Goddess of Sunlight
Prestige 1-2: (Works Everywhere)
A Traveler from a war and scarred land that tried doing everything to help everyone achieve their goals, for she has not of her own desires, only to help, as her soul adapts to accomodate her overflowing divine energy.
Soul of Sunlight. All your cleric abilities and powers from your class and subclass now work in bright light or any kind of place with light. Whenever you or a creature deal fire or radiant damage, you may choose for that damage to heal any number of creatures affected for the amount of damage dealt. For every new creature you meet, you roll 2 new Portent die for them after a ten minutes ritual to give them the portent die’s. These dices are exclusive to them, and can be applied similar to how you use the normal ones.You gain expertise in the wisdom saving throw, charisma saving throw, and cooking utensils. When you use your Cleric Supreme to give your buff, you may also heal a creature within 60ft of you to maximum hit points.
Your body has adapted to the highest heavens and deepest hells that the realm can offer as your body evolves into the paragon of a human body that has been morphed with your new sunlight physiology
Halo of Sunlight Physiology. You no longer need to attune to any attunement items that has the word “Halo” in its name. You no longer age naturally, nonmagically or magically, only chronologically. You cannot die cause of age related causes. You may cast Tasha’s Otherwordly Guise once per day for free with a duration of 8 hours with no concentration. You and your allies within 60ft of you are protected from the effects of being in space, and walking upon the sun itself. Your twilight shroud may create an area of bright light instead of an area of dim light. All wizard abilities and features (Including Spellcasting) that rely on intelligence modifier or score can be switched with your wisdom modifier or score. Light created by you may not impede on abilities, features, spells, or etc, that requires dim or darkness. You gain a flying speed equal to double your walking speed.
Goddess of Oracles
Prestige 3-4: (Works in native realm and realms you have roots in. Ex Domain)
You see into all possible branches and paths the future can take, as you choose each path to your desire for your goals. Like finding someone in hide and seek.
Infinite Branches of Possible Futures. You are immune to the Blinded Condition, and if your vision is fully obscured (By a solid object obscuring her vision for example or a titanium prison that fully encases you) you can still see and feel everything around 300ft around you (This effect is passively active at all time except if you choose it to cease temporarily). Your wisdom checks and charisma checks, including all wisdom and charisma skills gain expertise as long as you have this ability active. When making a saving throw you may choose to turn it into an wisdom saving throw, you can do this a number of times equal to your (proficiency + wisdom mod), recharging on a long rest.
Im good at seeking yes!
just not hiding… —Sarah Jhoggernat
Enlightened Magic. Your spellcasting dc equals (8+prof mod+ Half wisdom score), your spellcasting to hit equal to half your wisdom score instead of wisdom modifier. Any spell slot you expend to cast a cleric counts as a spell slot of one level higher. When a hostile creatures makes a saving throw or ability check against your spell, you may change the final roll total to one of your portent roll amount (No Bonuses, straight amount). Your magic cannot be suppressed, countered, dispelled, bypassed, ignored, disabled, copied, or stolen, unless you allowed it. You may freely change your spell’s damage type to any non-homebrew damage type. Your healing cannot be reduced or affected by any outside source except yourself unless you allow it to be affected.
Goddess of Persistence
Prestige 5-6: (Works in certain parts of the native realm)
The Longer i fight, The Stronger i Get!
After so long, she is unkillable in a place where she can fight her longest.
Stronger by Attrition!. At the start of each round your damage and healing for each instance of damage or healing is increased by 10. On the fifth round of combat, and every 5 rounds after that, you can recharge your energy; you regain an amount of spell slots or charges on magic items ( slots, based on their level) equal to your wisdom modifier, or an amount of charges that an ability expends equal to your wisdom modifier divided by 5 (2). And at the start of every ten rounds all creatures allied with you gain the effects of Death Ward. Every even round in combat, you gain a +1 to your attack rolls, saving throws, and armor class. These bonuses last until the end of initiative.
Your the cleric, Your not meant for damage, improve your healing and don’t worry about damage, why do you keep using jim’s!
-Everyone on the Server
Ultimate Cleric: Your Twilight Sanctuary and Twilight shroud area has a range of 300ft in radius Sphere, and every start of a creature’s turn if they are in the Twilight Sanctuary area they gain 100 times your wisdom modifier temporary hit points and gain the benefits of Cleric Supreme and gain a bonus to ability checks, skill checks and damage rolls equal to your wisdom score. All creatures on the start of your turn also heal an amount of hit points equal to your max hit points upto their maximum hit points. You may as a bonus action interchangeably switch temporary hit points and hit points around your party members within your Twilight Sanctuary.
Sun of Tertia
Prestige 7-8: (Works in Domain or with Explicit DM Approval)
Rest Not, Fallen Child, Your Duty will Rise, Upon the Sky our Sun Shall Ring.
After a life of adventuring and helping people, not getting much recognition or much respect in many ways, due to your recklessness and lack of competence at times, you decided to finally gain the power to surpass your mortal limits, you decide all that wasted potential and weakness you had can be turned to strength, all those deaths, turn to might, all your failures, turned to light, all your strife, turn to the worthwhile results, as you come back, stronger than when you were alive.
Hallow Seraphim. If you are defeated in battle (Die) or similar, you rise into your Hallow Seraphim form. Your maximum hit points is set to max and all your organs and body parts is restored to normal. You are unable to die and unable to go unconscious and worse. When you succeed a save, check, or roll against a condition or effect until the end of initiative you have immunity to the condition or effect. You are unable to be killed by an effect that instantly or immediately kills you (Vorpal, Power Word Kill, Disintegrate, Etc). You may change all damage you do to fire damage or radiant damage, this damage pierces through immunities and resistances and sets it to neutral if its resistance, vulnerability if its immunity. Your organs, body parts, and limbs regenerate after a single turn after they are severed from your body as you regenerate 1 Hit Point. Any effect that stops you from using your resources is negated. This form persist until you deactivate it or initiative ends.
I have connected to tertia and i shall bless upon you the protection of the sun and twilight, stay safe children~ —Sarah Jhoggernat
Guiding Light. When your Tenants of Sunlight are fufilled on Tertia, or when a creature takes the Oath of sunlight, you gain energy equal to the level of the creature who acted. Tertia may spend that energy to illuminate hidden creatures within 100 miles of her, revealing their location to any number of creatures she chooses within the area.
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