Atlas
Atlas
(Atlas- The Titan god who bore the sky aloft. He personified the quality of endurance (atlaô).)
Alignment:
Neutral Evil
LORE:
The 1st General to the Titan King was Atlas and he was as cruel as he was vicious. Known for his brutality in war, Atlas was severely punished by Zeus for attempting to crush the mountain Olympus. Due to his arrogance he was destined to carry the weight of the sky, and to make sure the fallen primordial never again touched earth. While he still carries the Sky, he has figured out a way to assist the titan king once more. Through his patrons, he intends to make the titan king the rule once more.
Personality Traits:
Rash, brutal, and competitive are the traits he shows the most. He also has no empathy and will not hesitate to kill Olympian patrons.
Ideals:
The Titan King should be the ruler of the realm, and only though his strength can that be achieved.
Bonds:
The Titan King.
Flaws:
His faith in himself is his greatest flaw. The vanity and arrogance are the reason for his punishment.
Symbol: The Celestial Sphere
Worship:
- Hone your body to the pinnacle of what it could be.
Perks
Gained When Selected The God of Endurance: You are trained to outlast others and your physique should show that. Exhaustion is a thing for the weak, and you can expel it gaining the following benefits:- Exhaustion Expulsion: You can remove 1 point of exhaustion as a bonus action and can keep doing this based off your constitution. You may do this once for every 2 modifiers you have in constitution.
- Enhanced Ability: Whenever you expel an exhaustion point you gain resistance for the round and your strength modifier is doubled. You have advantage on strength and dexterity saves as well as checks.
- Once used a long rest is required to gain this feature back.
- You gain double your movement
- You gain resistance on all melee attacks
- You gain an extra attack
- You have gain evasion on dexterity saves.
Skills
Skill Modifier Is Constitution Level I: Drop the World: You summon sphere of the planet that has a 5 radius, and throw the weight of it at enemies in line. The length is 10 feet per strength modifier, and any enemy in the way must pass strength save or take 1d4+mod in earth damage. Enemies hit by this are knocked back the total length of the line, and take double damage if they collide with anything along the way. Break the world: As a bonus action you can channel your strength to your attacks, unleashing the brutality of your strength and conviction. This Increases melee attacks 1d4+mod in damage.- You Ignore enemy resistance to melee damage
- Critical strikes break bone, and enemies have disadvantage on attack rolls for 1d2+1 rounds.
- You take half damage from that element.
- Enemies that strike you with melee take that element in damage equal to 2d4+mod.
- Fire: Immune to Burn
- Ice: Immune to Frostbite
- Earth: Immune to level 1 poison
- Lightning: Immune to Soaked
- Water: Immune to Soaked
- Wind: Immune to winded
- Movement is reduced by half
- They are knocked prone
- Enemies have disadvantage on dexterity saves.
- This effect last 1d3+1 rounds or ends on successful strength save made at the end of their turn.
- You unleash the damage you chose to be resisted at any enemy within 15ft of you for 3d4+mod in damage when activated.
- This last 1d4+1 rounds.
- Each time a creature enters into the area or starts and/or ends their turn in the area they take the damage again.
- 1d20+Pro+Mod
- 4d6+mod in bludgeoning damage.
- Alignment does not matter, just your duty to your god. Your resolve is so strong that light and dark damage do not affect you.
- Ailments are not a thing you should concern yourself with. You may attempt to rid your body of any ailment with a successful constitution check equal to your patron DC. Once you use this feature you gain 2 points of exhaustion and must wait to use it until you finish a short rest.
Comments