Nereus
The Frostfather
Alignment
Lawful Neutral
Aspects
Time, Preservation, Memory, Winter, Undead
Ethos
Traditions
Followers of Nereus keep journals to record events in their life and regularly will reflect on important memories each night before they sleep.
Symbiology
Associated with crystalline spheres, mirrors, hourglasses, and snow globes
Description
Cosmology and Culture
Nereus is a god who seeks above all else to preserve things as they are. This means keeping lives going, treasuring memory, and being careful about radical change. At times these goals are at odds with one another, but as a whole it creates a doctrine that is deeply conservative and disciplined. He is in many ways the opposite of his former lover, Ydar, who embraces change for its own sake.
In the wintery lands of the Whispering Vale, Nereus remains the
Unique Spells
Aegis of Memory - Reaction that allows the user to reroll a saving throw against mental effects
Crystalline Guard - Provides temporary hit points to the target
Temporal Echo - Protects the target against essence damage and exhaustion
Nostalgia / Remorse - Force a creature to feel a deep desire to relive an old memory or avoid it at all costs
Inner Citadel - Provides a large amount of temporary hit points and improved mental defenses
Preservation Domain
Domain Spells
Disciplined Mind
At 1st level, through rigorous effort your mind has become extremely adept at retaining information with minimal effort. You gain advantage on all intelligence-based ability checks.
Enduring Ward
At 1st level, you gain the ability to bolster your allies with magic. Each time you cast a spell targeting one or more allies, choose one ally affected by the spell. They gain temporary hit points equal to your wisdom modifier. If the triggering spell would grant temporary hit points, increase the amount of temporary hit points the spell provides by your wisdom modifier instead.
Channel Divinity: Defy Destruction
At 2nd level, you gain the ability to mitigate the most powerful attacks. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can expend your channel divinity to turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
Crystallize Memory
At 6th level, once per day you can take a memory or spell from yourself or a willing creature you touch and implant it into a shimmering crystalline sphere called a memory sphere.
Creating a Memory Sphere
To create an empty memory sphere, you must focus for one hour and expend one fist of chroma. It forms into a crystalline orb about 1 foot in diameter that is cold to the touch. While it is dormant, the sphere is dull and gray. When it is instilled with a memory it glows blue-white. When imprinted with a spell, its color relates to the school of magic contained within. A memory sphere can store spells of a level corresponding to the level of Chroma used to create the sphere.
You may possess a number of memory spheres equal to your proficiency modifier. A memory sphere may be destroyed by the caster as action. Destroying a memory sphere in this way creates one fist of Shadowpast, regardless of type of Chroma used to create the sphere.
Imprinting a Memory Sphere
Choose one creature you can touch, including yourself. That target focuses their mind on a specific memory or spell they currently have prepared for 1 minute while you lay your hand upon them. The memory or spell is then stored in the sphere. Only spells that take one action or bonus action to cast may be instilled in a memory sphere. If the caster and target repeat this process daily for one year, the memory is permanently imbued in the sphere.
Activating a Memory Sphere
As an action, a creature can activate a sphere you are currently holding. If it is a memory, you immediately experience the entire memory in an instant. If it is a spell, you may cast the spell. In either case, the sphere is rendered empty afterward.
Not everyone can cast spells from memory spheres. Casting a spell requires the user expend the appropriate level spell slot and any requisite material components.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
TBD
At 17th level, you can do some more cool stuff