Post by cyborggold on Feb 12, 2017 22:09:00 GMT
The weapons: These weapons are sensitive to the ancient gods. In addition to growing stronger by the chart below. They can also be blessed by the ancient gods themselves. By bringing them to long forgotten temples and bathing them in the enchanted pools there, the weapons gain the favor of the ancient gods and gain new abilities. These pools are typically found deep within the temples and are protected by creatures which have taken up residence within them. The gods each have a ritual that needs to be completed to gain their favor. The player attuned to the weapon must face the challenge alone overnight. Each weapon (or set if multiple weapons exist to be used together) can hold a number of favors based on the below chart. If these weapons use favor points they gain three favor points when favor is granted. If the weapon loses all of their favor points, the favor is lost as well.
Level:
1 - +0, can now hold one favor
2 - +0
3 - +0
4 - +0
5 - +1
6 - +1
7 - +1
8 - +1
9 - +2, can now hold two favors
10 - +2
11 - +2
12 - +2
13 - +2
14 - +2
15 - +2
16 - +2
17 - +3, can now hold three favors
18 - +3
19 - +3
20 - +3
Favor of the Nine: Symbol; Roman Numeral 9
The Nine are a group of legendary warriors blessed by the gods themselves. Favor points can be spent once per day to replace normal damage with 9d4 damage. This ability can only be used before rolling for attack. Wielders of weapons adorned with the favor of the Nine may also cast Aid of the Nine to summon the Nine themselves to aid them in battle. Three full rounds of combat must pass before the Nine arrive. If they are summoned for a task which they deem unworthy, they will refuse to offer aid and the weapon will lose Favor of the Nine. However, if the cause is noble and just they will become allies for the duration of the battle. The aid of the Nine can only be used once, successful or not.
Favor of Auril: Symbol; 6 point snowflake
Auril is the goddess of winter. Favor points can be spent to add an additional 1d6 cold damage per ½ character level, must be declared before the attack roll. If the weapon is enveloped by fire three times, it loses favor and cannot regain favor.
Favor of Azuth: Symbol; Left hand pointing upwards outlined in fire
Azuth is the god of wizards and magic. Favor points can be spent to increase spell DC by 2 for the duration of the battle or until the wielder is knocked unconscious. The wielder can also re-roll any 1 rolled while this effect is active.
Favor of Bane: Symbol; Upright right hand, thumb, and fingers together
Bane is the god of tyranny. Bane's favor allows the wielder to enter a state of rage regardless of class. When raged a player gains advantage on Strength checks and saves; Strength-based attacks add a modifier to attack damage equal to ½ their level; player gains resistance to bludgeoning, piercing, and slashing damage; Cannot cast spells while raging. Rage ends if knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. Players can rage twice per long rest as a bonus action. If a player loses rage due to not attacking or receiving damage twice in one battle, the weapon loses favor.
Favor of Beshaba: Symbol; Black Antlers
As goddess of misfortune, Beshaba's favor points can be spent to give one opponent disadvantage on all attack and saving rolls for the duration of the encounter or until they are knocked unconscious.
Favor of Bhaal: Symbol; Skull surrounded by blood droplets
Bhaal is the god of murder. Once per day the favored weapon can attempt a lethal strike at a cost of one favor point. Lethal strike ignores the weapon's standard attack. Player makes an attack roll with advantage. On a roll of 18 or greater the target makes a Wisdom saving throw. If they roll less than 10, the strike hits killing them instantly. If they roll 10 or higher, the strike deals damage equal to 1d10 per half character level. If Lethal strike makes a successful instant kill, it loses favor and cannot regain this favor again.
Favor of Chauntea: Symbol; A blooming rose over grain.
Chauntea is the goddess of agriculture. This favor allows the wielder to cast Hero's feast once without any casting time or cost association. Upon use of Hero's feast the weapon loses favor.
Favor of Cyric: Symbol; White jawless skull on black sunburst
Cyric is the god of lies. This favor grants the wielder advantage on any rolls for deception or investigation checks to see if someone is being deceitful. If you fail twice to deceive or perceive deception in one day, this favor is lost.
Favor of Deneir: Symbol; Lit candle above an open eye
Deneir is the god of writing. This favor grants +1 to intelligence and allows the weapon's wielder to read and write any language at the cost of one favor point.
Favor of Eldath: Symbol; Waterfall plunging into a still pool
As goddess of peace, Eldath's favor points can be spent peacefully end any encounter. If any aggressive actions are taken after this ability resolves, the battle resumes. If the wielder is the one that takes this aggressive action this favor cannot be regained.
Favor of Cond: Symbol; Toothed cog with four spokes
Cond is the god of craft, Cond's favor grants advantage to tinkering checks. If a player fails a tinkering check they can immediately expend one of three favor points to re-roll the check without advantage.
Favor of Helm: Symbol; Staring eye on upright left gauntlet
As god of protection Helm's favor points grant the wielder +2 to AC for 24 hours. If the wielder receives two critical hits in one day the weapon loses favor.
Favor of Ilmater: Symbol; Hands bound at the wrist with red cord
Ilmater is the god of endurance. This favor allows the owner of the weapon to ignore exhaustion completely. Whenever a player would suffer a point of exhaustion they instead use one of three points of favor.
Favor of Kelemvor: Symbol; Upright skeletal arm holding balanced scales
Kelemvor is the god of death. Kelemvor's favor points allow the wielder to turn any undead into an ally unless they make a DC 13 Wisdom saving throw. If this action fails three times the favor is lost.
Favor of Lathander: Symbol; Road traveling into a sunrise
Lathander is the god of birth and renewal. Lathander's favor allows the wielder to automatically succeed death saving throws. Whenever this ability is triggered, the player is revived with one HP and rises to their feet as if they were being lifted by an invisible force and one favor point is used.
Favor of Leira: Symbol; Upside down triangle containing a swirl of mist
Leira is the goddess of illusion. The weapon's wielder can spend one favor point to create an illusionary copy of themselves once per long rest. This copy is an exact copy of the wielder, only with the following modifiers. The illusion holds weapons that look similar to the wielder's. However, they are not magical or enchanted and thus only deal the damage of a basic weapon. The illusion also cannot cast magic and has abilities that are 2 less than the wielder. The illusion dissipates if it were to take damage.
Favor of Lliira: Symbol; Three six-pointed stars arranged into a triangle
As the goddess of joy, Lliira's favor can be used to make a character extremely happy for 24 hours. While under this effect the character knows you created this happiness and will be willing to offer any assistance you ask unless the target is knocked unconscious. If you ask the target to do something that would harm to it favor is lost and cannot be regained. If the target feels they have been taken advantage of or used the favor is lost and can not be regained.
Favor of Loviatar: Symbol; Nine-tailed barbed flail
Loviatar is the goddess of pain. Player can spend one favor point to add one damage dice to any successful attack dependent on level. This favor can be used after a successful attack roll. Damage dice are allocated as follows:
Level:
1 = 1d4
2 = 1d4
3 = 1d4
4 = 1d4
5 = 1d6
6 = 1d6
7 = 1d6
8 = 1d6
9 = 1d8
10 = 1d8
11 = 1d8
12 = 1d8
13 = 1d10
14 = 1d10
15 = 1d10
16 = 1d10
17 = 2d6
18 = 2d6
19 = 2d6
20 = 2d8
Favor of Malar: Symbol; Clawed paw
As god of the hunt Malar's favor allows the caster to cast Hunter's Mark once per long rest. If the player is not able to catch/kill the marked creature one favor point is lost. Hunter's Mark: Range = 90ft; cast as bonus action; Duration = 1 hour; You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
Favor of Mask: Symbol; Black mask
As god of thieves Mask's favor grants the wielder an advantage on stealth checks. Upon a failed stealth check the favor loses one favor point.
Favor of Mielikki: Symbol; Unicorn head profile
As goddess of forests, Mielikki's favor grants the wielder favored terrain in forests. While in a favored terrain characters have advantage on all attack rolls, saving rolls, and ability checks and are not slowed by difficult terrain. The wielder may also use a favor point to cast Commune With Nature. If the character causes a forest to become damaged in any way this favor is lost and cannot be regained.
Favor of Milil: Symbol; Five-stringed harp made of leaves
Milil is god of poetry and song. All performance checks made while wielding a favored weapon have advantage. Inspiration dice are one dice level higher (ie 1d4 becomes 1d6. 1D12 becomes 1d12 + 1d4). Favor points can be spent to automatically pass a failed performance check.
Favor of Oghma: Symbol; Blank Scroll
Oghma is the god of knowledge. Wielder gains +1 to Wisdom. Favor points can be spent to automatically succeed a failed Wisdom saving throw.
Favor of Savras: Symbol; Crystal ball containing many eyes
Savras is the god of divination and fate. Wielder can use one favor point to cast Scry on one creature or location.
Favor of Selune: Symbol; Pair of eyes surrounded by seven stars
Selune is the goddess of the moon. Wielder gains truesight at the cost of one favor point. Can be used as a bonus action during combat.
Favor of Shar: Symbol; Black disc with a gold border
Shar is the goddess of darkness and loss. Wielder can spend one favor point to cast darkness without any component use. Darkness: Range = 60ft; Duration = 10 minutes; takes 1 action to cast; Magical darkness spreads from a point you choose within range to fill a 15 foot radius sphere for the duration. A creature with darkvision cannot see through this darkness and nonmagical light can't illuminate it. If the point you choose is an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the object with an opaque object blocks the darkness. If this spell's area overlaps with an area of light created by a spell the spell that created the light is dispelled.
Favor of Silvanus: Symbol; Oak leaf
Silvanus is the god of wild nature. Favor points can be spent once per long rest to convince any wild creature to become your ally until it is knocked unconscious or 24 hours has passed.
Favor of Sune: Symbol; Face of a beautiful red-haired woman
Sune is the goddess of love and beauty. Favor points can be spent to remove up to 10 years from any target's age. Target cannot become younger than the age at which they become an adult. Favor points can also be spent to heal all creatures within 10ft of yourself by 4d8.
Favor of Talona: Symbol; Three teardrops in a triangular shape
Talona is the goddess of disease and poison. Favor points can be spent to afflict all creatures within 10ft of your targeted creature with poison. These creatures take 1d6 poison damage upon casting, and suffer an additional 1d6 + 1d6 for each turn that has passed since becoming poisoned points of damage at the beginning of each turn. (ie the second turn deals 2d6 poison damage, 3rd turn 3d6, etc.)
Favor of Talos: Symbol; Three lightning bolts radiating from a central point downwards
Talon is the god of storms. Favor points can be spent once per long rest to summon a storm above a point of your choosing with a range of 60 ft. The storm has a radius of 30ft and at the end of each of your turns makes three lightning strikes distributed evenly to creatures within the area of effect. Creatures in the area roll a Dexterity saving throw against a DC of 15. On a successful save no damage is dealt. On a failed save the creatures suffer lightning damage equal to 1d10*1/2 wielder's level. Lightning strikes creatures that have not been hit yet first, followed by those who have been hit the least, etc.
Favor of Torm: Symbol; White right gauntlet
Torm is the god of courage and self-sacrifice. Wielders of weapons with this favor have advantage against any saving throws made due to the wielder taking actions that put themselves in harm's way to protect an ally. Favor points can be spent to automatically save against a failed check against fear, confusion, or mind control effects.
Favor of Tymora: Symbol; Face-up coin
Tymora is the goddess of good fortune. Wilder can re-roll any die that lands on a 1. Favor points can be spent to re-roll any failed saving throw.
Favor of Tyr: Symbol; Balanced scales resting on a Warhammer
Tyr is the god of justice. Favor points can be spent to force a creature to reveal any actions they have taken in the past for which they have not attoned. The favor point can be regained if an appropriate action is taken to punish the creature for their discretions. If the punishment is too severe to serve as atonement for the discretions favor is lost and cannot be regained.
Favor of Umberlee: Symbol; Wave cresting to the left
Umberlee is the goddess of the sea. Wielder gains water breathing. Favor points can be spent to turn any water based creature into an ally for up to 24 hours or until the creature is knocked unconscious.
Favor of Waukeen: Symbol; Disorganized stack of gold coins.
Waukeen is the goddess of trade and wealth. Wielder gains favor of any merchants they deal with granting them a 10% discount on goods and merchants pay an extra 10% when you sell them goods. Favor points can be spent to gain knowledge of locations containing lost treasure caches.
Level:
1 - +0, can now hold one favor
2 - +0
3 - +0
4 - +0
5 - +1
6 - +1
7 - +1
8 - +1
9 - +2, can now hold two favors
10 - +2
11 - +2
12 - +2
13 - +2
14 - +2
15 - +2
16 - +2
17 - +3, can now hold three favors
18 - +3
19 - +3
20 - +3
Favor of the Nine: Symbol; Roman Numeral 9
The Nine are a group of legendary warriors blessed by the gods themselves. Favor points can be spent once per day to replace normal damage with 9d4 damage. This ability can only be used before rolling for attack. Wielders of weapons adorned with the favor of the Nine may also cast Aid of the Nine to summon the Nine themselves to aid them in battle. Three full rounds of combat must pass before the Nine arrive. If they are summoned for a task which they deem unworthy, they will refuse to offer aid and the weapon will lose Favor of the Nine. However, if the cause is noble and just they will become allies for the duration of the battle. The aid of the Nine can only be used once, successful or not.
Favor of Auril: Symbol; 6 point snowflake
Auril is the goddess of winter. Favor points can be spent to add an additional 1d6 cold damage per ½ character level, must be declared before the attack roll. If the weapon is enveloped by fire three times, it loses favor and cannot regain favor.
Favor of Azuth: Symbol; Left hand pointing upwards outlined in fire
Azuth is the god of wizards and magic. Favor points can be spent to increase spell DC by 2 for the duration of the battle or until the wielder is knocked unconscious. The wielder can also re-roll any 1 rolled while this effect is active.
Favor of Bane: Symbol; Upright right hand, thumb, and fingers together
Bane is the god of tyranny. Bane's favor allows the wielder to enter a state of rage regardless of class. When raged a player gains advantage on Strength checks and saves; Strength-based attacks add a modifier to attack damage equal to ½ their level; player gains resistance to bludgeoning, piercing, and slashing damage; Cannot cast spells while raging. Rage ends if knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. Players can rage twice per long rest as a bonus action. If a player loses rage due to not attacking or receiving damage twice in one battle, the weapon loses favor.
Favor of Beshaba: Symbol; Black Antlers
As goddess of misfortune, Beshaba's favor points can be spent to give one opponent disadvantage on all attack and saving rolls for the duration of the encounter or until they are knocked unconscious.
Favor of Bhaal: Symbol; Skull surrounded by blood droplets
Bhaal is the god of murder. Once per day the favored weapon can attempt a lethal strike at a cost of one favor point. Lethal strike ignores the weapon's standard attack. Player makes an attack roll with advantage. On a roll of 18 or greater the target makes a Wisdom saving throw. If they roll less than 10, the strike hits killing them instantly. If they roll 10 or higher, the strike deals damage equal to 1d10 per half character level. If Lethal strike makes a successful instant kill, it loses favor and cannot regain this favor again.
Favor of Chauntea: Symbol; A blooming rose over grain.
Chauntea is the goddess of agriculture. This favor allows the wielder to cast Hero's feast once without any casting time or cost association. Upon use of Hero's feast the weapon loses favor.
Favor of Cyric: Symbol; White jawless skull on black sunburst
Cyric is the god of lies. This favor grants the wielder advantage on any rolls for deception or investigation checks to see if someone is being deceitful. If you fail twice to deceive or perceive deception in one day, this favor is lost.
Favor of Deneir: Symbol; Lit candle above an open eye
Deneir is the god of writing. This favor grants +1 to intelligence and allows the weapon's wielder to read and write any language at the cost of one favor point.
Favor of Eldath: Symbol; Waterfall plunging into a still pool
As goddess of peace, Eldath's favor points can be spent peacefully end any encounter. If any aggressive actions are taken after this ability resolves, the battle resumes. If the wielder is the one that takes this aggressive action this favor cannot be regained.
Favor of Cond: Symbol; Toothed cog with four spokes
Cond is the god of craft, Cond's favor grants advantage to tinkering checks. If a player fails a tinkering check they can immediately expend one of three favor points to re-roll the check without advantage.
Favor of Helm: Symbol; Staring eye on upright left gauntlet
As god of protection Helm's favor points grant the wielder +2 to AC for 24 hours. If the wielder receives two critical hits in one day the weapon loses favor.
Favor of Ilmater: Symbol; Hands bound at the wrist with red cord
Ilmater is the god of endurance. This favor allows the owner of the weapon to ignore exhaustion completely. Whenever a player would suffer a point of exhaustion they instead use one of three points of favor.
Favor of Kelemvor: Symbol; Upright skeletal arm holding balanced scales
Kelemvor is the god of death. Kelemvor's favor points allow the wielder to turn any undead into an ally unless they make a DC 13 Wisdom saving throw. If this action fails three times the favor is lost.
Favor of Lathander: Symbol; Road traveling into a sunrise
Lathander is the god of birth and renewal. Lathander's favor allows the wielder to automatically succeed death saving throws. Whenever this ability is triggered, the player is revived with one HP and rises to their feet as if they were being lifted by an invisible force and one favor point is used.
Favor of Leira: Symbol; Upside down triangle containing a swirl of mist
Leira is the goddess of illusion. The weapon's wielder can spend one favor point to create an illusionary copy of themselves once per long rest. This copy is an exact copy of the wielder, only with the following modifiers. The illusion holds weapons that look similar to the wielder's. However, they are not magical or enchanted and thus only deal the damage of a basic weapon. The illusion also cannot cast magic and has abilities that are 2 less than the wielder. The illusion dissipates if it were to take damage.
Favor of Lliira: Symbol; Three six-pointed stars arranged into a triangle
As the goddess of joy, Lliira's favor can be used to make a character extremely happy for 24 hours. While under this effect the character knows you created this happiness and will be willing to offer any assistance you ask unless the target is knocked unconscious. If you ask the target to do something that would harm to it favor is lost and cannot be regained. If the target feels they have been taken advantage of or used the favor is lost and can not be regained.
Favor of Loviatar: Symbol; Nine-tailed barbed flail
Loviatar is the goddess of pain. Player can spend one favor point to add one damage dice to any successful attack dependent on level. This favor can be used after a successful attack roll. Damage dice are allocated as follows:
Level:
1 = 1d4
2 = 1d4
3 = 1d4
4 = 1d4
5 = 1d6
6 = 1d6
7 = 1d6
8 = 1d6
9 = 1d8
10 = 1d8
11 = 1d8
12 = 1d8
13 = 1d10
14 = 1d10
15 = 1d10
16 = 1d10
17 = 2d6
18 = 2d6
19 = 2d6
20 = 2d8
Favor of Malar: Symbol; Clawed paw
As god of the hunt Malar's favor allows the caster to cast Hunter's Mark once per long rest. If the player is not able to catch/kill the marked creature one favor point is lost. Hunter's Mark: Range = 90ft; cast as bonus action; Duration = 1 hour; You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
Favor of Mask: Symbol; Black mask
As god of thieves Mask's favor grants the wielder an advantage on stealth checks. Upon a failed stealth check the favor loses one favor point.
Favor of Mielikki: Symbol; Unicorn head profile
As goddess of forests, Mielikki's favor grants the wielder favored terrain in forests. While in a favored terrain characters have advantage on all attack rolls, saving rolls, and ability checks and are not slowed by difficult terrain. The wielder may also use a favor point to cast Commune With Nature. If the character causes a forest to become damaged in any way this favor is lost and cannot be regained.
Favor of Milil: Symbol; Five-stringed harp made of leaves
Milil is god of poetry and song. All performance checks made while wielding a favored weapon have advantage. Inspiration dice are one dice level higher (ie 1d4 becomes 1d6. 1D12 becomes 1d12 + 1d4). Favor points can be spent to automatically pass a failed performance check.
Favor of Oghma: Symbol; Blank Scroll
Oghma is the god of knowledge. Wielder gains +1 to Wisdom. Favor points can be spent to automatically succeed a failed Wisdom saving throw.
Favor of Savras: Symbol; Crystal ball containing many eyes
Savras is the god of divination and fate. Wielder can use one favor point to cast Scry on one creature or location.
Favor of Selune: Symbol; Pair of eyes surrounded by seven stars
Selune is the goddess of the moon. Wielder gains truesight at the cost of one favor point. Can be used as a bonus action during combat.
Favor of Shar: Symbol; Black disc with a gold border
Shar is the goddess of darkness and loss. Wielder can spend one favor point to cast darkness without any component use. Darkness: Range = 60ft; Duration = 10 minutes; takes 1 action to cast; Magical darkness spreads from a point you choose within range to fill a 15 foot radius sphere for the duration. A creature with darkvision cannot see through this darkness and nonmagical light can't illuminate it. If the point you choose is an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the object with an opaque object blocks the darkness. If this spell's area overlaps with an area of light created by a spell the spell that created the light is dispelled.
Favor of Silvanus: Symbol; Oak leaf
Silvanus is the god of wild nature. Favor points can be spent once per long rest to convince any wild creature to become your ally until it is knocked unconscious or 24 hours has passed.
Favor of Sune: Symbol; Face of a beautiful red-haired woman
Sune is the goddess of love and beauty. Favor points can be spent to remove up to 10 years from any target's age. Target cannot become younger than the age at which they become an adult. Favor points can also be spent to heal all creatures within 10ft of yourself by 4d8.
Favor of Talona: Symbol; Three teardrops in a triangular shape
Talona is the goddess of disease and poison. Favor points can be spent to afflict all creatures within 10ft of your targeted creature with poison. These creatures take 1d6 poison damage upon casting, and suffer an additional 1d6 + 1d6 for each turn that has passed since becoming poisoned points of damage at the beginning of each turn. (ie the second turn deals 2d6 poison damage, 3rd turn 3d6, etc.)
Favor of Talos: Symbol; Three lightning bolts radiating from a central point downwards
Talon is the god of storms. Favor points can be spent once per long rest to summon a storm above a point of your choosing with a range of 60 ft. The storm has a radius of 30ft and at the end of each of your turns makes three lightning strikes distributed evenly to creatures within the area of effect. Creatures in the area roll a Dexterity saving throw against a DC of 15. On a successful save no damage is dealt. On a failed save the creatures suffer lightning damage equal to 1d10*1/2 wielder's level. Lightning strikes creatures that have not been hit yet first, followed by those who have been hit the least, etc.
Favor of Torm: Symbol; White right gauntlet
Torm is the god of courage and self-sacrifice. Wielders of weapons with this favor have advantage against any saving throws made due to the wielder taking actions that put themselves in harm's way to protect an ally. Favor points can be spent to automatically save against a failed check against fear, confusion, or mind control effects.
Favor of Tymora: Symbol; Face-up coin
Tymora is the goddess of good fortune. Wilder can re-roll any die that lands on a 1. Favor points can be spent to re-roll any failed saving throw.
Favor of Tyr: Symbol; Balanced scales resting on a Warhammer
Tyr is the god of justice. Favor points can be spent to force a creature to reveal any actions they have taken in the past for which they have not attoned. The favor point can be regained if an appropriate action is taken to punish the creature for their discretions. If the punishment is too severe to serve as atonement for the discretions favor is lost and cannot be regained.
Favor of Umberlee: Symbol; Wave cresting to the left
Umberlee is the goddess of the sea. Wielder gains water breathing. Favor points can be spent to turn any water based creature into an ally for up to 24 hours or until the creature is knocked unconscious.
Favor of Waukeen: Symbol; Disorganized stack of gold coins.
Waukeen is the goddess of trade and wealth. Wielder gains favor of any merchants they deal with granting them a 10% discount on goods and merchants pay an extra 10% when you sell them goods. Favor points can be spent to gain knowledge of locations containing lost treasure caches.