Branmir.
“True wisdom is when you admit that you truly know nothing at all.”
Overview
Provinces: Knowledge, Law, Strength, and Wisdom
It is said that the Green Father created life, but, the Soul Forger, constructed the realm in the eternal flame of his forge. He embodies strength and force of will. He inspires invention, rewards intelligence and extols wisdom. When the drums of war call, his enlightenment is sought to plan strategies and tactics to prevail in the conflict. Since he is known as a fair judge, though he can be harsh, it is considered folly to curse upon his name.
Most champions of Branmir are advocates of law and civilization and do what they can to uphold order and keep society functioning. Many devout followers of Branmir are architects, generals, smithies, or philosphers that strive to serve and make societies stronger. Others seek to extol Branmir’s great strength by embodying martial courage in pursuit of a righteous goal.
Earning & Losing Piety
- Winning a great feat of strength or skill.
- Create a wonderous piece in Branmir’s name.
- Helping a city successfully plan for or adapt to a major threat.
- Have a major discovery.
- Carry out justice on a fugitive.
Your piety score with Branmir decreases if you diminish his influence in the world, contradict his ideals, or let him down through acts such as these:
- Sowing chaos or destroying established institutions.
- Breaking an oath, especially if done in acts of tyranny.
- Willfully defy any law, especially for personal gain.
- Jeopardizing others through your rash or foolish actions.
Ranks
Rank | Piety | Perk |
---|---|---|
Pupil | 3 | Moderate upgrade to your Ancient Stone, Minor, now usable once per day. |
Devotee | 8 | Choice of 1 of 3 abilities usable once per day: Searing Chains, Soul Break, Aegis of Wisdom. |
Votary | 15 | Gain access to improved blessings from your Ancient Stone. |
Disciple | 25 | You may now use your chosen Devotee feature twice per day. |
Champion | 40 | You may now use each blessing from your stone once per day. |
Aspect | 50 | You can increase your Strength, Intelligence, or Wisdom by 2 and also increase your maximum for that score by 2. |
Pupil
Piety 3+
As a pupil of Branmir, you can call upon his blessings through your Ancient Stone each day instead of once per week.
Devotee
Piety 8+
As a devotee of Branmir, you have proven yourself a worthy champion of strength and wisdom. You can call upon Branmir’s favor to aid you in new ways. You may choose 1 of the following abilities that can be used once per day.
Aegis of Wisdom
Searing Chains
Soul Break
Whenever you reach a level that grants the Ability Score Improvement feature, you may replace your chosen ability with a different one.
Aegis of Wisdom
You tap into an ancient power to enhance your acumen and cunning. After a long rest you gain a number of Aegis Points equal to your Wisdom modifier + half your proficiency bonus (rounded down). Any unused aegis points are lost at the end of the day.
As a reaction you may expend one aegis point for one of the following effects:
- A friendly creature that you can see can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
- Grant a friendly creature advantage on all attacks until the start of their next turn.
- Grant a friendly creature a +4 bonus to its AC and Saving throws until the start of their next turn. This can potentially turn a hit into a miss or a failure on a saving throw to a success.
- A friendly creature that you can see can use its reaction to make an opportunity attack against a creature within range.
- You target a creature you can see within 30 feet and learn one statistic about that creature. (Except its hit points)
Searing Chains
As an action, you evoke a number of fiery spectral chains equal to your proficiency bonus, to lash out from you and strike your foes. Each chain targets a creature of your choice that you can see within 15 feet. A creature targeted by a chain must make a DC 17 Strength saving throw. On a failure, the target is restrained and takes 2d10 fire damage. These chains persist on a target for 1 minute. A creature may use its action to make a Strength skill check (DC 17) to break the chain ending the effect.
At the beginning of your turn, each creature restrained by a chain takes an additional 2d10 fire damage. Additionally, you may use a bonus action to pull any number of the targets that are large or smaller to a space adjacent to you.
Soul Break
You draw upon your own strength and health to break the life and soul of your opponent.
As an action, you sacrifice half of your current hit points and leap towards a target creature you can see within 20 feet. You land in an adjacent square to your target and deal 3d8 force damage + radiant damage equal to the health you sacrificed, and you may push the target away from you a number of feet equal to 5x your proficency bonus if it is Huge or smaller.
Additionally, the target must make a DC 16 Strength saving throw, on a failure the target is stunned for 2 rounds. If the target was pushed and it hit an object its size or larger, it has disadvantage on this saving throw.
Votary
Piety 16+
As a votary of Branmir, you are given a access to new and more potent blessings through your Ancient Stone.