Class Features
Implement of Peace
You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
Bonus Cantrip
When you choose the light domain at 1st level, you gain the light cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.
Emboldening Bond
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Protective Bond
At 6th level the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Balm of Peace
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
Beginning at 6th level, you can use your Channel Divinity twice between rests.
Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
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.
Beginning at 6th level, you can use your Channel Divinity twice between rests.
Blessed Strikes
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Fighting Style - Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Feats
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Skill Expertise
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
You gain expertise with one skill you are proficient with, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Racial
Pheonix Fauna
+2 DEX
+2 CON
Flame Affinity
You are resistant to Fire damage and have vulnerability to Cold damage
Iridescence Flames
As an action, you can activate your flames. Your feathers turn a bright vibrant red, the flashes of fire blossoms with a low roar into an explosion of colored fire. Each creature in a 20-foot radius sphere centered on that point are affected by the colored fires effect, this fire spreads around corners. All affected creatures need to succeed Dexterity saving throws or take 1d6+ your Constitution modifier in fire damage on failure or half as much on success. This increases to by 1d6 at 5th level (2d6) and gain by another 1d6 at 11th level (3d6) and then again at 17th level. This ability can be used once, and refreshes upon completing a long rest.
Flight
As a bonus action, you can channel the fire within, to create wings of flame. You gain a fly speed equal your movement speed. This effect last for 1 minute, at level 5 this duration increases to 1 hour, at level 11, the effects become permanent. This ability can be used once, and refreshes upon completing a long rest.
Bodily Flame
Your body is always warm to the touch. As a bonus action you can give off a glow of light of either a warm orange or in the color of your subrace. This glow sheds 30ft of bright light and further 30ft of dim light. You can end this glow as a free action.
Protocol Phoenix - Reincarnation
Once per week if Shirin dies in true combat she can revive, recovering all her hit points and spell slots.
Dragon - Ishtar
+2 Dexterity
+1 Wisdom
Proficiency in Perception, Performance
Arcana Hearts
After a short or long rest, you may channel the power of your Heart to form a bond with an ally. You and an ally gain Max HP based off your Level + Prof + that ally's Prof Mod.
Bonded by Heart: Whenever a bonded ally takes a critical hit within 30 feet of you. You may, as a reaction, switch places with them and magically take that damage instead. While using this ability, you gain DR to this damage based off the Max Hp your ally gained from Arcana Hearts. You may do this twice per long rest.
Bonded By Soul: Whenever a bonded ally fails a Saving Throw within 30 feet of you. You may, as a reaction, pay 10 hit points to grant them a reroll and add 1/3 of the Max Hp your ally gained from Arcana Hearts to the Roll. You may do this twice per long rest.
A Bond of Adoration
After a long rest, you channel the bonds you share with others to protect the ones you love. Each of your allies gain a Heart Dice that can be used as an Action, Bonus Action, or during a Death Save that can give them the following effects
Action: Heal for 1d12 + Your Level and remove 3 Paranoia or 3 Exhaustion.
Bonus Action - Heal for 1d6 + Proficiency and remove Curses, Corruption, or 1 Debuff.
Death Save - At the start of your turn, roll the Death Save at advantage and add 1d4 to the Roll, or if you're going to Suffer True Death, Corruption, or Assimilation that condition is removed.
Reaction - On failure on a save or taking a hit from an enemy; Heal 1d4+ half of your proficiency modifier rounded down, then gain AC and a bonus to saves based on the d4 rolled, and gain resistance to the first damage type dealt to you until the beginning of your next turn.
Ishtar's Heartling
You gain access to Ishtar's Exclusive bath areas that will be able to heal you of all ailments. Additionally, you learn the Language of the the Desert, Arabel.
Blessings of Ishtar
Whenever you do a Rite (Weddings, Vows, or Blessing of Child) for Love, Friendship, Bonds, or Ect. You will gain a reward from Ishtar.
A Lover's Touch
Whenever you Heal an Ally with Abilities or Healing spells with a range of touch. You can, as a reaction, double the healing received and give an ally an additional Heart Dice. You can do this 3 times per Long Rest.
Fast Heartbeat
The love and adoration you share to your allies granting them invigorated movement. Allies with Heart Dice gain +10 Movement Speed and whenever an ally uses a Heart Dice, you regain hit points based on your Wisdom or Charisma modifier.
Heart Strike
You gain the ability to infuse your weapon attacks with the love of Ishtar. Whenever you critically hit a hostile creature until the start of your next turn you, that target has disadvantage on any attack roll that isn't against you, and when that target hits you with an attack, the ally under Arcana Hearts gains a Heart Dice. You can use this twice per short rest.
With Hearts of Flow
At the Beginning of every Dawn you gain X Heart Dice; Where X is your Wis or Cha Mod; you can give out to Allies as a Bonus Action or, Item Interaction when healing them with a spell or Class Feature. You are under the affects of Fast Heartbeat while you have these Dice and, can use them as normal while in Archon of Love.
Disclaimer: Once the Heart Dice are used you don't get them back until next Dawn.
(Dragon Vow) Archon of Love
As an action, you gain celestial wings and bond all your allies with the Power of Love. This form grants you a flying speed of 30 ft for one minute. If you already have a flying speed, you are then given a 60 ft fly speed instead. While in this form, whenever you heal an ally that is downed or has an ailment, this healing grants them a Heart Dice if they don't already have one. Whenever a Heart Dice is used by an ally, you gain a Heart Dice. If you have Heart Dice when you cast a healing spell, you can add the effect of the Heart Dice to the healing (This still requires the action or bonus action to use it). This vow can be used once per long rest.
You Must Carry On: If an ally would die within 60 feet of you while your under Archon of Love. You may spend a Heart Dice to cast Gentle Repose as a reaction and remove all Aliments.
Love Never Dies: Your blessing revives a creature at the moment of its death. As a reaction; You use that Ally's Heart Dice; to prevent the target from dying and restore Hit Points to the target equal to Xd8 (Where X is your Level) plus your Wisdom or Charisma modifier. You can't use breath of life if the triggering effect was disintegrate or a Death Effects Like Assimilation or True Death. This can be used once per long rest.