Viyari (3.5e Deity)

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Viyari's Sign
Greater Deity
Symbol: Blazing Sun
Home Plane: Plane of Light
Alignment: Neutral Good
Portfolio: Day, Light, Life, Healing
Clergy Alignments: Lawful Good, Neutral Good, Chaotic Good
Domains: Healing, Protection, Luck
Favored Weapon: Morningstar

Viyari is the goddess of the sun and light and is known as The Dawnstar. She abhors darkness and necromancy. She encourages life, happiness, and community between all people.

Dogma[edit]

Viyari encourages her followers to be friendly to all, to help others, and to nourish life. Hospitals and other community organizations come from those who want to see Viyari's influence increased.

Vestige - The Dawnstar[edit]

Vestige Level: 4th
Binding DC: 22
Special Requirement: Yes

Special Requirement: You must place a Yellow Cora stone in the center of Viyari's seal. The stone acts as a focus for the summoning ritual does not move from where it is placed despite how Viyari manifests herself. Viyari hates Volgan, because of this you can not summon or be bound to Viyari if you are already bound to Volgan.

Manifestation: The cora stone begins to glow bright yellow as it appears to float off the ground. It floats up until it reaches head height whereby it pulsates a spherical yellow and orange. A soft voice emanates from the sphere which exudes a calming and soothing effect on you.

Sign: Your forehead glows a soft yellow, though you gain no additional advantage from the light.

Influence: Viyari is a caring and watchful vestige, if you fall under her influence you feel compelled to be speak agreeably to whomever you meet, and you must help any non-hostiles who look like they are in need of aid, such as giving monetary aid to a beggar, or healing a wounded soldier. You must attempt to destroy any undead you meet.

Granted Abilities: While bound to Viyari, you gain powers of healing, and over the plane of light.

Light: You can use light as the spell at will.

Superior Health: You gain immunity to disease and poison, and making a pact with Viyari removes any existing disease or poison that afflicts you.

Smite Evil: You can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds.

Fast Healing: You gain fast healing 1. As your effective binder level increases so does your fast healing. You gain fast healing 2 at 10th level.

Healing: As a standard action, you can cure 1 point of damage to yourself or another creature at will. As a full-round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum +10). If you use the full round cure ability, you cannot use it again for 5 rounds. Both uses of the ability channel positive energy and deal an equal amount of damage to undead. This ability has a range of touch.



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