When an enemy makes a Str, Con, Wis save you may change the type to another of this list
When an enemy makes a Dex, Int, Cha save you may change the type to any other save type
When a creature makes a save or check you may apply a penalty or bonus equal to your charisma to their roll. When it fully resolves, if the enemy fails, they become immune to the penalty for 24 hours.
Hope:
Whenever you cast a spell on yourself, you may apply that spell on all allies within your aura.
Whenever an enemy deals damage to you or your allies they must make a save against your spell save DC. On a failure, you and your allies take no damage instead.
You can change your aura up to a range of 1 mile
Whenever you or an ally fails a saving throw or check, you may choose to have it succeed. You can use this three times, regaining all uses on a long rest.
Freedom:
All creatures within your aura cannot be grappled, paralyzed, restrained, teleported or have movement forced/reduced unless you choose otherwise
When you try any form of teleportation, it succeeds even when magic and effects prevents it. This may also apply to any creature affected by the same spell/effect as you. Except within another God’s domain.
You can move through objects including those made of force along with everything you are wearing, carrying and dragging, taking 5 (1d10) force damage if you end your turn inside an object.
You can cast the spells, teleport twice a day and plane shift once a day
You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
Poof. Teleport to an unoccupied space you can see
Coordinated Attack. You and your steed may make an attack
Freedom. Remove one effect, condition or spell from a single creature of your choice within your aura
Hope (cost 3 actions). Heal one ally within your aura for 100 hit points
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