Darkvision: Thanks to her infernal heritage, Harmony has superior vision in dark and dim conditions. She can see in dim light within 60 feet of her as if it were bright light, and in darkness as if it were dim light. She can't discern color in darkness, only shades of gray.
Hellish Resistance: Harmony has resistance to fire damage.
Legacy of Cania: Harmony knows the Mage Hand Cantrip. When she reaches 3rd level, she can cast the Burning Hands spell as a 2nd-level Spell once with this trait and regain the ability to do so when she finishes a long rest. When she reaches 5th level, she can cast the Flame Blade spell once with this trait and regain the ability to do so when she finishes a long rest. Charisma is her spellcasting ability for these spells.
Divine Sense: The presence of strong evil registers on Harmony's senses like a noxious odor, and powerful good rings like heavenly music in her ears. As an action, she can open her awareness to detect such forces. Until the end of her next turn, she knows the location of any celestial, fiend, or undead within 60 feet of her that is not behind total cover. She knows the type of any being whose presence she senses, but not its identity. Within the same radius, she also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. She can use this feature a number of times equal to 1 + her Charisma modifier. When she finishes a long rest, she regains all expended uses.
Lay on Hands: Harmony's blessed touch can heal wounds. She has a pool of healing power that replenishes when she takes a long rest. With that pool, she can restore a total number of hit points equal to her paladin level x 5. As an action, she can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in her pool. Alternatively, she can expend 5 hit points from her pool of healing to cure the target of one disease or neutralize one poison affecting it. She can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
Interception: When a creature Harmony can see hits a target, other than her, within 5 feet of her with an attack, she can use her reaction to reduce the damage the target takes by 1d10 + her proficiency bonus (to a minimum of 0 damage). She must be wielding a shield or a simple or martial weapon to use this reaction.
Divine Smite: Starting at 2nd level, when Harmony hits a creature with a melee weapon attack, she can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Health: The divine magic flowing through Harmony makes her immune to disease.
Channel Oath: Harmony's oath allows her to channel divine energy to fuel magical effects. When she uses her Channel Divinity, she chooses which option to use. She must then finish a short or long rest to use her Channel Oath again. Some Channel Divinity effects require saving throws. When she use such an effect from this class, the DC equals her paladin spell save DC.
Nature's Wrath: Harmony can use her Channel Oath to invoke primeval forces to ensnare a foe. As an action, she can cause spectral vines to spring up and reach for a creature within 10 feet of her that she can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless: Harmony can use her Channel Oath to utter ancient words that are painful for fae and fiends to hear. As an action, she presents your holy symbol, and each fey or fiend within 30 feet of her that can hear her must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
By Popular Demand: Harmony can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, she receives free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as she performs each night. In addition, her performance makes her something of a local figure. When strangers recognize her in a town where you have performed, they typically take a liking to you.
Actor: Due to her upbringing as an actor, Harmony has an aptitude for theatrical performances. She has advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass herself off as a different person. She can also mimic the speech of another person or the sounds made by other creatures. She must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by her Charisma (Deception) check allows a listener to determine that the effect is faked.
Weightless: Harmony is equipped with the Plate Armour of Weightlessness, which has 5 Charges. She can expend 1 Charge to cast Jump, and 2 Charges to cast Levitate. It regains 1d4+1 Charges at Dawn.
Features & Traits