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Divines

Sense Trouble

When a roleplay session is going on in which there is harm being brought upon an innocent character, the Divine can roll a 1d3 to ‘get a feeling’ that there is danger in a certain location. This can only be done if you are not currently roleplaying your Divine in the same location as the trouble/ at all. It’s an excellent way to crash a session. If you roll a 2 or a 3, you can join the session. Make sure to ask the people currently roleplay if they are fine with it.

Costs: 1 Charisma 

 

Cloud Haven

In an immediate need to escape danger, the Divine can shoot into the air abruptly with quick wing movements. Thanks to the magical oils of their feathers, they blend in with the skies. They can hide in the clouds until they deem the area safe enough to return to. This can be done only once a day. If it is ever done during combat, it will have a one week cooldown timer. 

Costs: 1 Strength 

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Adamantium Faith

Devotion and Faith to the holy makes these denizens of Azather an almost fearless shield against all that is unholy. Thus the Divine can reroll fear and intimidation checks from undead and demons.

Costs: 1 Agility

 

Winged Deliverance

The Divine can use this ability once a day to add +20 to Strength when charging at an enemy. This applies to grappling, knocking over, pining, and charge attacks. During the charge, their wings will be in sight of all whom are around. 

Costs: 1 Willpower

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