
Note: This feat is intended for use with my champion's breastplate magic item to provide limited-use rollables in the character sheet.
While wearing this armor, you have a +3 bonus to AC; you have resistance to necrotic and radiant damage; and at the start of each of your turns in combat, you regain hit points equal to 1d6 + your proficiency bonus.
Blazing Radiance. You can use an action to call down a column of radiant fire in a 20-foot radius, 60-foot high cylinder centered on you. Each hostile creature within the column must make a Constitution saving throw (save DC 21), taking 4d10 radiant damage on a failed save, or taking half as much damage on a successful one. A creature that fails the save is also blinded until the end of your next turn.
When you use this effect, you and any creatures of your choice within the column are cured of any effect causing you to be charmed, frightened, paralyzed, or poisoned, as well as of any disease and of up to one level of exhaustion. Each creature affected in this way sheds bright light in a 10-foot radius and dim light for another 10 feet for the next minute.
Once you use this effect, it cannot be used again until the next dawn.
Divine Rescue. The armor has 3 charges, and it regains all expended charges daily at dawn. When you or a creature you can see within 30 feet of you fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to expend a charge, roll 2d4, and add the number to the save's total, potentially changing the outcome.
