Idol
  1. Notes

Idol

Power Manifestation

You were an ordinary individual until the burden of power was thrust upon you. As such, your powers are simple and effective, and others look to you for guidance.

Helping Hand

When you choose this manifestation at 3rd level, you are compelled to help those in need. You can use the Help action as a bonus action on your turn.

Exemplar

Also at 3rd level, you lead by example. If you hit a hostile creature with an unarmed strike using Strength, you can embolden a friendly creature within 30 feet of you who can see you, granting them the following benefits for 1 minute:

  • The creature can add a roll of your Pure Strength die to one damage roll they make each turn.
  • The creature gains a +2 bonus to their AC.
  • The creature's movement speed increases by 10 feet.

The effects of this feature end early if the creature is knocked unconscious. Once you use this feature, you cannot use it again until you complete a short or long rest.

Experimental Training

At 7th level, you have taken the time to learn more about what you are capable of. You learn an additional Astounding Power whose requirements you meet. This power does not count against your number of Powers Known, but it cannot be exchanged for a different power at later levels.

Fearless Leader

At 14th level, so long as you keep fighting, your allies will stick by you through thick and thin. Whenever you use the Help action to aid a creature, you can end one effect that is causing the creature to be charmed or frightened.

Additonally, whenever a creature rolls your Pure Strength die, they can roll it twice and use either roll.

Glorious Purpose

At 18th level, your courage and resolve give you the strength to face your destiny. You can use a bonus action on your turn to enter a state of awe-inspiring bravery, granting you the following benefits for 1 minute:

  • You gain all of the benefits that your Exemplar ability grants to other creatures.
  • You can use your Exemplar feature multiple times without needing to rest between uses.
  • You are immune to the charmed and frightened conditions.

The effects of this feature end early if you are knocked unconscious. Once you use this feature, you must complete a long rest before using it again.