Eye Unyielding V 3.3 Image
  • Prestige 2
    Ability One
  • Visceral Consecration.
    Your ability to harness your eyes of the ethereal storm is so great your charge maximum increases to one-hundred charges for each eye, for a sum total of 200 charges. These charges can be spent to cast cleric spells or ranger spells from 1st up to 9th level costing 10+ level of the spell casted. You gain charges for this ability when either you or an ally either damages an enemy or heals an ally within your hallow. 10 charge per 10 damage dealt or healed. You begin every day fully charged. All of your original channel divinities can be done at will no cost, instead channel divinity charges can be used for a new ability: Damnation. If a creature or object is neutral or good aligned but you judge them as evil or committing evil actions, you can expend a channel divinity to mark them, classifying them as evil for you and your allies. Abilities, items, boons, and effects that target evil creatures are twice as effective when damned (damage, dice, distance, time, etc.).

  • Ability Two:
     
  • Extra-Planar Channeling.
    You are able to grant yourself and allies that start their turn within 60 feet of you the ability to utilize your "Distant Strike" class feature. When your ally uses this ability, if they attack two separate creatures or parts of a singular creature they may make an additional attack as well as teleport 10 feet before each attack. Each attack when using this ability deals an additional (Your Wisdom mod.)d8 force damage on a hit and the creature if Large or smaller must once per round make a contested Athletics check to not be knocked prone. If you or ally casts a spell to heal the creature healed gains the effects of revivify and power word heal. All spells requiring diamonds have their cost voided when cast on good aligned creatures.Channel Divinity can now also be used for a second option Untouchable: You become a state of two planes for one minute, granting advantage and evasion on all saving throws, at the end of a turn in combat you may heal you or an ally within 120 feet for 1d8+5 per 3 charges spent from Visceral consecration, you also pass through material objects with ease.

  • Prestige 4
  • Ability Three:
  • Rooted in the Earth, Strung from the Sky, Drowned in the Sea
    Your Hallowing effect no longer requires you to be on the ground to cast, It also gains an additional effect based on the terrain you cast it upon.
    If cast in the sky: Allies within the Hallow gain advantage on wisdom and dexterity saving throws, and gain the effects of Evasion for those saves.
    If cast on the ground: Allies within the Hallow gain advantage on Strength and Constitution Saving throws, and gain resistance to Bludgeoning/Piercing/Slashing damage from all sources.
    If cast in water: Allies within the Hallow gain advantage on Intelligence and Charisma saving throws, and have their lightning damage doubled.

  • Ability Four:
  • Tithing to Dread
    Your hallow now has a radius of a mile no creature can negate it, no matter their level of deification. Creatures within this Hallow count as touching your Good Aligned Items granting them the effects granted to you for fighting evil as long as they are within the Hallow.
    Whilst within your Hallow every 30+ total point's of damage dealt by an ally to an enemy in a single attack grants a charge of Grace for that ally to you.
    Whilst within your Hallow every 30+ total point's of healing dealt by an ally to an ally grants a charge of Wrath for that ally to you.
    At the start of your turn
  • Graceful:  For every point of Grace you collect at the start of your turn (no action required), you may, with one charge, remove a targeted creature's ability to attack, Casting of spells, abilities to harm, or legendary action attack and abilities (if it has multi attack or multi spellcasting, it takes multiple charges to remove them i.e. multi attack four times requires 4 charges). If the targeted creature can't have their abilities removed, you instead grant with one charge (one per ally that dealt that damage) disadvantage for their enemies to melee attacks, ranged attack, and cast ranged attack spell's at them. (E.x. Scorching ray). If enemies gain advantage or cannot have disadvantage, the disadvantage still applies.
  • Wrathful: For every point of Wrath you collect at the start of your turn (no action required), you may, with one charge, send a creature through the planes of negative energy and have it relive its worst nightmares and pains for 1 year per 100 hp it has for that turn. Once it returns, you can make an attack roll. All damage the creature deals is reduced by the damage of that attack for one round. If the creature cannot be sent to the inner planes or have it's damage reduced, you may grant with one charge (one per ally that healed that damage) a to hit bonus equal to your ranger level to melee and ranged attacks, and have all healing from you multiplied by your cleric level for the duration of that round.
  • Prestige 6
  • Ability Five
  • Banner of Hope, As an action you may place a Banner of Hope or Dread
    Allies when dealing damage within the Banner of Hope may roll their hit dice. If they roll higher then their average on the hit dice they heal for the damage potentially generating Grace and Wrath stacks respectively as they are healing an ally or harming an enemy. This ability requires a single use of a hit die to activate within your hallow and counts for the whole turn of the ally. Allies within 30 feet of said ally gain (the roll on the dice times the proficiency bonus of the attacker) in non-negatable divine healing.
  • Beacon of Dread: Enemies within the Banner of Dread cannot be resistant or immune to  damage. If they have immunity it is reduced to resistance, resistances are turned neutral. Any saves made by the creature is at disadvantage and costs two legendary resistances if used
  • Ability Six
  • Space is Time and Time is Space
    You are so suffused with extra-planar energies you can no longer be grappled, restrained or kept from extra-planar travel any longer.
    Anytime you teleport a minimum distance of ten feet each creature that is non-hostile to you may Teleport the same distance to a point they choose. This makes their form ethereal (including you) and grants the next tier of damage resistance. Neutral to resistant, resistant to immune, immune to absorption.
  • Out of Time
    Anytime you take the attack action you may forgo one attack to grant an ally the ability to take a full attack action
    as time like space can be briefly bent. Allies under this effect generate charges for Visceral Consecration and Tithing to Dread
  • Prestige 8
    Ability Seven
  • Admiral's Decree
    You were trained by the finest Admiral and Guided through the hardships of the Forest of Life by the great wolf.
    Any damage dealt by you to a leader of a group may be applied as Seraph damage and reduces their hp to the next hp status threshold (bloodied, critical, or dead) and hit every creature under that creatures command for half the damage dealt.This damage is completely un-resistible and any creature who attempts to gain immunity to said damage has the damage doubled and goes down another hp status threshold. This attack is considered non-lethal for the purposes of the spreading damage.

Ability Eight

  • Wolf's Howl
    Once per Long Rest, You may howl to the moon as a free action. Allied creatures are immediately reset to their maximum hit points and have any hostile or detrimental effects cleansed from them. They also come under the effects of [Death Ward], [Protection from Good and Evil[l], or [Haste] for one hour your choice of the spell.

    Until the end of your next turn, allies that use abilities or spells to restore hit points may now shift those abilities and spells activation times to bonus actions. These abilities or spells cannot be negated or countered and do not require components.

    If an ally chooses not to heal a creature, any ally who attacks under this effect may make a free attack per attack made whenever they would attack a creature (this ability cannot trigger itself). These attacks benefit from your Visceral Consecration feature and may generate charges for it.
  • Those who attack allies affected by the howl cannot comprehend the concepts of the inner planes until you allow it.The creature then loses the ability comprehend reality around it and becomes fully incapable of taking actions, reactions, legendary actions, movement, and is unable to cast spells or use abilities until you set them free as a free action.

Previous Versions

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Eye Unyielding V 3.3 Image

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