Mythic Callings | Mythic Feats | Mythic Destinies


Celestial Rebirth Feat 20

Uncommon Mythic 
Source War of Immortals pg. 117
Archetype Ascended Celestial
Prerequisites Ascended Celestial Dedication

Through your diligence and commitment to heroics, you finally complete your apotheosis into a true celestial. Your appearance changes as desired, becoming a perfect expression of your true self. You cease aging, and you can’t die from old age. You become immune to poison and disease. You gain the celestial and holy traits, as well as the agathion, angel, archon, or azata trait, depending on whose ranks you are joining.

You become a vessel of vitality. You can cast breath of life once per day as a 5th-rank innate divine spell and heal twice per day as a 7th-rank innate divine spell. When you cast a spell with the healing trait that doesn’t target you, you channel this healing energy through your own body before releasing it. You regain 1d6 Hit Points per level of the spell. In addition, you can cast raise dead as a 10th-rank innate divine spell. When you do, the cost to cast this spell changes to “spend 1 Mythic Point.”

If you die, you’re immediately reborn as a nephilim of an ancestry of your choosing or decided in conjunction with your GM. You are descended from the celestials whose trait you bear—agathion, angel, archon, or azata. This might be represented by a lineage feat. You can choose if you will be reborn on the Universe, Elysium, Heaven, or Nirvana. Regardless of where you’re reborn, celestials watch over you, keeping you safe throughout your life. When you reach the age of maturity, you regain your previous powers and memories, becoming an ascended celestial once again. These memories are faint and dreamlike, as if they happened to another person, giving you perspective and history, but not supplanting your current personality or emotional connections.

Traits

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Mythic:

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.