Kynareth: The Breath of the World
Alignment: Neutral Good
Domains: Nature, Tempest, Life
Symbol: A stylized swirl of wind encircling a budding tree
Portfolio: Air, wind, nature, freedom, travel, and the primal forces of the world
Favored Weapon: Spear or quarterstaff
Holy Day: The Day of Winds (celebrated at the spring equinox)
Lore and Mythos
Kynareth is revered as the Breath of Creation, the divine force that gave motion to the stillness of the world. Her followers believe that before life began, the world was silent and stagnant until Kynareth exhaled, setting the skies in motion and stirring the seas. This first breath is said to have awakened the seeds of life and carved the paths of rivers and valleys.
In the D&D cosmology, Kynareth is often seen as a primordial deity of elemental air and natural harmony, bridging the gap between the Elemental Plane of Air and the Material Plane. Druids claim she whispered the first words of the Song of Seasons, teaching the cycle of growth and decay. Sailors, wanderers, and skyward explorers pray to her for safe passage, while farmers honor her for the rains and winds that nourish their crops.
Dogma
Freedom is sacred. The wind cannot be chained, and neither should the spirit.
Respect the balance of nature. The breath that gives life can also bring storms; harmony must be maintained.
Travel and discovery are divine acts. To walk the world is to feel Kynareth’s breath upon your face.
Clergy and Worship
Kynareth’s clergy are known as Windcallers or Breathkeepers. They dress in flowing robes of green and blue, adorned with feathers and leaves. Temples are rare; instead, her shrines are often open-air sanctuaries on hilltops, cliffs, or deep forests where the wind can flow freely.
Rituals:
The First Breath: At dawn, followers inhale deeply and exhale toward the horizon, symbolizing renewal.
Skyward Offering: Feathers, seeds, and petals are cast into the wind during prayers.
Relationships with Other Deities
Allies: Deities of nature (Silvanus), travel (Fharlanghn), and air (Akadi).
Opposed: Gods of tyranny and stagnation (Bane, Asmodeus), and those who seek to dominate nature.
Player Options
Clerics: Choose Nature or Tempest Domain.
Paladins: Rare, but those who swear the Oath of the Ancients may serve Kynareth.
Druids: Consider Kynareth as a patron for Circle of the Land (Forest or Grassland) or Circle of the Winds (homebrew).
Adventure Hooks
The Silent Gale: The winds have ceased across the land, and crops fail. A cult seeks to bind Kynareth’s breath to power an airship armada.
Storm of Judgment: A hurricane of unnatural fury threatens a coastal city. Is it Kynareth’s wrath or an elemental incursion?
The Lost Song: A fragment of the Song of Seasons has been stolen by a lich, disrupting the balance of nature.
Kynareth, Breath of the World
Medium or Large Celestial (Deity), Neutral Good
Armor Class: 25 (natural armor)
Hit Points: 615 (30d12 + 300)
Speed: 60 ft., fly 120 ft. (hover)
STR | DEX | CON | INT | WIS | CHA
24 (+7) | 28 (+9) | 30 (+10) | 24 (+7) | 30 (+10) | 28 (+9)
Saving Throws: Dex +17, Con +18, Wis +18, Cha +17
Skills: Nature +18, Perception +18, Insight +18
Damage Resistances: Radiant, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical weapons
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 ft., Passive Perception 28
Languages: All, telepathy 120 ft.
Challenge: 30 (155,000 XP)
Innate Spellcasting
Kynareth’s spellcasting ability is Wisdom (spell save DC 26, +18 to hit). She can cast the following spells without material components:
At will: gust of wind, control weather, freedom of movement, wind wall
3/day each: storm of vengeance, whirlwind, heal, mass cure wounds
1/day each: wish, true resurrection, tsunami
Traits
Aura of Vital Winds: Allies within 120 ft. gain advantage on saving throws against being restrained or grappled and ignore difficult terrain caused by natural obstacles.
Legendary Resistance (3/day): If Kynareth fails a saving throw, she can choose to succeed instead.
Divine Nature: Kynareth cannot be permanently killed outside her home plane; if slain, she reforms after 1d10 years.
Actions
Multiattack: Kynareth makes two attacks with her Spear of the Gale.
Spear of the Gale: Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 30 (4d8 + 9) piercing damage plus 18 (4d8) lightning damage. On hit, target must succeed on a DC 26 Strength save or be pushed 30 ft. away.Breath of Creation (Recharge 5–6): Kynareth exhales a divine wind in a 120-ft. cone. Each creature in the area must make a DC 26 Strength save or take 88 (16d10) bludgeoning damage and be knocked prone. On success, half damage and no prone.
Legendary Actions (3/round)
Gale Step: Teleport up to 60 ft. to an unoccupied space.
Wind Slash: Make a ranged attack with slicing wind (120 ft., +17 to hit, 6d10 slashing damage).
Call Storm (Costs 3 Actions): Summon a storm centered on a point within 300 ft. for 1 minute. Area becomes heavily obscured, and creatures take 4d10 lightning damage at the start of their turn.
Mythic Trait (Optional)
When reduced to 0 HP, Kynareth transforms into a Primal Tempest for 3 rounds, regaining 300 HP and gaining immunity to all damage except force and radiant.
Etiquetas
Fuente del modelo
