Resonances: You are outdoors in rocky terrain (1 bonus Favor), you are in a cavern or edifice primarily made of stone or dirt (1 bonus favor)
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You place a hand on the ground and stone spring up and fly toward you, fastening around you to shield your body in rocky armor. For the duration of the invocation, your base AC becomes 16, and you have disadvantage on dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity
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1 favor- hasten rites (1 bonus round), unarmed deals 1d6 bludgeoning damage
1+ favor- gain temp hit points equal to 1d8 per favor spent this way
2 favor- dramatically hasten rites (1 reaction action) , reduce all nonmagical damage you suffer for the duration of the invocation by 3
3+ favor- Create a seal of jade on the armor which drives off evil entities. Fiend, Lost, and undead creatures that can see the seal become frightened for duration of the invocation. At start of its turn, creature makes a Wisdom saving throw, on success, it shakes off its fear. on failure it suffers 2d6 radiant damage
Resonances: You are outdoors in rocky terrain (1 bonus Favor), you are in a cavern or edifice primarily made of stone or dirt (1 bonus favor)
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You place a hand on the ground and stone spring up and fly toward you, fastening around you to shield your body in rocky armor. For the duration of the invocation, your base AC becomes 16, and you have disadvantage on dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity
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1 favor- hasten rites (1 bonus round), unarmed deals 1d6 bludgeoning damage
1+ favor- gain temp hit points equal to 1d8 per favor spent this way
2 favor- dramatically hasten rites (1 reaction action) , reduce all nonmagical damage you suffer for the duration of the invocation by 3
3+ favor- Create a seal of jade on the armor which drives off evil entities. Fiend, Lost, and undead creatures that can see the seal become frightened for duration of the invocation. At start of its turn, creature makes a Wisdom saving throw, on success, it shakes off its fear. on failure it suffers 2d6 radiant damage
(Base favor cost 1) (Resonances) Resonances: You are outdoors in rocky terrain (1 bonus Favor), you are in a cavern or edifice primarily made of stone or dirt (1 bonus favor)
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(effect)You place a hand on the ground and stone spring up and fly toward you, fastening around you to shield your body in rocky armor. For the duration of the invocation, your base AC becomes 16, and you have disadvantage on dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity
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(Empowerments) 1 favor- hasten rites (1 bonus round), unarmed deals 1d6 bludgeoning damage
1+ favor- gain temp hit points equal to 1d8 per favor spent this way
2 favor- dramatically hasten rites (1 reaction action) , reduce all nonmagical damage you suffer for the duration of the invocation by 3
3+ favor- Create a seal of jade on the armor which drives off evil entities. Fiend, Lost, and undead creatures that can see the seal become frightened for duration of the invocation. At start of its turn, creature makes a Wisdom saving throw, on success, it shakes off its fear. on failure it suffers 2d6
radiant damage