Racial
Darkvision (30Ft)
Trance: Only needs to sleep 4 hours during long rest
Mask of the Wild: Can attempt to hide in natural things.
Fey Ancestry: adv on saves against being charmed. Cant be magically put to sleep.
Faction
Iitanas Imperium ACI: +2 to Dex and Int
Imperial Dance: While wielding a 1 handed weapon with no shield, you recieve a +1 to AC and a +1 to Damage for each additional enemy that is adjacent to you above 1. (Max of +3)
Aladine’s Glory: Users of this fighting style deal +1 additional damage with melee weapons, for each creature that has been killed this combat. This must be a legitimate enemy, that is threatening to the character.
House of Ad'daire (replaces suborigin)
Gaze into the Void!: Whenever you would damage an enemy with an astral, necrotic, cold, or poison damaging spell, you may reduce that creature's AC by 2 for 1 round. An enemy can only be affected by this ability once ever 24 hours.
Elven
Whenever you would trance during a mission you may extend this time to 8 hours. If you do you manifest a glowing astral fire in your eyes. During this time you can see invisible enemies and see through any darkness. This effect fades after a long rest.
Origin
Orde Origins: +1 to Charisma; Skill Prof - Religion
Church Child: You gain a cantrip from the cleric spell list and may cast it at character level; Skill Prof - History(Taking II house)
Religion
Church Boon (Oun): +1 Wisdom
Lip Service (Oun): Skill Prof - Insight
Class
Bonus Cantrip: Gain a cantrip from bard or druid spell list. It counts as a cleric cantrip for you.
Restful Spells: Whenever you would cast a spell of first level or higher that would target your allies, heal them for a number of hit points equal to the spell's level.
Channel Divinity 1/rest:
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Day Dream
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Dream Form
As a bonus action, you may enter a state that is between both the dream realm and the waking realm, granting yourself resistance to all damage and advantage on attack rolls. This lasts for one minute or until you are subject to a critical hit. This ability can only be used once per long rest.
Channel Divinity (2/rest)
Beginning at 6th level, you can use your Channel Divinity twice between rests.
ASI Level 4
MV Tracker
1MV Dsangir Donation 12/10;
2 MV The Dancing Ladies 12/11;
2 MV Land of Kvoz 12/29;
2 MV Fountain of Youth rp event 1/11;
1 MV Watch Wall Dsangir event 1/11;
2 MV Crashed by the Waves 1/18;
1 MV Dsangir Donation 1/13;
1 MV Dsangir-II event 1/25;
1 MV Dsangir donation 2/23;
6 MV After the Freeze 2/4, 2/11, 2/25, 3/10, 2 on completion ;
2 MV The Hammer Falls 2/27, 3/12
1 MV On the Wings of Hel RP Event 3/7
Class/Racial Features & Traits