## God of Time ### Overview Arnelime is the God of Time, one of the Greater Gods of Solare. He is depicted as a bald monk with eyes gleaming with wisdom and knowledge of all epochs, wearing robes of a thousand nations—each patch representing a different era in history. Time has left no mark upon him; he looks neither old nor young, embodying the eternal nature of time itself. ### Divine Nature **Classification:** Greater God **Alignment:** Neutral Good **Divine Domains:** Knowledge, Light, Life, Grave ### Philosophy and Teachings Arnelime teaches through the principles of will, strength, and patience. His central philosophy revolves around the concept that "through trial and error can one learn as we sail on the ship of time upon the river of fate toward the ocean of destiny." **Core Teachings:** - We must keep moving forward within the fog of fear, lest we never conquer our weaknesses and are forever lost in the abyss of darkness - Every action has a reaction—thoughtful decision-making is paramount - Continuous learning and development through time is essential - Mistakes are stepping stones toward wisdom - Progress cannot be achieved without the forward movement of time ### Unique Divine Perspective Arnelime possesses an extraordinary characteristic among the gods: he can see through all points in time simultaneously, perceiving all causes and effects that come from actions taken. Despite this omniscient temporal awareness, he never intervenes directly in the flow of time. Instead, he guides others toward their destinies while respecting free will. **Unusual Trait:** Because Arnelime gives people the freedom to choose their own paths, he can sometimes appear momentarily surprised or unprepared—a paradox that makes him unique among deities who typically know all outcomes. ### Personality Patient as an ageless mountain, Arnelime is: - Wise and soft-spoken - Highly observant - Understanding and teaching-focused - Thoughtful and deliberate in all things - Committed to respecting individual choice and growth **Primary Fear:** Stagnation—moments when time stands still. Arnelime believes that progress cannot be achieved without the forward movement of time. ### Divine Symbol A snake coiled in the shape of an eight (infinity symbol) with the numbers 1 to 12 circling it, representing the cyclical yet progressive nature of time. ### Tenets of Faith 1. **Embrace change and growth,** for stagnation is the enemy of progress. Time moves ever forward, and so must we. 2. **Understand the ripple effect** of our actions; every choice we make shapes our destiny and the world around us. 3. **Cultivate patience and wisdom,** for hasty decisions often lead to regret. Choose each step carefully on the path toward enlightenment. 4. **Respect the flow of time** and acknowledge its power over all things. We are but travelers on its river, bound for the ocean of destiny. 5. **Learn from mistakes,** for they are the building blocks of knowledge and the key to unlocking true understanding. ### Divine Goals - Teach patience and discipline to help mortals gain strength of will - Guide followers to learn through trial and error - Combat stagnation in all its forms - Help mortals understand causality and consequence - Foster wisdom through experience and time ### Blessing of Arnelime When a follower chooses Arnelime as their deity, they receive permanent divine blessings: **Follower Abilities:** - +1 to Wisdom - +2 to Arcana, History, Religion, and Perception - Gain Inspiration once per day after taking time for worship (does not stack) - Ki save DC becomes 10 instead of 8 - Flurry of Blows no longer requires a bonus action - Stillness of Mind no longer requires an action **Special Abilities Granted:** - Message (cantrip) - Feather Fall - Heroism - See Invisibility - Freedom of Movement - Spiritual Weapon ### Champion of Arnelime At level 17, a chosen Champion of Arnelime gains: **Passive Ability - Temporal Awareness:** - +10 feet movement speed - Advantage on Dexterity saving throws **Champion Ability - Time Step** (1/long rest): - The Champion may take two turns in a row - Cannot take reactions until the next round - Does not refresh spell slots or cooldowns - Represents the Champion briefly stepping outside normal time flow ### Avatar Powers When Arnelime manifests as an Avatar in the mortal world, he possesses devastating temporal powers: **Divine Powers (Fraction of True Godly Power):** **Chrono Shield (2/day):** Creates a protective barrier around himself and allies, slowing down time within the shield. For 5 turns, all allies within 120 feet gain: - A 10-foot shield that slows any spell aimed at them by 2 turns with advantage on saves - Area of effect spells deal only half damage - +2 bonus to AC - Enemies entering within the 10-foot area are affected as if by the Slow spell **Temporal Insight (2/day):** Grants followers glimpses of the future, allowing them to anticipate enemy movements and make strategic decisions. For 1 minute, all allies within 120 feet: - Gain advantage on all attack rolls, saving throws, and skill checks - Enemies have disadvantage on attacks against them **Timeless Judgement (Recharge 4-6):** Arnelime channels the essence of time itself into a devastating blast where past, present, and future converge. Reality warps and bends under his will. All enemies within 120 feet: - Take 70 (20d6) force damage - Must make a DC 22 Constitution saving throw - On failure: Lose 3d6 Constitution points and age 40% of their current years - If Constitution is reduced to 0, they fall dead - It takes a full week of rest to regain full Constitution (no magic can speed this process) ### Combat Statistics **Armor Class:** 25 (Divine Armor) **Hit Points:** 550 (30d12 + 600) **Speed:** 40 ft., fly 60 ft. **Ability Scores:** - STR 21 (+5) - DEX 29 (+9) - CON 23 (+6) - INT 21 (+5) - WIS 30 (+10) - CHA 22 (+6) **Saving Throws:** STR +14, DEX +18, CON +15, WIS +19 **Damage Resistances:** All damage types **Damage Immunities:** Piercing damage **Condition Immunities:** Blinded, Charmed, Frightened, Grappled, Paralyzed, Poisoned, Restrained, Stunned **Senses:** Truesight, Passive Perception 24 **Languages:** All languages **Challenge Rating:** 30 (155,000 XP) **Legendary Resistance (5/day):** If Arnelime fails a saving throw, he can choose to succeed instead. ### Actions **Multiattack:** Makes 3 unarmed attacks. He can use one of his divine powers as one of the attacks. **Unarmed Attack:** Melee Attack: +21 to hit, reach 5 ft., one target. Hit: 25 (2d12+12) bludgeoning damage, plus 15 (3d10) radiant damage. **Rage Flurry of the Wind (4/day):** If Arnelime hits with one of his attacks, he can immediately make 2 more unarmed attacks. ### Legendary Actions Arnelime can take 5 Legendary Actions per round, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. **Move (Costs 1 Action):** Moves up to his movement speed without provoking opportunity attacks. **Attack (Costs 1 Action):** Makes one unarmed attack. **Divine Powers (Costs 2 Actions):** Uses one of his divine powers listed above. **Teleport (Costs 1 Action):** Teleports to any location he can see. ### Worship and Followers Followers of Arnelime are typically: - Monks seeking enlightenment through discipline - Historians preserving the lessons of the past - Scholars studying cause and effect - Those who value patience and wisdom over haste - Individuals seeking to understand their destiny **Common Worshippers:** - Monks and martial artists - Sages and philosophers - Historians and archivists - Diviners and seers - Anyone seeking to learn from past mistakes ### Relationship with Other Gods As a Greater God and one of the divine powers that shape Solare, Arnelime maintains complex relationships with other deities: - He respects the natural order established by [[The Great God]] - He observes the actions of other gods across all timelines - He rarely intervenes in divine conflicts, preferring to guide mortals - His temporal awareness makes him uniquely positioned to understand divine causality ### Role in Solare's History Arnelime has witnessed every moment of Solare's existence across all timelines: - He observed the First Destruction caused by [[Anam|Arkular]] ([[Anam]]) - He saw [[Perserphina]]'s restoration of the world - He watches the current Age of Rebirth unfold - He grants visions of possible futures to guide heroes ### Divine Manifestation When Arnelime's presence is felt in the mortal world: - Time may seem to slow or become more noticeable - Followers experience moments of clarity about past mistakes - The feeling of being part of something greater and eternal - A sense of patience and understanding washing over the area ### Adventure Hooks **Seeking Arnelime's Guidance:** - Heroes might seek temporal visions to prevent catastrophe - A monastery of Arnelime's followers could hold ancient knowledge - Timeless artifacts blessed by Arnelime could be scattered across Solare - Arnelime might grant visions to prevent the return of ancient evils **Temporal Anomalies:** - Areas where time flows differently might be testing grounds - Followers who abuse temporal power could draw his intervention - Ancient prophecies granted by Arnelime might begin manifesting ### Notable Quotes _"Through trial and error can one learn as we sail on the ship of time upon the river of fate toward the ocean of destiny."_ _"We must keep moving forward within the fog of fear, lest we never conquer our weaknesses."_ _"Every action has a reaction. Choose wisely, for time remembers all."_