Quiddity
Spellcast Trait: PresencePlay the Quiddity if you want to embrace and wield your inner soul to the fullest degree to be versatile for yourself and your team.
Outer Embodiment: You are able to emit your aura in its truest form from your soul into the physical realm. Describe what it looks like visually and what characteristic it has in either an element form (like air, earth, fire, lightning, water, ice, metal, light or darkness) or substance (like lava, mercury, bubbles as examples).
You unarmed strikes can now have the Versatile trait of being able to use within Close Range with d6 + double your level magical damage using your Proficiency and you can use your aura based on its element for harmless effects. Additionally, you can mark a Stress and describe how you use your aura, in pure or crystalized form, or embody the characteristic of your aura to help in an action roll you are about to make, then gain a bonus equal to your proficiency to the roll.
Stay True: When you fail with Hope, you can spend a Hope to clear a Stress.
Inner Manifestation:: You are able to embody your aura characteristic and inner self to a greater degree that it can temporarily affect, transform and warp your physical form. By spending a Hope, you get only one of the following till your next spotlight:
- You gain advantage on Agility rolls when traveling to Far or Very Far range. On a success that results in you being in Melee range of an adversary, deal your unarmed strike damage.
- Gain +2 Evasion for the first attack made against you.
- Increase your damage thresholds by +2 for the first successful attack made against you.
- Hit two additional adversaries within Close range of the original target.
Aura Avatar: Once per long rest, you can transform into a physical manifestation of your aura fully, either as energy or crystalized form. When you do, describe your transformation and become an Avatar. You gain an Avatar Die. Your Avatar Die is a d20. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target or you mark 1 or more Hit Points, increase the Avatar Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Avatar.
While Avatar, you gain the following benefits:
- You reduce the severity of physical and magical damage by one threshold (Severe to Major, Major to Minor) except Minor damage.
- +1 bonus to your Proficiency.
- By increasing your Avatar Die by 2, gain a +1 bonus to a character trait of your choice. Can only be used once.
- When you succeed with an attack roll or spellcast roll that deals damage, by increasing your Avatar Die by 2, you can place a domain card from your loadout into your vault and gain d8 bonus magical damage equal to the domain card level.
- By increasing the Avatar Die by 2, clear one of your conditions.
- You can increase your Avatar Die by 3 to use one of your Experiences instead of spending a Hope.