Herald of the Dawn
In the radiance of Mother Sun, you find your future. You could have been a longtime devotee of the goddess, having committed your life to serving. In this role, you stood fast against the shadows, drove back the darkness, and spread her healing rays all across the land. Then again, you could be a recent convert. The goddess might have noticed you and your efforts so far and sees in you a potential servant of value. Or, you might have bargained with her, forming a pact that benefits you both. Whatever your story, you swore sacred oaths to the sun goddess. You have become her vessel and she fills you with the radiant energy for use as you need. Through you, she brings forth light to banish darkness and burn away all that is unclean. You understand the goddess’s purpose and loathe those things that plot and connive in shadow, that would spread their filth across the world and drown its people in evil. For this reason, you are a ready servant of the goddess and champion her wherever you go.
Level 7 Herald of the Dawn
Attributes: Increase three attributes by 1 each.
Health: +12
Languages: Any one
Traditions: Astromancy, Spells: One expert
Radiate Sunlight (Magical): You can use an action to emit bright light from your body until you become unconscious or until you choose to end the effect. The light counts as sunlight.
While under the effects of this talent, you can use your move to rise a few feet in the air and remain there until you become unconscious or until you choose to end the effect. While in the air, your Speed drops to 0 and each creature within 10 yards of you that lacks immunity to the blinded affliction makes rolls to attack with 1 bane. At the end of each round, each object within 5 yards takes 2d6 damage, while each enemy within 5 yards makes a Strength roll. On a failure, the enemy takes 3d6 damage and catches fire (luck ends).
You can use this talent a number of times equal to half your level. You regain expended uses after you rest.
Level 8 Herald of the Dawn
Health: +12, Bonus Damage: +1d6
Spells: One expert
Blinding Flash (Magical): If you are under the effects of your Radiate Sunlight talent, you can use a reaction when harmed by a creature in reach to cause brilliant light to flash from you. The creature that enabled the use of this talent makes a luck roll. On a failure, the creature becomes blinded until the end of its next turn.
Sun Flare (Magical): If you are under the effects of your Radiate Sunlight talent, you can use an action to launch a tongue of fire from your hand. Target one creature or object within 10 yards. Make a Will roll against the target’s Agility. On a success, the target takes 6d6 damage and catches fire (luck ends). At level 10, the target takes 8d6 damage instead.
Level 10 Herald of the Dawn
Health: +12 Bonus Damage: +1d6
Spells: One master
Divine Light of Mother Sun: While you are under the effects of your Radiate Sunlight talent, you have these additional benefits:
- You impose 1 bane on rolls against your Defense and Agility by enemies that can see you.
- You take half damage from ordinary sources.
- If you are grabbed at the end of the round, the creature grabbing you catches fire (luck ends).
- You make luck rolls with 2 boons.
- You retain your normal Speed score and can move normally.