Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Relational Medicine. You have proficiency in your choice of either the Insight skill or the Medicine Skill. (Insight)
Diplomat
You master the arts of diplomacy, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Vestiges: Ishtar, Gyx, La Diablesse
Ishtar:
Embrace
While bound to Ishtar, you have advantage on opportunity attacks.
Ishtar's Mark
As a bonus action, you can force a creature within 30 feet to make a Wisdom saving throw. A creature immune to being charmed automatically succeeds on this saving throw. On a failed save, a special mark representing Ishtar's favour appears on the creature for up to 1 minute. While the creature is marked, it can't willingly move more than 30 feet away from you. Additionally, you can use your bonus action on subsequent turns to magically pull the marked creature up to 10 feet closer to you. You can only mark one creature with this ability at a time.
Enamour
You can pry open another creature's heart and force the love of Ishtar into it. As an action, choose a humanoid creature you have marked to be charmed by you for up to 10 minutes. While charmed, the creature regards you as its true love. When this effect ends, the creature knows it was charmed by you. This effect ends early if you or your companions deal any damage to the creature. Once you use this ability, you can't use it again until you finish a short or long rest.
Gyx:
Heretical Lore
You have advantage on ability checks you make to recall legends, myths, or lore. Additionally, the GM can allow you to make such checks, even when it would be impossible for you to know such information.
Strength in Numbers
While bound to Gyx, you gain a bonus to your vestige spell save DC, spell attack modifier, and any attack roll you make which uses your Charisma, instead of Strength or Dexterity. This bonus equals to the number of other vestiges you have bound and does not stack with bonuses provided by magic weapons or items.
Legendary Vestige
If a creature succeeds on a saving throw against a spell or feature offered to you by one of your vestiges, you can force that creature to repeat that save. Once you use this ability, you can't use it again until you finish a long rest.
Trait: Hidden
While bound to Gyx, you can cloak your vestiges with ease. You can suppress or reveal any of your vestiges' traits one on each of your turns (no action required). Moreover, you can instantly tell when another creature is bound to vestiges, and how many vestiges to which they are bound. You have advantage on attack rolls against other creatures bound to vestiges.
La Diablesse:
Evil Eye
As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn. You can extend the duration that a creature is frightened of you by using your bonus action to cackle loudly. When you do so, this effect requires concentration, as a spell, but you can concentrate on these abilities and a spell at the same time. You make only one saving throw to maintain concentration on both.
Waking Nightmare
Once on each of your turns, when a creature fails an Intelligence, Wisdom, or Charisma saving throw against one of your spells or vestige features, you can cause that creature to take 2d8 psychic damage.
Spellcasting: Spellbind
While bound to La Diablesse, you can cast the following spells without using spell slots or spell components:
2/day each: bane, darkness
1/day each: fear, phantasmal killer
You regain all expended uses when you finish a long rest.
Trait: Cloven Hoof
While bound to La Diablesse, one of your legs transforms into a cloven hoof, a mark of her enduring curse. By leveraging this curse, you can use your action to cause one creature that you can see within 60 feet that is frightened of you to flee. The creature must use its reaction to move away from you by the safest available route, unless there is nowhere to move. The creature can then repeat its saving throw against the spell or effect which caused it to be frightened, ending the effect on itself on a success.
Features & Traits