(Etched Feycryl for new mounts) 2x per day, and once per battle, you can summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form based on the material and etched Feycryl used. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial instead of its normal creature type. It gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. You can’t have more than one mount summoned at the same time. You can dismiss the mount at any time.
Once per encounter, you call down upon those in your vicinity a Celestial rain that rejuvenates and restores.
Every ally in a 40ft radius around the Avatar heals their injuries using a 1d10 for 3 consecutive turns. The rejuvenating rain follows the Avatar for the duration. Characters may forego the healing to instead instantly recover from any status conditions.
ENVIRONMENT: Once per day, the Avatar may bottle the rain for a single 3d6 healing draught for future use. This draught also recovers status ailments.
Once per encounter, with a sweep of your sword you unleash a flood of energy that pacifies your foes, making them weak and sleepy. You gain vigor from their languor.
Attack: DEX MOD vs AC
Hit: 2d8 + DEX MOD Psychic Damage, target(s) is slowed and weakened (WIS save ends both).
First Failed Saving Throw: target becomes unconscious (save ends), you gain advantage to your next roll
Miss: Half damage, and the target is slowed and weakened until the end of your next turn
ENVIRONMENT: Once per day, you may choose to enfeeble a creature of your choice, (sleep, slow, or weaken, DEX MOD vs AC)
BATTLE: The target is affected by linked fortunes. For the duration of the encounter, once per turn, you can choose to replace the target's roll with one that you make in reaction. You must decide to replace the roll prior to your own taking place.
Saving Throw: D20 with advantage to set the threshold + CHA MOD
ENVIRONMENT: 1x per short rest, you may choose to link your fortune to one other player character. Any saving throw or skill check can be replaced by a roll of your own. You must replace the roll once decided and before your own roll takes place.
BATTLE: 2x per Encounter you can deal a mighty blow that sends your enemy staggering, a piece of armor or weapon that the target is wearing becomes sundered and suffers a loss of AC (-2) or attack (disadvantage)
One Creature, Strength vs AC
Hit: 2[W] + STR MOD, Push equal to CON MOD
Weapon: If wielding axe, hammer, or mace, you also knock the target prone
ENVIRONMENT: once per day, the Avatar of Divinitus can create tremors, schisms, and splits in their environment (STR vs Environmental Object/Material)