You have been branded by a divine shard, granting both power and peril.
1. Divine Surge
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Once per long rest, you can invoke the shard’s power as a bonus action.
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Choose one:
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Radiant Wrath: Your next weapon or spell attack this turn deals an extra 4d8 radiant damage.
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Shield of Divinity: Until the start of your next turn, you gain +2 AC and advantage on one saving throw of your choice.
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2. Will of the Shard
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Whenever a creature tries to influence your mind (charm, fear, possession, or divine compulsion), you may roll a DC 18 Wisdom saving throw to resist.
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On a success, you also deal psychic damage equal to your proficiency bonus to the source (if it has a mind).
3. Shard Resonance
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You can attempt to command divine or shard-infused constructs and objects by making a Religion check vs. DC 20 as an action.
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Success: The target is pacified or obeys a simple one-step command for 1 round.
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Failure by 5 or more: The shard’s will surges against you; take 2d6 psychic damage and are stunned until the start of your next turn.
4. The Divine Mark (Narrative Hook)
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The brand marks you in the unseen realms. Celestials, fiends, and divine servants can sense your shard-bond within 60 feet, and their initial reaction is influenced by it.
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Insight (DC 16) from another creature can reveal that this brand is dangerous to bear.
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