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Pelor, the Dawnfather

God of the Sun and Agriculture

Description

The god of the sun and summer, Pelor is the keeper of time and the lord of agriculture and the bountiful harvest. He is the deity most commonly worshiped by the common folk and his priests are well received wherever they go. He supports those in need and opposes all that is evil. Paladins and Rangers are often found among his worshipers.   Following his tenets, Pelor desires Albion to be a peaceful place, free from any evil or corruption. He asks his followers to support one another through difficult times as well as other they meet through their lives in need of aid. Pelor stands in the vanguard against the forces of the destroyer gods and would ask his most capable worshippers to stand with him, taking an active role in pushing back those who would disrupt his peace.  

Tenets of The Dawnfather

  • Alleviate suffering wherever you find it.
  • Bring Pelor’s light into places of darkness, showing kindness, mercy, and compassion.
  • Be watchful against evil.

Piety Abilities

Pelor's Devotee

Piety 3+ Pelor trait
As a devotee of Pelor, you have proven yourself worthy of his light. You gain the ability to cast Detect Evil and Good with this trait. Pelor's blessing manifests a glowing light outlining any aberrations, celestials, elementals, fey, fiends, or undead you detect with this spell, which only you can see. You may cast this spell in this way a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses after you finish a long rest. Additionally, you learn the Light cantrip. Wisdom is your spellcasting ability for both these spells.  

Pelor's Votary

Piety 10+ Pelor trait
With this trait, you are able to cry out and will the light of Pelor from you body. You gain the ability to cast Daylight with this trait. Once you cast the spell this way, you can't do so again until you finish a long rest. Constitution is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being blinded.  

Pelor's Disciple

Piety 25+ Pelor trait
As a true champion of Pelor, you are able to use the light within you to aid someone's suffering. When you can cast Light, you have the option to change the range from touch to self. Doing so manifests the light from the spell in your hand and, as part of the same action, you may place this light to the chest of a willing or unconscious creature (including yourself). When you do, the creature gains one of the following benefits:
  • The creature regains hit points equal to 1D8 + your wisdom modifier.
  • You end a disease afflicting the creature.
  • You end a condition afflicting the creature. The condition can be: blinded, deafened, paralysed, or poisoned.
You may also use this ability if Light is already active, doing so requires an action to touch the original target of the spell, take the light from it in your hand and place it to the chest of the creature as before. In either case, the spell is dismissed immediately afterwards. You may use this action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses after you finish a long rest.  

Champion of The Dawnfather

Piety 50+ Pelor trait
You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2.  

Holidays

The Solar Festival

Peldies 19th High Sun
Set on the longest day of the year, this celebration is dedicated to Pelor, the Dawnfather and the coming harvest season. Rural communities come together to support each other's needs during this time and urban communities celebrate the beautiful weather as well as the coming bounty. This typically involves feasting and drinking alongside street festivals and partying. Aside from Seasons' Renewal, The Solar Festival is the most celebrated holiday in Concordia and whole communities will shut down for the whole day to take part in it.  

History

The Prime Millenia

Pelor was one of the first creator gods to have a hand in creating Albion. Together with The Stormlord and The Moonweaver, he created the sky above the world and begun the passage of time with the introduction of day and night within it. From here, he stood as a vigilant protector over the world as the other creator gods began their work in shaping the world. Pelor was also the first to recognise the creeping influence of Albion's destroyer gods, and the first one to take action against them.  

The Age of Ascension

With the influence of the destroyer gods being felt at the beginning of the age. Pelor was the first of the creator gods to send an aspect of himself to Albion.   To Be Confirmed  

The Post-Aspect Era (The Era of Restoration)

After the events of The Aspect Wars and the final defeat of his aspect, Pelor returned to his position as the vigilant protector of Albion. He has begun to seek out new way to empower his follower so they might act as his sword and shield against the forces of the destroyer gods should need ever arise (which he expects it shall do). Sunch followers include The Order of The Wildfire in Concordia. He has also leant his aid to The Wildmother in her quest to restore the world's natural spaces with his command over Albion's sun.  

Worship

Places of Worship

  • All-Faith Abbey. A communal religious space in Caer Carden where worship towards The Dawnfather can be observed and practiced.
  • The Crucible of Life. The largest volcano in the Auchendow province where members of The Order of The Wildfire are bestowed their powers.
  • The Dawnfather's Cradle. A small community church dedicated to Pelor located in Shaw.
  • The Sundry Hall. A communal religious space in Wesdale where worship towards The Dawnfather can be observed and practiced.
  • The Tabernacle of Faith. A communal religious space in Newport where worship towards The Dawnfather can be observed and practiced.
  • The Wayfinder's Sanctuary. A communal religious space in Mossgate where worship towards The Dawnfather can be observed and practiced.

Notable Worshipers

  • The Order of The Wildfire. Members of this famous druidic circle are bestowed their command over elemental fire by The Dawnfather to use to combat evil within the world.
  • Priest Asher Greenfield. The resident priest of The Dawnfather at All-Faith Abbey in Caer Carden.

Aspect of Pelor CR: 30

Huge humanoid, neutral good
Armor Class: 21 (Plate +3)
Hit Points: 476 (29D12+290)
Speed: 50 ft , fly: 50 ft , can hover

STR

30 +10

DEX

18 +4

CON

30 +10

INT

25 +7

WIS

29 +9

CHA

28 +9

Saving Throws: Strength +19, Constitution +19, Wisdom +18, Charisma +18
Skills: Athletics +19, Insight +18, Perception +18, Persuasion +18
Damage Immunities: Fire, Radiant; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Stunned
Senses: Truesight 120ft., Passive Perception 28
Languages: Common and Celestial
Challenge Rating: 30
Proficiency Bonus: +10

Special Equipment. The aspect wears a set of Plate +3 armour and carries a magic greatsword named Horizon. In the hands of anyone other than the aspect, Horizon is a sunblade (except it is a greatsword instead of a longsword).   Illumination. The aspect sheds bright light in a 300-foot radius and dim light for an additional 300 feet.   Legendary Resistance (5/Day). If the aspect fails a saving throw, he can choose to succeed instead.   Radiant Body. A creature that touches the aspect or hits him with a melee attack while within 10 feet of him takes 5D8 radiant damage.   Super Nova (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 450 hit points, he recharges his Super Nova, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect after his Super Nova activates.

Actions

Multiattack. The aspect makes two attacks with either Horizon or his Solar Beam.   Horizon. Melee Weapon Attack: +21 to hit, reach 10ft., one target. Hit: 6D6+12 slashing damage plus 5D8 radiant damage.   Solar Beam. The aspect fires a beam of bright, radiant energy from its face in a 10-foot-wide, 120-foot line. Each creature in the line must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 5D8 radiant damage and is blinded until the aspect's next turn. On a successful save, it takes half as much damage and isn’t blinded.   Explosive Radiance (Recharge 5-6). Brilliant sunlight flashes in a 120-foot radius centered on the aspect. Each other creature of his choice in that light must make a DC 27 Constitution saving throw. On a failed save, a creature takes 16D6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Undead and oozes have disadvantage on this saving throw. A creature blinded in this way makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This light dispels any darkness in its area that was created by a spell.

Legendary Actions

The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.   Attack. The aspect attacks with either Horizon or his Sun Beam.   Flash Burst (Costs 2 Actions). The aspect emits a blast of divine energy. Each creature of his choice in a 120-foot-radius must make a DC 27 Constitution saving throw, taking 5D8 radiant damage on a failed save, or half as much on a successful one. The aspect then magically teleports, along with any equipment he is wearing or carrying, up to an unoccupied space it can see within that radius.   Solar Flare (Costs 3 Actions). The aspect targets one creature it can see within 60 feet of it. If the target can see it, the target must succeed on a DC 27 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.     MYTHIC ACTIONS   If the aspect's Super Nova trait has activated in the last hour, he can use the options below as legendary actions.   Explosive Radiance (Costs 2 Actions). The aspect recharges its Explosive Radiance and uses it.   Radiant Pillars (Costs 3 Actions). The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 120 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 6D8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature in the area of more than one lance is affected only once. Undead and oozes have disadvantage on this saving throw. A creature blinded in this way makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This light dispels any darkness in its area that was created by a spell.

Divine Classification
Creator God
Alignment
Neutral Good
Children
Gender
Male (he/him)
Divine Domains
Life, Light, Nature and Peace

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