The Avatar Beloved by the Gods and feared by their enemies, the true power of the world and reality becomes unfolded by those of great power Beloved by the Gods You are a mortal but a lucky one, for the Gods have taken a liking to you, be it luck or perhaps you have proven yourself worthy of their trust and their power Curse of power You are the closest being to a deity that a mortal could ever hope to achieve, but this power is not yours, the God that has chosen you only uses you as its link to the mortal realms, this takes its toll on your body, many Avatars only live long enough to fufill their goal and promptly die afterwords.













Divine agent The Gods are all powerful, but sometimes mortals can be more clever than them. Sometimes Gods find themselves unable to interact with the mortal realm, maybe they got locked out of the plane, maybe their domain is in peril, their church got forgoten, etc. For this reason they have decided to rely on a mortal to act out their will as their avatar, granting them a divine power beyond what any human could ever hope to achieve, this power however slowly increases as you grow more used to it. Creating an Avatar Avatar are powerful beings that exudes divine energy, they are beings full of might and grace. In contact with divine beings they have access to knowledge and might beyond that of their peers, depending on the realm that gives them their power they could heal all wounds, destroy any army or defend against all attacks. Quick Build You can make an Avatar quickly by following this suggestions. Pick Constitution as your highest score, followed by Charisma. Secondly pick the Acolyte background The Avatar Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Manifestation Points Limit 1st +2 Chosen Avatar, Manifestation Points 2 2 1 1st 5 2nd +2 Divine Link, Mental Guide 2 4 2 2nd 10 3rd +2 Worship Bond 2 4 2 2nd 15 4th +2 Ability Score Improvement, Chosen Feature 3 5 2 2nd 20 5th +3 Divine Visage 3 6 2 3rd 25 6th +3 Soul Flow 3 7 2 3rd 30 7th +3 Shared Mind 3 8 2 4th 35 8th +3 Ability Score Improvement 3 9 2 4th 40 9th +4 Karmatic Punishment, Chosen Feature 3 10 2 5th 45 10th +4 Divine Semblance, Better Manifestation 4 10 2 5th 50 11th +4 ─ 4 11 3 5th 55 12th +4 Ability Score Improvement 4 11 3 5th 60 13th +5 ─ 4 12 3 5th 65 14th +5 Chosen Feature 4 12 3 5th 70 15th +5 Divine Manifestation 4 13 3 5th 75 16th +5 Ability Score Improvement 4 13 3 5th 80 17th +6 Overdrive 4 14 4 5th 85 18th +6 ─ 4 14 4 5th 90 19th +6 Ability Score Improvement 4 15 4 5th 95 20th +6 Divine Incarnation 4 15 4 5th 100

Class Features Hit Points Hit Dice: 1d6 per Avatar level

1d6 per Avatar level Hit Points at 1st Level: 1d6 + your Constitution modifier

1d6 + your Constitution modifier Hit Points at Higher Levels: 4 (1d6) + your Constitution modifier per Avatar level after 1st. Proficiencies Armor: None.

None. Weapons: Any simple weapon

Any simple weapon Tools: Pick one from the tool lis. Saving Throws: Con, Cha

Con, Cha Skills: Pick 4 of the following: Religion, History, Arcana, Nature, Medicine, Persuasion, Deception. Equipment You start with the following equipment, in addition to the equipment granted by your background:

Pick 4 of the following: Religion, History, Arcana, Nature, Medicine, Persuasion, Deception. You start with the following equipment, in addition to the equipment granted by your background: (a) Any simple weapon or (b) A Crossbow with 40 bolts.

(a) Set of plain clothes or (b) A Chain mail.

(a) a Priest pack or (b) an explorer's pack.

One simbol corresponding to the Deity you are an Avatar of. Chosen Avatar At first level you get to pick the Realm that has chosen you as their Avatar. You can pick between Death, Life, Strength, Time and War. Manifestation Points At first level you get Manifestation points, they scale acording to the Avatar leveling table, each Chosen Avatar their own way of recovering Manifestation points detailed below. Whenever you land a critical hit, you restore Manifestation points equal to half the total damage dealt. At the end of each long rest you get Manifestation equal to four times your level. Spellcasting At first level, the class can now cast spells. Cantrips At first level, you know two cantrips of your choice from the Warlock list. You learn additional My Pact-Caster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the My Pact-Caster table. Spell Slots The Avatar table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short long rest. Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the Warlock spell list. The Spell Known column of the Avatar table shows when you learn more Warlock spells of your choice from this feature. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the Warlock spells you know from this feature and replace it with another spell from the Warlock spell list. The new spell must also be of a level for which you have spell slots on the Avatar table. Spellcasting Ability CHA is your spellcasting ability for your Warlock spells. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA modifier when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your CHA modifier Spell attack modifier = your proficiency bonus +

your CHA modifier Spellcasting Focus You don't need a spellcasting focus as your body works as the link between the realm of your deity and the plane you exist in. Divine Link At second level, your body has gotten the bases of being an avatar and has tapped into a part of the consciousness of your deity and it can help you overcome attacks to your psyche. Twice per long rest, when you need to make a saving throw against a charm, frighten or confusion effect, you can use two Manifestation points, you add your proficency bonus to the saving throw. Mental Guide At second level, you and your deity have built a stronger bond and thus they can bring you guidance in times of need, however their mind is shattered and thus their knowledge is lacking. Your deity can speak directly to your mind and tell you about the world around you, when you make a skill check that uses inteligence or wisdom, you can use 3 manifestation points to add 1d4 up to a total of times equal to half your level (rounded up). At 5th level this becomes a d6, at 9th level this becomes a d8 and at 14th levelit becomes a d10.



Worship Bond At 4th level, As your power as an avatar grows stronger, your deity benefits you with their power as long as you show your devotion. If you offer a sacrifice to your deity it will interfere and return you part of your power. As a bonus action you can lose hit points equal to your Avatar level time 2 and recover manifestation points equal to your hit dice plus one, you can do this an ammount of times equal to your Proficiency Bonus per long rest.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat. Divine Visage When you reach 5th level, you can use all your strength to summon forth a visage of your deity, bringing forth only a fraction of their powers. Once per long rest, as a bonus action, you can use 25 Manifestation points to coat yourself in divine power for 1 minute, gaining +1 to your rolls and gaining half your hit die of temporary health. You also gain Chosen Avatar specific perks detailed below. At the end of the transformation, you take your half your hit die of Necrotic damage, your health cannot be lowered to be less than your CON modifier this way. Soul Flow The power of your deity covers your body and can reach into the things that are around you. At 6th level, attacks made with your weapons are considered magical for the purpose of overcoming resistance if they weren't already. Shared Mind At 7th level, your mind and body have begun ascending and with it the mind of your deity and yours have pratically become one. When you have to roll a Inteligence or Wisdom saving throw, or a saving throw against being charmed, confused or frightened, you have advantage in that roll. You also gain resitance to psychic damage as your deity can directly interfere with any attempt against your mind. Divine Charm Your connection with your deity has granted you greater mental strength, as well as a natural skill for converting people. At 9th level, when you have to do a Skill check that uses CHA, you can use CON instead. As a reaction, if you pass a saving throw against being charmed, frightened or confused, or an effect that would cause psychic damage, you can use 15 Manifestation points, make another creature that you can see within 30ft of you to pass the same saving throw or be aflicted with the condition (the DC = 8 + your Proficency bonus + your CON modifier), the creature takes full damage from any effects that would cause damage. Divine Semblance At 10th level, you have grown to a strength that rivals that of the strongest mortals, and so has your control over the power given to you, being able to summon forth a greater ammount of strength. Once per long rest, as a bonus action, you can use 50 Manifestation points to let out an larger ammount of power for 1 minute, gaining +1 to all your rolls, half your hit die + your Constitution modifier of temporary health, whenever you would use a feature that requires Manifestation points, you can cast using the ammount needed of Manifestation in hit points instead. You also gain Chosen Avatar specific perks detailed below. At the end of the transformation, you take half your hit die of Necrotic damage, your health cannot be lowered to be less than half your CON modifier this way. Better Manifestation As your body, mind and soul become one with that of your deity, you have better access to their powers. At 10th level thanks to your better undestanding of being an Avatar, you now gain double the ammount of Manifestation points if its by any source that isn't resting. Divine Manifestation At 15th level, you are at the peak of your all races, your power has far outgrown that of the mightiest generals, and so the power of your deity you can summon has also grown. Once per long rest, as a bonus action, you can use 75 manifestation points to be surrounded by a manifestation of your deity for 1 minute, you gain a +2 to all your rolls, you also get your hit die + your CON modifier of temporary health, whenever you would use a feature that requires Manifestation, you can cast it using haf the ammount needed of Manifestation in hit points instead. You also gain Chosen Avatar specific perks detailed below. At the end of the transformation, you take your hit die of necrotic damage, your health cannot be lowered to be less than 1 this way. Overdrive Your skill over the use of your divine powers has finally been mastered and you have learnt to push you body beyond its limits and draw out more of your deity's power. At 17th level, once per long rest, as an action you can gain manifestation points equal to your Constitution modifier times 10, they can go over you Manifestation point limit you take damage equal to half your CON modifier times your level.

Divine Incarnation At 20th level, you have achieved a place in the world beyond that of the moral realm, you have fully taken on the title of Avatar, and now can become an Incarnation of your deity. Once per long rest, as a bonus action, you can use 100 Manifestation points to fully incarnate your deity, gaining +3 to all your rolls, you also get twice your health die + your CON modifier of temporary health, whenever you would use a feature that requires Manifestation, you can cast it without a cost. You also gain Chosen Avatar specific perks detailed below. At the end of the transformation, you take twice your hit die plus your CON score of necrotic damage, you cannot be killed outright by this. Chosen Avatar A divine realm has apointed you as their Chosen Avatar, you pick between Death, Life, Strength, Time and War as the realm that has chosen you. Death From the realms feared by all, from places where light and warmth are a foreing concept, where nothing can stand, nothing can live, from the dark abyss, that's where the strength of the Death Avatars comes from. The Chosen Avatars of Death are ever present an inevitable, just like the realm they represent, they can be both ruthless or merciful, be it as decaying and corrupting wanderers of doom, or as agents of balance and change, the Death Avatars make all decay, body, mind and souls withers in their presence, making them valuable allies at weakening foes, and fearsome opponents that can make the strongest warrior, into a bare boned skeleton. Manifestation of Death Your power is born from death, and so you draw power from it too, when death feed, you feed too. Whenever you deal necrotic damage, or an ally deals damage to an enemy under the effects of Withering Death, you gain half the necrotic damage dealt as Manifestation points, if the creature is killed by this necrotic damage or has weakness to necrotic damage, then you gain the full amount. Withering Death No one can escape death that is the truth of all life, all things exist within this truth. As an avatar of death you are a preacher of this reality. When you pick Death as your Chosen Avatar, as a bonus action, you can choose you use 3 or more Manifestation points, for each 3 points spent target a creature within 30ft that you can see, for 1 minute they are marked with the Withering Death, whenever that creature is attacked and recieves damage, it recieves 1d6 necrotic damage. An undead under this effect recieves full necrotic damage. Constructs are unafected by this The dice is changed to a d8 at 5th level and a d10 at 10th level. At 4th the you roll 2 dice, at 6th level you roll 3 dice and at 12th level you roll 4 dice. Deathkeeper Death is keeps a close eye in the life of the mortals, waiting for it to run out, it reaps the soul and destroys the body, but when those in eternal sleep wake up to walk the earth, it is a sin against the very existance of death. As the avatar of death it is also an insult to you, and so, it is your duty to eliminate the sin at it's root. When you pick Death as your Chosen Avatar, once per long rest, as a bonus action, you gain the ability to frighten all undead creatures in a 30ft radius, the DC for this is 8 + your Proficency bonus + you CON modifier. Any non-Undead creature inside a 30ft radius around you has advantage on attack rolls against undead.





Grave Called Death is the end of the journey, for all life, all will go to those deadly realms, so death knows all, and all knows death. As an avatar of death, you can call out this primal knowledge inside of all beings. At 4th level, as an action, you can target a creature 60ft away from you, use 10 Manifestation points and do a ranged spell attack on them, if it hits you deal 1d6 necrotic damage, the creature then has to succeed a WIS saving throw (DC=10+Damage dealt) or be frightened for 1 minute. For each 12 Manifestation points spent you get a +1 to both attack and damage roll (to a maximum of +3). Death Visage As part of your Divine Visage feature, your body begins to decompose, the flesh in your arms starts to give in showing a bit of bone, your eyes sulken out and a black liquid starts pouring out from them. Besides your normal Divine Visage features you give off a 30ft radius decay aura that grants hostile creatures disadvantage to CON saving throws, further more your moving speed increases by 10ft and all your attacks deal necrotic damage. Further more, any undead within that radius recieves full necrotic damage. Decaying Death Death not only comes to all living beings, but to things as well, just like the body dies off, a sword gets rust, glass breaks, paper burns, in the end, death takes all. At 9th level, when you cast Withering Death on an enemy or a group of enemies, you can use your action to use an extra 20 Manifestation points to make that creature lose 1 AC per 20 Manifestation points (to a max of 60 Manifestation points). Constructs are now affected by Withering Death

Semblance of Death As the realm of Death accepts you, your body begins to become foreing, more of your body becomes death touched, the decay reaches part of your face and the darkness of death starts to leak out through your bones, starting to form an armor around you. When you take activate Divine Semblance,you get +1 bonus to AC, you gain a 30ft radius aura of decay that grants hostile creature disadvantage on CON and STR saving throws, it also decreses the stats by 2 each. Your movement speed increases by 15ft and all your attacks deal necrotic famage. Furthermore, any undead within that radius recieves full necrotic damage. Cold Embrace All are welcomed into the realm of death, for death doesn't disrciminate and it doesn't judge, death is honest and treats all the same, as the avatar of death you can bring death's all reaching embrace to those around you At 14th level, as an action, you can use 50 Manifestation points to select one creature you can see within 30ft of you, it becomes vulnerable to Necrotic damage for 3 turns. (If the enemy is inmune it loses it's immunity but does not become weak, if the enemy is resistant, they gain vulnerability) Death Manifestation You have become a reaper in the flesh, whatever little of it you may have left, as your Divine Manifestation has taken most of it away, your arms lack all of their flesh and it has been replaced with bone covered by the shadows of death, your eyes spew dark flames and the black liquid has stopped spilling, your has lost all flesh in the mandible and all muscles in your legs have decayed as well, you know float slightly avobe the ground. When you activate Divine Manifestation, you get +2 bonus to AC as the shadows covering you protect you from harm, you gain a 60ft radius aura of decay that grants hostile creatures disadvantage on CON, STR and WIS saving throws, it also decreases the stats by 2 each. Your movement speed increases by 20ft and you get a flying speed equal to half your movement speed and all your attacks deal necrotic damage. Also any enemy inside your aura of decay are considered undead, furthermore, any undead withing that radius recieves full necrotic damage. Death Incarnate. You are Death, walking among mortals, no flesh is left behind by your transformation, your body is now coated by a cloak of shadows, the Reaper's Scythe manifests itself in your hands and you know are a looming threat to all that lives. When you activate Divine Incarnation, you get +2 bonus to AC as you become death itself, you gain a 60ft radius aura of decay that grants hostile creatures disadvantage on CON, STR, WIS and DEX saves, it also decreases the stats by 4 each. Your movement speed increases by 25ft and you get a flying speed equal to your movement speed and all your atacks deal necrotic damage plus 1d10 extra necrotic damage. Also any enemy inside your aura of decay are considered undead, furthermore, any undead within that radius is weak to necrotic damage and recieves full damage from it. Life All living things are looked upon by realms full of green, full of color, full of beauty and warmth. These realms of pleasure and abundance give life to these types of Avatar. The Chosen Avatars of Life are the ones with the largest longevity, they are the most attuned to the world and all the surrounds them. They are the warm sun that brings life to the battlefield; Life Avatars are experts on making sure everyone makes it back, they can heal all injuries, making them invaluable allies or priority targets. Manifestation of Life Your realm is that of life, so when you grant life to others, you yourself regain strength. Whenever you heal an ally's hit points, you regain half the ammount recovered in Manifestation Points, if their health was lower than half their maximum health, you regain Manifestation Points equal to the total ammount recovered. Stream of Life You are the agent of life in the mortal realm, as such you can tap into the life energy that resides inside your deity's realm. When you pick Life as your Chosen Avatar, as an action, you can use 2 or more Manifestation Points to heal 1d4 hit points to a character per every 2 Manifestation Points you spent (to a maximum of 5d4) Sunlight The sun is the bringer of life, many of the deties of the realms of Life are assosiated by the sun, you can use this power to bring the light of life around you. When you become a Life Avatar, you gain the Druidcraft cantrip, also as a bonus action you can target one creature, for 1 minute, whenever it gets healed it gets heals an extra ammount equal to your Avatar level. This becomes twice your level at 10th level. Life Light You are more capable at tapping into the life energy of your deity's realm, being able to call out the power of life to heal your allies. At 4th level, as an action, you can use 10 or more Manifestation Points to cast Cure Wounds at level 1, for each 10 Manifestation Points you use the spell gains a level (Up to half your level rounded down).

Life Visage Life energy has begun spilling out from you, the ground you walk starts sprouting life and all injuries around you begun healing. When you activate your Divine Visage, You can also target up to half your CON modifier (rounded up) of creatures, they gain the benefits of your Sunlight feature. You also get a 15ft radius healing aura, any ally that begins their turn inside this aura heal for half your hit die plus your Proficency bonus. Geyser of Life The realm of Life is too vast and powerful to be fully contained, the raw power of your deity leaks through your body and is constantly helping you and your allies. At 9th level, whenever the Sunlight feature is active, as an action, you can use 10 Manifestation points an amount of times up to your Avatar level, you can add 1d4 per 10 Manifestation Points spent. Semblance of Life A green aura surrounds you as you summon forth more of the raw power your deity has, making it so that all dead flora returns to life and begins to flourish as you walk by. When you activate your Divine Semblance, you can also target up to your CON modifier of creatures, they gain the benefits of your Sunlight feature. You also get a 20ft radius healing aura, any ally that begins their turn inside this aura heals for half your hit die plus your Proficency bonus. Life Finds a Way You are the Avatar of Life, as such you can grant life to things as well as stopping lethal injuries and helping the dying. At 14th level, as a reaction, when a creature you can see that's 20ft away from you fails a death saving roll, you can use 50 Manifestation Points, the creature doesn't fail that save nut they also don't succeed it, you can do it an ammount of times equal to half your Proficency bonus (rounded down). Life Manifested Life energy overflows from you, it comes out from your every pore, it makes you look younger and relaxes your body, the land around you springs into life, even if it used to be barren. When you activate your Divine Manifestation, you can also target up to twice your CON modifier of creatures, they gain the benefits of your Sunlight and Geyser of Life features (As if casted using 40 Manifestation Points). You also get a 30ft radius healing aura, any ally that begins their turn inside this aura heals for your hit die plus Proficency bonus. Life Incarnate Life follows you, no matter where you are life will always flourish and strive, the overflowing energy of your deity manifests itself as four green light strips that come out of your shoulders. When you activate your Divine Incarnation, you can also targer up to twice your CON modifier of creatures, they gain the benefits of your Sunlight and Geyser of Life features (As if casted using 80 Manifestation Points). You also get a 45ft radius healing aura, any ally that begins their turn inside this aura heals for your hit die plus your Avatar level. Power The realm of power is one that consitutes the strength of mind, body and soul. Brain, brawn and willpower. These realms of power are those that create heroes, but they also can aid the createst of villains. The Chosen Avatars of Power are pillars of any group, capable of giving that final inch in combat that could turn the tide of battle, they can turn the weakest of villagers into mighty heroes that could match any army in combat. Power Manifestation Power and strength are yours to wield and give, as your allies grow strong, so does your own power. When an ally that is under the effects of one of your Avatar features deals damage to an enemy, you gain back Manifestation Points equal to half the damage dealt, if the enemy is killed by this damage you gain an extra ammount of Manifestation Points equal to your CON modifier. Strengthen Power emanates from your soul, you can tap into the raw energy of the power realm, you are able to concentrate this power on one or more of your allies. When you pick Power as your Chosen Avatar, as a bonus action, you can spend 5 or more Manifestation Points, give a surge of strength to a friendly creature per each 5 Manifestation Point within a 15ft radius of you, they gain a 1d4 force damage to all their attacks (To a maximum of 4d4)for 1 minute. Power Spyre You are an unending spring of power, your only limits are the limits of your body. When you pick Power as your Chosen Avatar, you gain half proficency in STR and DEX saving throws and skill checks, once per long rest, you can forgo this proficency and give proficency in one skill to an ally until the next long rest. Impulse You can increase the power of your allies to go beyond that of their usual limits, making their attacks to have greater strength and speed. At 4th level, as a reaction, when an ally rolls for an attack, you can spend 15 or more Manifestation Points to increase their attack roll by 1 for each 15 Manifestation Points you spent (to a maximum of +4). If the attack lands, they deal extra damage equal to half you CON modifier (Rounded up).

Power Visage Pure power is leaking out from your body, tensing your muscles and accelerating your heartbeat, making your body gain a red tint as blood rushes through your veins. When you activate your Divine Visage, you target allies up to half your CON modifier within 30ft, they gain the benefits of your Strengthen feature with 5 Manifestation Points, you also gain a 15ft Power Aura, any creature that ends their turn inside this aura makes a CON saving throw (DC = 8 + Profeciency + you CON modifier), if it fails it loses hit points equal to your Proficency bonus. Empower Power springs forth at your beck and call being able to give even more power to an ally. At 9th level, when Strengthen is active, as an action, you can use 10 extra Manifestation Points per 5 Manifestation Points used in Strengthen, the Strengthen die becomes a d6. At 14th level it becomes a d8 and at 18th level it becomes a d10. Power Semblance The power now has begun chaotically leaking out of your body and has begun tearing out at your body, creating small purple cracks around your chest. When you activate Divine Semblance, you target allies up to half your CON modifier within 30ft of you, they gain the effects of your Strengthen feature with 10 Manifestation Points, you also gain a 20ft Power Aura, any creature that ends their turn inside this aura makes a CON saving throw (DC = 8 + Proficiency bonus + your CON modifier), if it fails, it loses hit points equal to you CON modifier. Limit Break Your body is now capable of withstanding and purifying the raw energy of your deity, you can make your allies break through their limits temporarly. When you reach 14th level, once per long rest, you can use your action to use 60 Manifestation Points, target one ally you can touch, they have advantage on attacks until the start of your next turn, they also add your CON modifier to their attacks. Power Manifestation The raw chaotic power within you has begun erupting, the cracks in your body have spread to your face and the purple light that comes out of them has grown in intensity. When you activate your Divine Manifestation, you can target allies up to your CON modifier within 30ft of you, they gain the effects of your Strenthen feature at 10 manifestation, they also become affected by the Empower feature. you also gain a 25ft Power Aura, any creature that enters this aura or starts their turn in it have to roll a CON saving throw (DC = 8 + your Proficiency bonu + your CON modifier), if it fails they lose hit points equal to twice your CON modifier, you can use 10 Manifestation Points, as a bonus action you can make your allies automatically succeed the saving throw until the end of your next turn. Power Incarnate The raw chaotic power has broken through your body, giving you a power of pure energy, the purple light overtakes you, the power that comes out of you makes those weak of heart faint at your prescence. When you activate your Divine Incarnation, you can target allies up to your CON modifier within 60ft of you, they gain the effects of your Strengthen feature at 40 Manifestation Points, they also become affected by your Empower feature. You gain a 30ft Power Aura, any creature that enters this aura or starts their turn in it have to roll a CON saving throw (DC = 8 + your Proficency bonus + your CON modifier), any creature whose CR is lower than 20 fails automatically, if it fails they lose hit points equal to twice your CON modifier plus 10d4 damage, as a bonus action you can make your allies automatically succeed the saving throw until the end of your next turn. The area inside your Power Aura is considered magical difficult terrain.



Time Eternal, timeless, all knowing, the realm of time knows all that's been, all that is, all that will be and all that would've been, they know all there is to be known for they have seen it all, they remain quiet as to not disturb the flow of time, only acting as to prevent those who would try to disturb it themselves. As an Avatar of Time you are master of past, present and furute, as such you can see and prevent tragedy before it strikes, giving you an edge in combat, they can be the solemn protector of the time flow or be the very thing seeking to destroy it. Manifestation of Time Time is eternal, even those who have escaped death are bound by time, no one is free from the bounds of time, as such you grow stronger as it pases. You gain Manifestation Points equal to twice your level when you take a short rest, at the start of your turn, you recover Manifestation Points equal to your level. When an enemy is killed, you can use your action to gain Manifestation Points equal to half their Hit Die (rounded up). Flashforward You are a master of time, trying to catch you is a hard and many times useless endeavor, you can see all the plans and traps of your enemies, and you get precious seconds to react accordingly. When you choose Time as your Chosen Avatar you get proficency with Medium Armors. You can use 5 Manifestation Points to activate Flashforward, you gain bonus AC equal to half your DEX modifier.

Timeless Knowledge Your deity knows all there is to be known, it remembers and can see the past, it can see and watch the future, as its Avatar you have access to a limited ammount of its knowledge. When you choose Time as your Chosen Avatar you get to use the spell Legend Lore once per long rest. You get Proficiency in DEX saving throws. Timely Rescue Thanks to your skills in the control of time you have gained a knack for being at the right place at the right time, almost as if your instincs told you were disaster was going to strike. At 4th level, as a reaction, if an ally is targeted for your attack, you can use 10 Manifestation Points, move half your speed towards them, if you end 5ft away from them, then you can switch the attack to target you. Time Visage Time has begun to lose meaning to you, things have begun slowing down from your perspective, giving you better insight on the battlefield. When you activate your Divine Visage you gain the effects of Flashforward, you also gain the Extra Attack feature. You gain 10ft to your movement speed. Rewind Time is your tool, it obeys your commands, while you are still inexperienced at it, you can rewind time if only for a couple of seconds. At 9th level, when you or an ally within 30ft that you can see, roll for an attack or a saving throw, or when an enemy targets your for an attack you can use 20 Manifestation Points to rewind time and roll again, you have to use the new roll. Semblance of Time The world has slowed down further, to the point where those around you have started to notice that you move at a different time than everyone else. When you activate your Divine Semblance you gain the effects of Flashforward and 1 bonus AC, you also gain the Extra Attack feature. You gain 15ft to your movement speed. You can use Timely Rescue at no cost once while you have Divine Semblance active. Future Sight Your control over the realm of time has increased, and as such you get clearer visions of what is about to happen, letting you act quicker to prevent disaster from striking. At 14th level, when you have Flashforward activated, you can use an extra 20 Manifestation Points to forgo the AC increase to force disadvantage to all attacks against you for 1 minute. Your Timely Rescue feature now can move up to your movement speed. Time Manifested Time has slowed down to a crawl, you have become quicker and harder to hit, any person looking at you sees you slightly blurry as you have begun moving at your own tempo. When you activate your Divine Manifestation you gain the effects of Future Sight and 2 bonus AC, you also gain the Extra Attack feature twice. You gain 20ft to your movement speed. You can use Timely Rescue at no cost twice while you have Divine Manifestation acitve. Time Incarnate Time has stopped moving for you, at small burts but it no longer moves, when other creatures see you, they only see a blur with your approximate shape moving around at unearthly speeds. When you activate your Divine Incarnation you gain the effects of Future Sight and 3 bonus AC, you also gain the Extra Attack feature twice. You double your movement speed. Once every 5 turns, as a bonus action, you can stop the flow of time you then can begin another turn. War The realms of war are ruthless and violent, the pure bloodshed and fury that make their home in those realms could submerge the world in destruction. The Avatars of War are killing machines, capable of bringing an end to the mightiest of armies and ruin to the strongest of kingdoms, those who have been chosen by the realms of war could be the migthy soldiers that protect the innocent or the horsemen of apocalypse to destroy humanity. Manifestation of War Violence lays at the core of your strength, while you may not someone who enjoys massacre and destruction, those things are the ones that fill you with power. When you deal damage to an opponent, you gain Manifestation Points equal to half the damage dealt, if you kill the opponent you gain back Manifestation Points equal to the full damage dealt. You must not be using any weapon no given to your by your Chosen Avatar to gain this feature Warbirth Those of your realm life and die by the combat, as their Avatar, your body has changed to a monstrous shape that can bring hard and destruction. When you pick War as your Chosen Avatar, you become proficient with unarmed attacks. Also, as a bonus action, you can use 5 Manifestation Points to grow claws, morph your hands into spiked balls or into powerful needles. Your unarmed attacks deal 1d4 slashing, bludgeoning or piercing damage, you can add your CON modifier to the hit instead of your STR. The damage die increases to 2d4 at 6th level.