Templar icon

Kymara Subclass

Templar

Splinter of the Mal'Aeon—a living conduit for the divine fire of creation, bound not by oath alone but by the primordial resonance of the Shard itself.

History

In the twilight of the Bronze Age, as the world drowned in fire, an Ohros appeared at the shores of the Waken Sea. It called to three knights: Sir Elion of the Silvanea, Lady Rhrienne of the storm-ridden west, and Sir Fuei're, the desert-forged Dwôrf. They heard a voice woven not in words but in chord and command:

“Form the Order. The land shall fracture further still. Be the shield.”

They were to be the protectors against chaos, the guardians of the fragile peace emerging in the world. A task the three could not do alone. And so the Aran Seldor were born—a unified order of knights answering not to kings or nations, but to the divine calling itself.

They journeyed to the Sanctum Isles, where only stone and silence dwelt. But they did find something else half buried in the volcanic glass, something beyond mortal comprehension.

It was the Mal'Aeon Shard, a fragment of Einsol's Forge, humming with the primordial resonance of creation itself, ancient beyond measure, vast beyond containment.

The Aran Seldor built Ardentmere Keep around it. A fortress that acted as both the center of their divine purpose and the home of this ancient power. Soon they came to understand a terrible truth: the Shard needed more than just stone to contain it and mere Knights to guard against those who would misuse its potential. It needed living souls, conduits for its burning celestial power. Without it, it would burn through the world like a star through parchment.

And so, in those first sacred years of the Aran Seldor, the Templar were forged.

The First Binding

The Templar are selected from among Adamah's finest—those who had beyond proven themselves in the crucible of the Kymara, that hallowed training ground where heritage meant nothing and honor meant everything. From these paragons, they selected the first Templar.

In a secret ritual each initiate was brought before the Shard in the deep vaults beneath Ardentmere Keep. There, in the presence of divine resonance, they were given full disclosure—told of the burden they would carry, the price they would pay, the bond they would share.

If they accepted, a splinter of the Mal'Aeon Shard was implanted within them. Woven not only into their flesh, but into their Elohim. The Shard became part of them and they became part of the Shard. And through it, every Templar was part of each other—an unbreakable network of living conduits, bound not by oath alone, but by the primordial fire of creation itself.

They channeled the raw energy of the Mal'Aeon Shard and the blessing of all six Ohros, whose divine gift had forged the Aran Seldor in the first place.

The Templar were no longer merely knights. They were symbiotes of the divine, living channels through which the Shard's vast power could be stabilized, focused, and wielded in defense of Adamah.

The Hidden Legacy

The existence of the Templar was known throughout the Aran Seldor, but the nature of their bond remained shrouded in secrecy. Recruits trained alongside Templar, fought beside them, revered them—but did not know the truth until their own initiation.

This was not deception, but necessity. The Mal'Aeon Shard was one of Adamah's greatest treasures—and greatest vulnerabilities. To reveal the implant ritual publicly would invite catastrophe: envy, theft, corruption, war.

The Fracture—And the Bond That Endured

When the Aran Seldor shattered in 1060 CE during the War of the Crusades, the world believed the unity of the knights had been lost forever. The orders divided:

The Teutonic Order (Order of Brothers of the House of Ohr) carried the banner of Life to Enoch, The Aetradi Guardians upheld the Material and order in Storvhall, and the Knights of the Six remained faithful to the old ways, pilgrims and balance-keepers. But the Templar did not fracture.

Though their oaths diverged, though their banners flew in opposition, though they stood on opposing sides of battlefields—the splinters within them still sang the same song. Every Templar was still tethered, killing their enemies who were also pieces of themselves. It was agony. It was betrayal. It was brotherhood unbroken. Some say this is why the War of the Crusades ended—not through victory, but exhaustion.

The Templar are the only thing holding the memory of the Aran Seldor together.

Subclass Breakdown

The Templar is a divine warrior bound to a splinter of the Mal'Aeon Shard. Through Aeonic miracles and Echoes of the Past, they channel celestial power to shield allies, punish enemies, and endure what would break lesser warriors.

Base Class

Kymara

Core Ability

Endurance / Strength

Aptitude Dice

d6

MAB

6

Aptitude

Add one Skill Aptitude of your choice

The Aeon System

Aeon Points (AP/Aeon)

Total: 10 + your Level + Fortitude Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

Aeon Dice

Starts at 1d6. Deals Holy Damage unless otherwise noted.

Aeon Focus Roll

1d20 + MAB. Used for subclass abilities that are not direct attacks.

Key Mechanics

Splinter of the Mal'Aeon

Embedded within your body, the splinter grants access to powerful celestial effects and memory fragments which manifest as Aeonic miracles.

Echoes of the Past

Divine memories of the Ohros. Only one Echo active at a time, require Concentration. May be activated Mentally or Verbally. Each Echo grants unique Passives and unlocks specific Feats while active.

Echoes can be extended by spending 1 AP per additional Round (1 Level of Exhaustion each).

Martial Amplification

When an ability deals damage using your Subclass Dice, you can spend Subclass Points to add +1 Subclass Die to the damage roll per Point spent.

4

Embodiment of Grace

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Gift of Grace

AP: 1 | RCore Synergy

Range: 5 m. When an ally within Range deals damage, grant them +1 Aeon Dice of damage.

Celestial Fire

Echo, AP: 2 | CA | 2 Aeon Points

Duration: 3 Rounds. Radius: 5 m. Forge a radiant circle of divine flame. Hostile creatures entering or ending their Turn in Radius: Fortitude Defense vs Aeon Focus. On failure: 1 Aeon Dice damage, Blinded until end of next Turn, cannot voluntarily leave Radius.

Divine Brace

AP: 1 | QA/R | 2 Aeon Points

When a hostile creature enters Melee Range or targets you: +2 Fortitude Defense Rolls, cannot be forcibly moved unless Contested Brute Force vs Aeon Focus, Shield gains Significant Cover vs Ranged. Taking any other Action ends the effect.

Tormented

Echo, AP: 2 | CA | 4 Aeon Points

Duration: 3 Rounds. Radius: 5 m. Take 10 HP Damage at end of each Turn (no Concentration Roll). +2 vs Grappled/Restrained. Immune to Stunned/Frightened/Confused. +1 Aeon Dice damage. Once per Turn if you fail a Defense Roll against a creature in Radius, instantly move to them and Core Action Attack for free.

Vye’mis’ Circle of Life

AP: 1 | R | 1 Aeon Point

Duration: End of next Turn. Radius: 3 m. When you take damage, convert half HP lost into a healing pool. You or an ally within Radius may draw from the pool as a Free Action (once per creature per Turn).

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Divine Legacy

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your power in its purest form. Your path grants abilities at levels 6, 8, and 10.

Path of the Chainsworn

Divine bindings and unbreakable defense—you shackle your enemies in celestial chains and become an immovable bulwark.

Passive: While wielding a Martial Melee Weapon and Shield/Shield Generator, +1 to all Defense Rolls.

Chains of Aeon

Echo, AP: 1 | R | 4 Aeon Points

Duration: 3 Rounds. Radius: 3 m. Prereq: Wielding Martial Melee and Shield. When you fail a Fortitude Defense Roll vs a creature in Radius, shackle them. Restrained. +1 Attack/Defense vs chained. Free Shove 1x/Round. Max chained = Intuition Modifier.

Level 8

Empyrean’s Recoil

AP: 1 | R | 3 Aeon Points

While Chains of Aeon is active, when you take HP damage each chained creature takes half as Holy Damage.

Level 10

Crushing Hold

AP: 2 | CA | 3 Aeon Points

While Chains of Aeon is active, deal 2 Aeon Dice to one chained creature. Target is Paralyzed until the start of your next Turn.

Path of the Hollow Verdict

Ranged shield and firearm mastery—you deliver divine judgment from behind an impenetrable aegis of sonic force.

Passive: When wielding a Shield and one-handed Firearm, +1 Fortitude and Reflex Defense Rolls.

The Arbiter

Echo, AP: 2 | CA | 4 Aeon Points

Duration: 3 Rounds. Radius: 3 m. Hostile creatures entering or ending their Turn in Radius: Fortitude Defense vs Aeon Focus. On failure: 2 Aeon Dice Sonic Damage, Deafened for Duration, pushed 3 m away (Prone if they hit a solid object).

Level 8

Shieldbreaker’s Oath

Passive

While The Arbiter is active: +1 Attack vs creatures behind Cover. Reroll 1s on Single Rate-of-Fire weapon damage.

Level 10

Canon of the Ohros

AP: 2 | CA | 3 Aeon Points

Radius: 5 m. End The Arbiter early. All hostile creatures: Reflex Defense vs Aeon Focus. On failure: 3 Aeon Dice Sonic, Confused until start of your next Turn. Creatures below half HP are also Frightened.

Path of the Divine Suffering

A spectral cage of pain surrounds you—the more you suffer, the more devastation you unleash upon those trapped within.

Passive: +1 Aeon Dice to Opportunity Attack Damage Rolls.

Cage of Pain

AP: 1 | QA | 4 Aeon Points

Duration: 5 Rounds. Radius: 3 m. Spectral cage. Effects based on YOUR HP: Full HP: –1 Defense vs you, +1 Aeon Dice. Over half HP and No THP: –2 Defense, +2 Aeon Dice. Half HP: –3 Defense, +3 Aeon Dice.

Level 8

Misery Loves Company

AP: 1 | R | 2 Aeon Points

While Cage of Pain is active, a creature trying to leave the Radius becomes Restrained until end of their next Turn.

Level 10

Agony’s Pact

AP: 1 | QA/R | 3 Aeon Points

End Cage of Pain early to grant allies in Radius bonuses based on your HP. Full HP: +1 Attack, +1 Aeon Dice next Turn. Over half/No THP: +2 Attack, +2 Aeon Dice. Half HP: +3 Attack, +3 Aeon Dice.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Defense & Offensive Feats

Corrupted Grace

AP: 1 | QA | 2 Aeon Points

Your next Attack deals +2 Aeon Dice Miasmic Damage. If the target has THP, half the damage bypasses to HP.

Empyrean’s Deflection

AP: 1 | R | 1 Aeon Point

While using Brace or Divine Brace, if you take damage, the attacker takes 1 Aeon Dice of damage.

Shield Bash

AP: 1 | R | 1 Aeon Point

Range: 2 m. While wielding a Shield, Contested Attack Roll vs Defense. On success: miss, 2 Aeon Dice Force, Prone. On failure: hits as normal.

Spite

AP: 2 | CA | 3 Aeon Points

Duration: 3 Rounds. While Tormented is active, when you take damage the attacker takes 2 Aeon Dice Miasmic.

Stratum’s Breath

AP: 2 | CA | 2 Aeon Points

Duration: 3 Rounds. Radius: 10 m. While Celestial Fire is active, allies in Radius gain +2 Attack and Defense Rolls.

Path-Specific Feats

Constrict

PassiveChainsworn

Empyrean’s Recoil damage now bypasses THP.

Hallow Prison

PassiveDivine Suffering

Misery Loves Company target remains Restrained until Escape or Duration ends.

Oath and Flame

PassiveHollow Verdict

Shieldbreaker’s Oath now works with Automatic and Burst Fire Weapons.

Utility Feats

Adept Aeon Dice Upgrade

Passive

Your Aeon Dice are now 2d6 (treated as 1). Gain Resistance to Holy Damage.

Intuitive Soul

Passive

Add your Aptitude Dice to Intuition Based Skill Checks.

The Rhythms of War

Passive

Each Critical Roll reduces your next critical threshold by 1 (max 3). Resets on a miss.

Selfless Touch

Passive

While Vye’mis’ Circle is active: spending 5+ HP to an ally cleanses one Condition/Effect/Debuff. Spending half the pool to an ally removes a Minor Injury or cures Charmed/Dominated.

Walking Tank

AP: 1 | R

Range: 2 m. While any Echo is active, when an ally moves within Range, move with them. Hostile Actions against that ally target you instead.

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Gift of Grace Upgrade

Passive

Range increases to 8 m. Now grants +2 Aeon Dice of damage.

Echo Upgrade

Passive

You can now have 2 Echoes active at once.

Celestial Fire Upgrade

Passive

Damage increases to 2 Aeon Dice. Double damage to Armor/Magical THP. Hostile creatures suffer –2 Attacks inside the Radius.

Divine Brace Upgrade

Passive

Immune to Shoved/Pulled/Grappled. +1 Aeon Point if you end your Turn without moving. Hostile creatures within 2 m suffer –1 Attack vs allies.

Tormented Upgrade

Passive

Radius increases to 8 m. Melee attacks deal +2 Aeon Dice damage.

Vye’mis’ Circle of Life Upgrade

Passive

Duration increases to 2 Rounds. Radius increases to 5 m. Converts 100% of damage to the healing pool.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.

Intuitive Meld

AP: 1 | RMaster Synergy

Range: 2 m. When an ally within Range makes a Fortitude Defense Roll, add your Fortitude Modifier to their roll.

Path of the Faithful

Healing and divine shielding—you become a living conduit for the Ohros’ mercy, mending wounds and raising walls of holy light.

Passive: When you heal an ally, they gain +1 Defense Rolls until the start of your next Turn.

The Devout

Echo, AP: 2 | CA | 6 Aeon Points

Duration: 5 Rounds. Add your Faith Skill Modifier to all Rolls. Vye’mis’ Circle: roll Aeon Focus and add the result to the pool. Resistance to Miasmic Damage.

Level 13

Divine Strength

AP: 2 | CA | 5 Aeon Points

Radius: 3 m. While The Devout is active: you and allies gain Resistance to Non-Magical Physical Damage. Allies cannot be moved unless Brute Force vs Aeon Focus.

Level 15

Wall of Benediction

AP: 2 | CA | 8 Aeon Points

Range: 15 m. While The Devout is active: create a 10 m × 3 m wall. –6 Attack through wall. Creatures within 2 m: Fortitude vs Aeon Focus. Failure: 4 Aeon Dice, pushed 5 m, blocked. Semi-transparent for allies.

Path of the Justicar

Damage absorption and judgment—you shoulder your allies’ pain and return it tenfold upon the wicked.

Passive: Immune to Charm/Domination while an Echo is active.

Scales of Justice

Echo, AP: 2 | CA | 4 Aeon Points

Duration: 3 Rounds. Radius: 3 m. When an ally in Radius takes damage, you take half instead. Each absorb grants +3 to your next Attack Roll.

Level 13

Balancing the Scales

AP: 1 | R | 3 Aeon Points

When you take Scales damage, force all hostile creatures in Radius: Fortitude vs Aeon Focus. On failure: same damage (Holy or Miasmic, your choice), pushed to edge, Paralyzed until end of next Turn.

Level 15

Splinter’s Duality

AP: 2 | CA | 3 Aeon Points

While Scales of Justice is active: allies in Radius heal 2 Aeon Dice HP. Remove one Condition/Effect/Debuff from each.

Path of Wrathful Frenzy

Tormented enhancement and aggro mastery—you channel pain into fury, forcing all eyes upon you while your allies strike freely.

Passive: While Tormented is active: +3 m Speed, immune to Opportunity Attacks.

Tormented Frenzy

AP: 2 | CA | 6 Aeon Points

While Tormented is active: allies in Radius gain +2 Attack. Creatures targeting allies: Will Defense vs Aeon Focus. On failure: must target you. On success: may target ally but suffer –2 Attack.

Level 13

Wrathful

Passive

While Tormented Frenzy is active: +3 Aeon Dice on all Attack Rolls. +1 AP per Round.

Level 15

Frenzied Attack

Passive

While Tormented Frenzy is active: an additional Attack for 1 AP with no Penalty. On enemy miss: +1 to next Attack (stacks to +3, resets start of Turn).

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defense & Offensive Feats

Sacrifice

AP: 1 | R | 4 Aeon Points

Radius: 10 m. While Tormented is active and you fall to 10 HP or below: allies in 10 m deal +4 Aeon Dice Miasmic on their next attack. Hostiles take 3 Aeon Dice Miasmic and are Stunned. You fall Unconscious and begin Death Rolls.

Viral Fear

Passive

While Tormented is active: Opportunity Attack Range increases by +2 m. On hit: target is Frightened until end of their next Turn.

Path-Specific Feats

Judgment

AP: 1 | QA | 3 Aeon PointsJusticar

While Scales of Justice is active and you deal Holy Damage: Will Defense vs Aeon Focus. On failure: –2 next Defense, no Cover, +1 Aeon Dice from all sources.

Rejuvenation

AP: 1 | R | 4 Aeon PointsFaithful

While The Devout is active and an ally heals from Vye’mis’: gain 1d4 Subclass Points.

Utility Feats

Bull Rush

Passive

After performing a Brace Action, Run for Free through Occupied Spaces.

Eye of Vye’mis

Passive

Radius: 6 m. If you drop to 0 HP while Vye’mis’ Circle is active: allies in Radius heal 4 Aeon Dice HP.

Guiding Light

Echo, AP: 2 | CA | 6 Aeon Points

Duration: 5 Rounds. Radius: 8 m. Reveals Invisible/Hidden. Pierces all darkness. Hostile: Will vs Aeon Focus to enter. End Turn in Radius: 1 Aeon Dice damage. Allies may deal Holy with weapons.

Master Aeon Dice Upgrade

Passive

Your Aeon Dice are now 3d6 (treated as 1). Gain Resistance to Miasmic Damage.

Salvation

AP: 1 | QA/R | 1 Aeon Point

Touch: transfer one Debuff/Condition/Effect from the target to yourself.

The Big Squeeze

Passive

While wielding a Shield and a creature is Grappled/Restrained: they auto-fail their first Escape/Overcome attempt.

Ultimate Setup

Passive

Delay Action lets you move to any lower Initiative spot.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your strength, granting abilities at levels 16, 18, and 20.

Shared Strength

AP: 1 | RPinnacle Synergy

Range: 2 m. When an ally makes an Attack Roll, add your Strength Ability Modifier to their roll.

Path of In Memoriam

Templar Echo summoning—you call forth living memories of fallen Templar, splitting your very essence to fight alongside you.

Passive: Add your Fortitude Defense Modifier to Concentration Checks for Echoes.

Templar’s Echo

AP: 2 | CA | 8 Aeon Points

Duration: 5 Rounds. Range: 4 m. Summon a living memory of a Templar. Shares your Aeon Points, Stats, and Initiative. 4 AP/Turn. Max HP split among Echoes. No THP, cannot be healed.

Level 18

Echo Defender

AP: 1 | QA | 3 Aeon Points

Range: 10 m. While your Echo is active, hostile creatures in Range: Will vs Aeon Focus. On failure: can only target you or the Echo.

Level 20

Voice of Six

AP: 4 | CA | 10 Aeon PointsFinal Apotheosis

Duration: 4 Rounds. Dismiss your Echo and simultaneously gain Tormented + Celestial Fire + Vye’mis’ Circle + Divine Brace without any Penalties.

Path of the Burning Star

Celestial Fire enhancement—you become a living sun, expanding your divine flames and bending the wills of those who burn.

Passive: When activating Celestial Fire, spend extra Aeon Points to increase the Radius (1 AP per 1 m).

Holy Ignition

AP: 1 | QA | 3 Aeon Points

While Celestial Fire is active, all hostile creatures wearing armor in the Radius take 3 Aeon Dice of damage, bypassing THP.

Level 18

Commandment

AP: 1 | QA/R | 4 Aeon Points

Duration: 3 Rounds. When a hostile creature takes Holy Ignition damage: Will vs Aeon Focus. On failure: Dominated for the Duration.

Level 20

Paladin’s Fury

AP: 1 | QA | 10 Aeon PointsFinal Apotheosis

Duration: 5 Rounds. +20 HP at end of each Turn. +10 Speed. +4 Aeon Dice Holy on all Attacks. All hostile: Will vs Aeon Focus, Frightened. Already Frightened + Holy = Commandment for 1 Round.

Path of the Righteous Disciple

Ally buffing and THP—you walk in the light and share its warmth, shielding your companions with divine radiance.

Passive: When you take damage, +1 to your next Aeon Focus Roll (stacks to +3, resets end of Turn).

Walk in the Light

Echo, AP: 2 | CA | 6 Aeon Points

Duration: 5 Rounds. Radius: 3 m. Allies gain +1 Defense Rolls. +2 Aeon Dice THP at the start of each Round (refreshes, does not stack).

Level 18

Blessings

AP: 1 | QA/R | 3 Aeon Points

While Walk in the Light is active, choose an ally: Regain 15 HP, OR +2 Subclass Points, OR +2 ARC.

Level 20

Righteous Ground

AP: 4 | CA | 8 Aeon PointsFinal Apotheosis

While Walk in the Light is active, allies: Immune to Conditions, Resist all Damage, +2 all Rolls, +10 HP/Turn. Hostile entering/ending in Radius: 3 Aeon Dice, Will vs Aeon Focus. On failure: Stunned + Vulnerable to Physical/Holy.

Path of the Twilight Aeon

Flight and dual damage—you sprout wings of twilight, raining Miasmic and Holy destruction from above.

Passive: Immunity to the Blinded Condition.

Wings of Twilight

Echo, AP: 2 | CA | 6 Aeon Points

Duration: 5 Rounds. 10 m Flight Speed. Miasmic Swipe (AP: 2, CA, Reach 4 m, 4 Aeon Dice Miasmic, Restrained). Holy Abyss (AP: 2, CA, 5 m Cone, 3 Aeon Dice, Blinded).

Level 18

Winged Guardian

AP: 1 | QA/R

While Wings of Twilight is active and an ally fails a Defense Roll: instantly appear next to them and take the Damage.

Level 20

Champion of the Mal’akh

AP: 2 | CA | 5 Aeon PointsFinal Apotheosis

Range: 10 m. While Wings is active: two sizes larger. Immune to Injuries + Holy or Miasmic (choose). Add Fortitude Mod to Attack/Defense (double on Fortitude Defense). Add Faith Skill Mod to damage. 1x/Round: Will vs Aeon Focus, failure: Prone + Stunned 1 Round.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Defense & Offensive Feats

Judgment of Vye’mis

AP: 2 | CA | 6 Aeon Points

Duration: 5 Rounds. Range: 10 m. Will vs Aeon Focus. On failure: Vulnerable to all your damage, healing halved. At 0 HP: allies within 6 m heal 10 HP.

Infernal Hunger

AP: 1 | QA/R | 3 Aeon Points

When you deal Holy/Miasmic Damage: heal half. If target is Frightened/Incapacitated: heal all.

Mal’Aeon’s Shield

Echo, AP: 2 | CA | 5 Aeon Points

Duration: 2 Rounds. Resistance to Non-Magical Physical. Immune to Miasmic and Holy.

Vye’mis’ Edict

AP: 2 | CA | 8 Aeon Points

Range: 20 m Line, 5 m Wide, 3 m High. Reflex vs Aeon Focus. On failure: 5d8 Holy + 3d8 Force, Blinded for 2 Rounds.

Path-Specific Feats

Celestial Spark

AP: 1 | QA | 5 Aeon PointsBurning Star

Duration: 3 Rounds. When activating Holy Ignition: Will vs Aeon Focus. On failure: Blinded and Deafened for the Duration.

Empyrean’s Lance

AP: 1 | QA | 5 Aeon PointsTwilight Aeon

Duration: 3 Rounds. While Wings is active: grant a Holy/Miasmic lance. Melee: Reach 3 m, +2 Attack, 5 Aeon Dice, Restrained. Ranged: 20 m, 5 Aeon Dice. Returns after Attack.

Utility Feats

Empyrean Brace

AP: 1 | R | 3 Aeon Points

Range: 10 m. When an ally is targeted: teleport adjacent, trigger Divine Brace, and make the Defense Roll in their place.

Last Hope

Passive

+1 additional Round of Final Stand.

Revival

AP: 2 | CA | 15 Aeon Points

Resurrect a creature dead within 24 hours. They return with 10 HP and retain all Injuries. You take 2 Levels of Exhaustion.

Pinnacle Aeon Dice Upgrade

Passive

Your Aeon Dice are now 2d12 (treated as 1). +2 to any Ability Score or +1 to two.