Avatar of Might
When you adopt this path at 3rd level, you gain a celestial
guide that you will serve as an avatar of its power. In return
for your service, the guide bestows upon you the ability to
channel divine magic through your rage. You gain access to the
following spells: detect evil and good, heroism, and protection
from evil and good. Wisdom is your spellcasting ability for all the
spells granted by this feature.
On the turn you start your rage, you can use your action to cast
one of the spells you gained with this feature at 1st level without
expending a spell slot or using material components. For you, this
spell doesn’t require concentration if it normally does, and it lasts
for the duration of your rage rather than the duration the spell
specifies. Also, as you cast this spell you release a burst of radiant
energy, causing each creature of your choice within 5 feet of you
to take radiant damage equal to your Wisdom modifier + the
spell’s level (minimum 1). If this burst deals damage to at least
one creature, your rage won’t end when this turn ends.
Once you use this feature, you can’t use it again until you
finish a long rest. You can use this feature twice per long rest
starting at 6th level, and three times per long rest at 14th level.
At 10th level, you cast all the spells you gain with this feature
at 2nd level, and you gain access to the following additional
spells: protection from poison, silence, and warding bond.
At 14th level, you cast all the spells you gain with this feature
at 3rd level, and you gain access to the following additional
spells: beacon of hope, daylight, and protection from energy.
Celestial Blessing
At 6th level, you gain resistance to radiant and necrotic damage.
Additionally, once per rage you can use your bonus action to
become momentarily incorporeal, as your body and all of your
equipment appears to transform into brilliant starlight. For the
next 10 feet of movement you make on your turn, you can move
through other creatures and objects as if they weren’t there, and
your movement doesn’t provoke opportunity attacks. If this
movement ends and you’re still inside an object or creature, you
are transported to the nearest unoccupied space outside of it, and
take 2d6 force damage.
Divine Guidance
At 10th level, you can cast the divination spell, but only as a
ritual. The entity you are put in contact with for this spell is the
celestial guide you chose when you selected this subclass.
Avatar of Light
Starting at 14th level, your rage gives off divine light. For the
duration of your rage, bright light extends 15 feet from you in
every direction, and dim light extends 15 feet beyond that.
Creatures of your choice within the bright light gain resistance to
radiant damage, necrotic damage, and one other damage type of
your choice that isn’t bludgeoning, piercing, or slashing damage.
You choose the damage type whenever you activate your rage.
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