, weaknesses, resistances, immunities, and current emotional state
- **Know Truth**: Discern the truth about a situation, seeing through deceptions and understanding hidden motivations
- **Know Path**: See the likely consequences of a particular course of action (up to 1 hour in the future)
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses when you finish a long rest.
**10th Level: Divine Insight** As a bonus action, you can enter a state of perfect clarity for 1 minute. During this time:
- You automatically succeed on all Wisdom-based ability checks and saving throws
- You have advantage on all attack rolls and ability checks
- Creatures have disadvantage on attack rolls against you
- You can see invisible creatures and objects as if they were visible
Once you use this ability, you cannot use it again until you finish a long rest.
**14th Level: Enlightening Burst** As an action, you can release a burst of divine wisdom in a 60-foot radius centered on yourself. Each creature in the area must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save:
- The creature takes 8d10 radiant damage
- The creature suffers short-term madness (DM's choice of effect, lasts 1d10 minutes) as they are overwhelmed by cosmic truths
- The creature has disadvantage on attack rolls and ability checks for 1 minute
On a successful save, the creature takes half damage and suffers no other effects.
Allies in the area instead gain the benefits of _bless_ for 1 minute (no concentration required).
Once you use this ability, you cannot use it again until you finish a long rest.
**18th Level: Voice of Wisdom (Replaces Standard Champion)** You are acknowledged as Wiszilliona's Champion, the ultimate guide through adversity:
- Your Wisdom increases by 2 (this can exceed 24, to a maximum of 26)
- You are immune to the charmed and frightened conditions
- Once per day, you can ask Wiszilliona a single question about any topic. She provides the most complete and honest answer available, though it may be cryptic or require interpretation
- You can use Divine Insight twice per long rest instead of once
- Allies within 60 feet of you add your Wisdom modifier to their Wisdom saving throws (in addition to the advantage from your aura)
- You gain resistance to all damage types while concentrating on a spell or using a Wisdom-based ability
**20th Level: Embodiment of Earned Wisdom** You become a living repository of wisdom gained through countless trials:
- Your Wisdom increases by 2 (this can exceed 26, to a maximum of 28)
- You gain immunity to psychic damage and immunity to all mind-affecting effects
- You can cast _foresight_ once per day without expending a spell slot, and when you do, the duration is 24 hours instead of 8
- You can cast _wish_ once per day without expending a spell slot, but only to gain knowledge, undo recent mistakes (rewind time by up to 1 minute), or help others learn from failure
- Once per day, when you or an ally would die, you can prevent it through accumulated wisdom. The creature is instead reduced to 1 hit point and gains the benefit of _foresight_ for 1 hour as they learn from their near-death experience
- If you die while teaching wisdom or helping others learn from adversity, you don't truly die. Instead, your wisdom merges with the collective unconscious. After 30 days, you reform at a location where someone desperately needs guidance, appearing with full hit points. Once this occurs, it cannot happen again for one year
- You stop aging entirely and cannot be aged magically
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### Spell Immunity & Bonus Spells
Like all Chosen, you may select specific spell immunities. If you can cast spells, you may also gain bonus spells.
**Spell Immunity:** You can choose to become permanently immune to one specific spell of each spell level you can cast (or up to 9th level for non-casters). This immunity extends to both the wizard and cleric versions of a spell. Once chosen, this immunity cannot be changed.
_Suggested immunities for Wiszilliona's Chosen:_ _vicious mockery_ (cantrip), _charm person_ (1st), _crown of madness_ (2nd), _fear_ (3rd), _confusion_ (4th), _modify memory_ (5th), _eyebite_ (6th), _project image_ (7th), _feeblemind_ (8th), _weird_ (9th)
**Bonus Spells (If Applicable):** If you can cast spells, you can permanently know one spell of each level you can cast. You can cast this spell without components by silent act of will, and it returns to you 24 hours after being cast without needing to prepare it. This does not count against your normal spell slots or preparation.
_Suggested bonus spells for Wiszilliona's Chosen (if a spellcaster):_ _identify_ (1st), _augury_ (2nd), _beacon of hope_ (3rd), _divination_ (4th), _commune_ (5th), _true seeing_ (6th), _regenerate_ (7th), _mind blank_ (8th), _foresight_ (9th)
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## Conclusion
With this final entry, we have completed the Chosen progressions for all 21 deities of the Solare pantheon. From Perserphina's merciful light to Sorgoganis's merciless warfare, from Intelliencia's pure logic to Wiszilliona's hard-earned wisdom, each god offers a unique path of divine power for mortal champions.
These Chosen walk among the peoples of Solare as living proof that the gods have not abandoned their creation, that divine power still flows through worthy vessels, and that mortals can achieve greatness beyond their natural limits through the favor of the divine.
May your campaigns be enriched by these divine champions, and may the gods of Solare watch over your adventures.
**— Thus concludes the Chosen of the Gods**