Lydia Archana ☁️💫 (Eclipse Form)

WingsThePhoenix

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concepted on 9/8/2019
CANONIZED ON 2/23/2020

* under the light of the total solar eclipse, within the celestial forge, lydia archana placed the strange metal she'd found on the dias. after a large light show, when everyone was able to see again, they saw lydia on the ground with two pairs of wings...

* this is a concept we threw around for a long while that we FINALLY made real in our arc-finale session!!! IT WAS SO GOOD
* she also got a new permanent sword that's literally just a darksaber

also im gonna throw down the cool stuff lydia got when she was in eclipse form (I DIDNT USE EITHER OF THE ABILITIES H A) because i wanna look at it again

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ECLIPSE LYDIA:
-- You have a flying speed of 60 feet.
-- Your Solar/Lunar Charges are fully restored, and you can replenish 1d4 at the end of each turn.

WELL OF RADIANCE: 
You call down a pool of moonlit essence, strengthening and healing your allies. The well is placed at your location, affecting a 10 foot radius. All creatures within the well gain +2 to attack rolls and heal 2d6+2 per turn.
Cost: 6 lunar charges
Casting time: 1 action
Duration: 1 minute

BLADE OF DAWN: 
You fill yourself with the power of the sun, focusing it through your blade to ignite your enemies however far they may be. As an attack on your turn, you may use one Solar Charge to launch a fiery projectile from your sword. This counts as a ranged attack. On a hit, the projectile does 4d8+4 radiant damage and all creatures within 5 feet of the target are ignited for a minute. While ignited, they take 2d4+2 radiant damage at the start of their turn.
Projectile Range: 60/200
Cost: 3 Solar Charges
Duration: 1 minute

ECLIPSE EFFECTS:
Everyone has a faint white corona outlining them. For the eclipse's duration...
-- +2 to attack.
-- For every 10 damage dealt (or healed) to a creature, an orb of swirling black and white energy appears. The orb is 1 foot in diameter and is made of a gaseous substance. When a creature with the eclipse buff makes contact with an orb, they can either choose to collect it or activate it. For every orb collected, creatures may roll an additional 1d8 when damaging or healing. Any orbs collected may be activated on your turn. Activating an orb triggers one of the following effects:
      -- Gain advantage on your next roll.
      -- Increase 1 ability score by 2 for the duration of your turn.
      -- Deal 1d10 force damage to all creatures (except you) in a 10 foot radius.
      -- Heal 1d6 hp.