Tinarae.

“That to which you look is meaningless, what matters most is what you see.”

Overview

Provinces: Fate, Sun, Moons, and Stars

If you ever ask a Kor, why do they climb so high? Their reply would be, so that they can be closest to the light. Old stories tell of how Tinarae first showed them the high places and the means to reach them. It is said that she promised them the sun if they could climb higher than the moon. Though, all know only the Angels were blessed with wings to reach the sun. If you ever ask a Kor, do they ever fall? Their reply would be, only if they reach for the moon.

Most champions of Tinarae are exemplars of light and feel it is their destiny to fulfill a specific purpose or seek to answers to omens that many struggle to understand. Its not uncommon to see someone devout to Tinarae traveling wherever “fate” takes them to fulfill their purpose. They are also often passionate about punishing or eliminating those who violate their own fate or the fate of others.

Earning & Losing Piety

You increase your piety with Tinarae when you expand her influence in the world in a concrete way through acts such as these:

  • Defeating a creature that has stepped out of its place.
  • Repairing a significant wound dealt to fate by the actions of a major being.
  • Teaching others about Tinarae, her nature, and the Light.
  • Assisting others to accept their fate.

Your piety with Tinarae decreases if you diminish her influence in the world, contradict her ideals, or let her down through acts such as these:

  • Assisting a creature in undermining the natural order or exploiting another’s fate.
  • Aiding others seeking darkness or seeking to bring about shadow.
  • Prevent others from fulling their own fate.

Ranks

RankPietyPerk
Pupil3Moderate upgrade to your Ancient Stone, Minor, now usable once per day.
Devotee7Choice of 1 of 3 abilities usable once per day: Beacon of Light, Bow of Light, Brilliant Bulwark.
Votary15 Gain access to improved blessings from your Ancient Stone.
Disciple25You may now use your chosen Devotee feature twice per day.
Champion40You may now use each blessing from your stone once per day.
Aspect50

You can increase your Constitution, Wisdom, or Charisma by 2 and also increase your maximum for that score by 2.

 

Pupil

Piety 3+

As a pupil of Tinarae, you can call upon her blessings through your Ancient Stone each day instead of once per week.

Devotee

Piety 8+

As a devotee of Tinarae, you are able to harness the powers light in new and powerful ways. You may choose 1 of the following abilities that can be used once per day.

Beacon of Light

Bow of Light

Brilliant Bulwark

Whenever you reach a level that grants the Ability Score Improvement feature, you may replace your chosen ability with a different one.

 

Beacon of Light

As an action, you summon forth a 10-foot-radius column of light from the heavens at a point within 60 feet.  This light is sunlight. If  any of this light’s area overlaps with an area of darkness created by a spell, then that darkness is dispelled. This column of light persists for 1 minute.

While the beacon persists, whenever you or a creature you can see moves into the beacon’s radius for the first time on a turn or ends its turn there, you can cause the beacon to grant temporary HP to that creature equal to 2x your proficiency bonus (no action required).

Additionally, while a friendly creature is within the beacon all healing done is maximized.

Bow of Light

As a bonus action, you conjure forth a bow made of pure radiant light into your free hand that lasts for 10 minutes. It counts as a simple ranged weapon (range 200/800, two-handed) with which you are proficient and produces its own magical ammunition that deals 1d8 radiant damage on a hit.

While you are holding the bow, you are under the effects of the Haste spell and when the bow disappears you do not suffer the lethargy as normal for the spell.

Whenever you make an attack, you may choose to conjure forth a blinding arrow instead of a normal piece of ammunition. A blinding arrow does 2d6 radiant damage on a hit and the target must make a Constitution saving throw (DC 15) or be blinded until the end of its turn. You may conjure forth this arrow a number of times equal to 2x your proficiency bonus.

If you drop or let go of the bow it disappears, but you can conjure forth a new bow again as a bonus action.

Brilliant Bulwark

As an action, you evoke a sphere of radiant energy that wards and protects a friendly creature of large size or smaller within 30 feet that lasts until the beginning of your 3rd turn.

The ward sheds bright light in a 10-foot-radius and dim light for an additional 10 feet and it has a hit point maximum equal to 5x your proficiency bonus + 10. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

When the ward is reduced to 0 hit points or at the end of its duration it explodes in a 10-foot-radius sphere centered on the creature. Each creature not friendly to you must make a Dexterity saving throw (DC 15). On a failed save they take radiant damage equal to the total damage taken by the ward, or no damage on a successful one. Additionally, the ward removes all conditions, except exhaustion, from the creature protected by the ward.

Votary

Piety 16+

As a votary of Tinarae, you are given a access to new and more potent blessings through your Ancient Stone.