Epithets
Source War of Immortals pg. 31
As your story unfolds, your personality and deeds begin to shape the potential of your divine spark. You come to bear an epithet—a word or phrase that seems to always stick in the mind of those describing you. Your epithets grant you additional abilities, especially when your divine spark is brought to the surface.
Show all Epithets
Sovereignty Epithets
Healer of the WorldYour legacy is written in the lives you save. In your presence, coughs cease and aches abate, as a soft glow fills any living being in your presence. Magic flowing from one hand stitches wounds, and vigor ebbs from the other. After you Spark Transcendence, choose any number of willing or
unconscious creatures in a 30-foot emanation. Each of these creatures that's
dying loses the dying condition and remains unconscious at 0 Hit Points, and each one that isn't dying gains 10 temporary Hit Points that last until the start of your next turn. This is a
healing vitality effect.
Those who make great names for themselves as heroes are called upon to train those who follow them, and such is your destiny—to be remembered not through your own deeds but through the progeny who you hope will one day surpass you. After you Spark Transcendence, you can attempt to
Recall Knowledge about one enemy you can see as a free action and instantly transmit any knowledge you gain as a result to every ally within 60 feet. The first piece of knowledge you gain when Recalling Knowledge in this way is always the enemy's immunities. If the enemy has no immunities, you learn its greatest resistance; if it also possesses no resistances, you learn its greatest weakness; if it possesses none of the above, you learn its lowest saving throw.
Whether your destiny is monarch or god, the spirit of all rulers past and future grants you an unrivaled commanding presence. After you Spark Transcendence, you can exude an air of authority until the start of your next turn. If any enemy fails at an attack roll against you during this time, you can attempt an
Intimidation check to
Demoralize that enemy as a free action as you rebuke it for its foolish attempt to stand against your authority.
Though your tales are not sung out loud, they still live on as cautionary tales, whispers, tall tales, and half-believed rumors. You walk hidden behind stars, capable of taking anything; the lights of the heavens are not safe from your avarice. After you Spark Transcendence, as a free action you can attempt a check to
Palm an Object or to
Steal an item from an enemy within 30 feet. The relocated objects simply disappear and reappear in your hand.