Eradeel Perira Raecal
Children
Eradeel Perira Celsilver
Aasimar (Protector)
Race
Orde | Church Child
Origin
Warlock (Celestial) 7 | Cleric (Love) 1 (8)
Class & Level
Neutral Good
Alignment
Viderick
Deity
Factionless
Faction
Member
Rank/Position
0
Loyalty
Company
Strength
10
+0
Dexterity
15
+2
constitution
14
+2
intelligence
13
+1
wisdom
13
+1
charisma
20
+5
Total Hit Dice
8
Hit Die
Hit Die
1d8+2
+3
proficiency bonus
+0 | Strength |
+2 | Dexterity |
+2 | Constitution |
+1 | Intelligence |
+4 | Wisdom |
+8 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+5 | Deception |
+4 | History |
+7 | Insight |
+8 | Intimidation |
+1 | Investigation |
+1 | Martial |
+1 | Medicine |
+1 | Nature |
+1 | Perception |
+5 | Performance |
+8 | Persuasion |
+4 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+1 | Survival |
34
MV
MV
1
Prestige
Prestige
1
Attunement Slots
Attunement Slots
19
Armor Class
Armor Class
59
Hit Points
Hit Points
+2
Initiative
Initiative
30ft.
Speed
Speed
Dagger | 1d20+5 | 1d4+2 |
---|---|---|
Silvered Staff | 1d20+3 | 1d6 or 1d8 |
Silvered Staff(Shillelagh) | 1d20+8 | 1d8+5 |
Eldritch Blast | 1d20+8 | 1d10+5 |
Fire Bolt | 1d20+8 | 2d10+5 |
Green-Flame Blade | 1d8+5 | 1d8+5 |
Sacred Flame | 2d8+5 | |
Toll the Dead | 2d8 or 2d12 | |
Armor: Half-Plate(Academy), Heavy Gambeson(Academy), Light armor, Medium armor, Shields.
Languages: Celestial(Angel), Common(Grass).
Skills: Arcana, History(Sub-Origin), Insight(Expertise|Lip Service, Domain), Intimidation, Persuasion(Factionless), Religion(Origin).
Tools: Cook's Utensils(Expertise|Factionless, Academy), Jeweler's tools(Domain), Viol(Expertise|Domain, Academy).
Weapons: Simple weapons.
Proficiences
Languages: Celestial(Angel), Common(Grass).
Skills: Arcana, History(Sub-Origin), Insight(Expertise|Lip Service, Domain), Intimidation, Persuasion(Factionless), Religion(Origin).
Tools: Cook's Utensils(Expertise|Factionless, Academy), Jeweler's tools(Domain), Viol(Expertise|Domain, Academy).
Weapons: Simple weapons.
Proficiences
Cleric
Cantrips: Guidance(C,S,V), Mending(M,S,V), Spare the Dying(S,V).
1st Level Spells: Animal Friendship(M,S,V|Domain), Bless(C,M,S,V), Charm Person(S,V|Domain), Shield of Faith(C,M,S,V).
Warlock
Cantrips: Eldritch Blast(S,V), Green-Flame Blade(M,V), Light(M,S,V|Racial), Prestidigitation(S,V), Sacred Flame(S,V|Sub-Class), Toll the Dead(S,V|Sub-Origin).
1st Level Spells: Cure Wounds(S,V|Sub-Class), Guiding Bolt(S,V|Sub-Class).
2nd Level Spells: Flaming Sphere(C,M,S,V), Lesser Restoration(S,V), Shatter(M,S,V).
3rd Level Spells: Thunder Step(V).
4th Level Spells: Sickening Radiance(C,S,V), Wall of Fire(C,M,S,V).
Book of Shadows Cantrips: Druidcraft(S,V|Pact), Fire Bolt,(S,V|Pact), Shillelagh(M,S,V|Pact).
Book of Shadows Spells:
1st Level: Ceremony(BoAS Ritual), Detect Magic(BoAS Ritual), Detect Poison and Disease(BoAS Ritual), Find Familiar(BoAS Ritual), Identify(BoAS Ritual), Purify Food and Drink(BoAS Ritual).
Spellcasting
Inventory (111.00 lbs/150 lbs.)
Amulet (Viderick Holy Symbol) (1 lbs.)
x10 Antitoxin (? lbs.) Effects
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Bag of Holding (15 lbs.) Desc
Purple with mask symbols. Spawned from The Portaling's death.
Bag (Wondrous) - Minor Rare
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
15,232.92 gps (304.66 lbs.), Alchemist’s Supplies (8 lbs.), Backpack (5 lbs.), Compass (? lbs.), Cook's Utensils (8 lbs.), Crowbar (5 lbs.), x5 Elixir of Health (10 lbs.), Hammer (3 lbs.), x4 Hempen Ropes (40 lbs.), Herbalism Kit (3 lbs.), Hooded Lantern (30/30 radius) (2 lbs.), x3 Manacles (18 lbs.), Mess Kit (1 lbs.), Jeweler's tools (2 lbs.), x10 Pint of oil (flask) (10 lbs.), x10 Pitons (2,5 lbs.), x1 Potion of Cold Resistance (2 lbs.), x1 Potion of Superior Healing (2 lbs.), x6 Potion of Healing (12 lbs.), x3 Sack (1.5 lbs.), x2 Scroll of Speak with Animals (2 lbs), Set of fine clothes (6 lbs.), Tinderbox(1 lbs.), Viol (1 lbs.), Waterskin (5 lbs.).
Belt Pouch containing 100 gp (2 lbs.)
Masterwork Bandolier (1) (7 lbs.) Desc
Black in color with gold trim buckles.
x3 Potion of Greater Healing, x1 Potion of Heroism
Masterwork Bandolier (2) (7 lbs.) Contains
x3 Potion of Greater Healing, x1 Potion of Superior Healing
Book of Shadows (5 lbs.) Spells
1st level: Ceremony, Detect Magic, Detect Poison and Disease, Find Familiar, Identify, Purify Food and Drink.
Dagger (1 lbs.)
Component Pouch (2 lbs.) Material Components
Consumable
x10 25gps worth of powdered silver (Ceremony)
x9 10gps worth of charcoal, incense, and herbs (Find Familiar)
Inconsumable
x1 100gp Pearl (Identify)
Foci Fire [Not Attuned]
Stats
T2 Mission Reward
Arcane focus (Glass ball) - (Rare) 2,000gp - Attunement
This clear glass ball holds within it a greenish, red fire that swirls in place.
You gain a +1 bonus to your Charisma score, to a max equal to your ability score cap.
Fiery Spirit: Whenever you would roll a skill check, you can use your reaction to add 1d4 to the roll. This ability has 3 charges, all charges refresh on a short or long rest.
Feline Sight: As an action, you can gain darkvision out to 30 feet. If you already possess the Darkvision trait, you gain an additional 10 feet. You can use this ability a number of times equal to your Charisma modifier (minimum of 1), all use refreshing on a long rest.
This item is Glorybound
Arcane focus (Glass ball) - (Rare) 2,000gp - Attunement
This clear glass ball holds within it a greenish, red fire that swirls in place.
You gain a +1 bonus to your Charisma score, to a max equal to your ability score cap.
Fiery Spirit: Whenever you would roll a skill check, you can use your reaction to add 1d4 to the roll. This ability has 3 charges, all charges refresh on a short or long rest.
Feline Sight: As an action, you can gain darkvision out to 30 feet. If you already possess the Darkvision trait, you gain an additional 10 feet. You can use this ability a number of times equal to your Charisma modifier (minimum of 1), all use refreshing on a long rest.
This item is Glorybound
Half-Plate Armor (40 lbs.)
Heavy Gambeson (12 lbs.)
Letter Titled "In the event of my death." Signed, Eradeel Perira Reacel. Contains
If you are reading this letter, I am likely dead.
Please send my body and belongings to the World Wanderers outpost situated within Dolten. And notify two people; One tortle Ranger named Lad Io, and a canine Tabaxi Ranger named Kura Silverglint.
Thank you kindly, stranger.
Please send my body and belongings to the World Wanderers outpost situated within Dolten. And notify two people; One tortle Ranger named Lad Io, and a canine Tabaxi Ranger named Kura Silverglint.
Thank you kindly, stranger.
Magnifying Glass (? lbs.)
Priest's Pack Contains
10 candles, alms box, 2 blocks of incense, censer, vestments
Set of common clothes (3 lbs.)
Shield (6 lbs.)
Signal Whistle (? lbs.)
x2 Signet Ring (? lbs.)
Silvered Staff (Arcane Focus) (4 lbs.)
The Heart of Havoc [Attuned]
Stats
T2 Mission Reward
Orb - Major Rare (3000 gp) - Attunement, Glorybound
A crystal ball of constantly-shifting colors, which at times feels warm to the touch, and others cold, and other times yet can cause one’s hair to stand on end. The chaotic power of the Heart can be channeled to destructive effect by any caster - but its fullest potential can only be released by those with the skill to stabilize its unending fluctuation.
Your Intelligence score is increased by 2, up to a maximum equal to your ability score cap.
Attack cantrips that use this item as a focus critically hit on a 19 or 20.
Unstable Energy
This item has two charges, which refresh after a long rest. As a bonus action, you can expend a charge to empower the next spell you cast before the start of your next turn. Roll 1d8 to determine a damage type from the following list:
1. Fire
2. Cold
3. Poison
4. Radiant
5. Necrotic
6. Acid
7. Lightning
8. Thunder
An empowered spell deals an extra 1d10 damage of the rolled damage type to one target of your choice that is damaged by the spell. In addition, this item regains a charge if the empowered spell successfully deals damage of an opposite type to the bonus damage, according to the following list of opposite types:
Fire/Cold
Poison/Thunder
Radiant/Necrotic
Acid/Lightning
This item can regain a charge in this way up to three times before a long rest.
Orb - Major Rare (3000 gp) - Attunement, Glorybound
A crystal ball of constantly-shifting colors, which at times feels warm to the touch, and others cold, and other times yet can cause one’s hair to stand on end. The chaotic power of the Heart can be channeled to destructive effect by any caster - but its fullest potential can only be released by those with the skill to stabilize its unending fluctuation.
Your Intelligence score is increased by 2, up to a maximum equal to your ability score cap.
Attack cantrips that use this item as a focus critically hit on a 19 or 20.
Unstable Energy
This item has two charges, which refresh after a long rest. As a bonus action, you can expend a charge to empower the next spell you cast before the start of your next turn. Roll 1d8 to determine a damage type from the following list:
1. Fire
2. Cold
3. Poison
4. Radiant
5. Necrotic
6. Acid
7. Lightning
8. Thunder
An empowered spell deals an extra 1d10 damage of the rolled damage type to one target of your choice that is damaged by the spell. In addition, this item regains a charge if the empowered spell successfully deals damage of an opposite type to the bonus damage, according to the following list of opposite types:
Fire/Cold
Poison/Thunder
Radiant/Necrotic
Acid/Lightning
This item can regain a charge in this way up to three times before a long rest.
Toy Plushie (Owl) (? lbs.)
Wind’s Howl [Not Attuned]
Stats
Ring (Wondrous) - Minor Rare - Attunement
A crude ring made out of the bones of a dire wolf, it has numerous holes in it that when blown through cause the ring to whistle. In addition the ring causes a subtle breeze around the user.
While wearing this ring you have access to the following abilities:
Sudden Gust: As a Reaction to being hit by a ranged attack, you can increase your AC by 1 against the attack potentially causing the attack to miss you. You can use this Reaction 5 times and replenish all uses after a long rest.
Howling Gust: Once per long rest, you can cause the subtle gust swirling around to whip up to deafening speeds, cause the gust to howl like a pack of wolves. Each enemy within 60ft must make a DC 13 Wisdom saving throw or be frightened of the character attuned and wearing this ring for 1 minute. A creature that is frightened due to this ability repeats the saving throw at the end of each of their turns, on success the creature is no longer frightened.
[Base Material, Enchantment, Spell Invocation x1]
A crude ring made out of the bones of a dire wolf, it has numerous holes in it that when blown through cause the ring to whistle. In addition the ring causes a subtle breeze around the user.
While wearing this ring you have access to the following abilities:
Sudden Gust: As a Reaction to being hit by a ranged attack, you can increase your AC by 1 against the attack potentially causing the attack to miss you. You can use this Reaction 5 times and replenish all uses after a long rest.
Howling Gust: Once per long rest, you can cause the subtle gust swirling around to whip up to deafening speeds, cause the gust to howl like a pack of wolves. Each enemy within 60ft must make a DC 13 Wisdom saving throw or be frightened of the character attuned and wearing this ring for 1 minute. A creature that is frightened due to this ability repeats the saving throw at the end of each of their turns, on success the creature is no longer frightened.
[Base Material, Enchantment, Spell Invocation x1]
Crafting:
Reagents:
Tokens:
x36 Crafting Tokens
Pets and Mounts:
Riding Horse (Equipped and Trained)
Mastiff (Equipped and Trained)
Wagon Storage (653,00/1000 lb.)
Chest(1) (25 lbs.) Contains
Bandolier (1 lbs.), Light Crossbow (5 lbs.).
Chest(2) (25 lbs.) Contains
x1 Bandolier (1 lbs.), Prayer Book (5 lbs.), x10 ration (1 day) (20 lbs.), x2 Soap (? lbs.)
Chest(3) (25 lbs.) Contains
Dagger (1 lbs.), x2 set of fine clothes (12 lbs.), x2 Insect Repellent (greasy salve) (2 lbs.), x2 Perfume (vial) (? lbs.), x10 torches (10 lbs.)
Chest(4) (25 lbs.) Contains
Half-Plate Armor (40 lbs.), Rod (Arcane Focus) (2 lbs.), Silvered Quarterstaff (4 lbs.)
Barrel Contains
40 gallons of water (334 lbs.).
Rain Catcher (5 lbs.)
Two-person Tent Contains
Blanket (3 lbs.), Bedroll (7 lbs.)
Crossbow Bolt Case (20 Bolts, Full) (1 lbs.)
Equipment
Factionless
Faction
Faction
The Mad Man - 10/15/14/11/11/15
Stat Array
Stat Array
Ability Score Increase [Racial Feature]: +1 to Wisdom, +2 to Charisma.
Darkvision [Racial Feature]: 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.
Celestial Resistance [Racial Feature]: You have resistance to necrotic and radiant damage.
Healing Hands [Racial Feature]: 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 [Racial Feature]: You know the light cantrip. Charisma is your spellcasting ability for it.
Orde [Origin Feature]: +1 to Charisma. Proficiency - Religion.
Church Child [Sub-Origin Feature]: Cleric Cantrip: Toll the Dead. Proficiency - History.
Bonus Cantrips [Warlock Sub-class Feature]: At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Healing Light [Warlock Sub-class Feature]: At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.
Eldritch Invocations [Warlock Class Feature]: Agonzing Blast: When you cast eldritch blast, add your charisma modifier to the damage it deals on a hit.
Aspect of the Moon: You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Book of Ancient Secrets: You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Radiant Soul [Racial Feature]: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and 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.
Pact of the Tome [Warlock Class Feature]: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Ability Score Improvement [Warlock Class Feature]: +1 to Wisdom, +1 to Charisma.
Bonus Proficiencies [Divine Domain Feature]: You gain proficiency in Insight, an instrument of your choice(Viol) and an artisan tool of your choice(Jeweler's tools). As long as you are a follower of Viderick, and gain the god's lip service, you gain expertise in Insight.
No! Stop! [Divine Domain Feature]: Whenever an ally within 5ft of you would be attacked by an enemy, you may use your reaction to add a bonus to that ally's AC equal to your proficiency bonus, for that attack. If this causes the attack to miss, you and your ally targeted are healed for 1d6 Hit Points.
Ability Score Increase [Church Boon]: +1 to Charisma.
Radiant Soul [Warlock Sub-class Feature]: Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Class/Racial Features & Traits
Darkvision [Racial Feature]: 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.
Celestial Resistance [Racial Feature]: You have resistance to necrotic and radiant damage.
Healing Hands [Racial Feature]: 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 [Racial Feature]: You know the light cantrip. Charisma is your spellcasting ability for it.
Orde [Origin Feature]: +1 to Charisma. Proficiency - Religion.
Church Child [Sub-Origin Feature]: Cleric Cantrip: Toll the Dead. Proficiency - History.
Bonus Cantrips [Warlock Sub-class Feature]: At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Healing Light [Warlock Sub-class Feature]: At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.
Eldritch Invocations [Warlock Class Feature]: Agonzing Blast: When you cast eldritch blast, add your charisma modifier to the damage it deals on a hit.
Aspect of the Moon: You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Book of Ancient Secrets: You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Radiant Soul [Racial Feature]: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and 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.
Pact of the Tome [Warlock Class Feature]: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Ability Score Improvement [Warlock Class Feature]: +1 to Wisdom, +1 to Charisma.
Bonus Proficiencies [Divine Domain Feature]: You gain proficiency in Insight, an instrument of your choice(Viol) and an artisan tool of your choice(Jeweler's tools). As long as you are a follower of Viderick, and gain the god's lip service, you gain expertise in Insight.
No! Stop! [Divine Domain Feature]: Whenever an ally within 5ft of you would be attacked by an enemy, you may use your reaction to add a bonus to that ally's AC equal to your proficiency bonus, for that attack. If this causes the attack to miss, you and your ally targeted are healed for 1d6 Hit Points.
Ability Score Increase [Church Boon]: +1 to Charisma.
Radiant Soul [Warlock Sub-class Feature]: Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Class/Racial Features & Traits
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