Feat (Special — Given from accepting the Gift of Eternal Serenity from the Amber Temple)
You have accepted the Gift of Eternal Serenity, allowing you to step beyond fear, pain, and turmoil. The world’s chaos fades at the edges of your awareness, replaced with a quiet, unshakable calm.
You gain the following benefits:
Stillness of the Soul. You have advantage on saving throws against being charmed or frightened.
Unburdened Form. You gain resistance to necrotic damage.
Calm Presence. As a bonus action, you can center yourself, ending one of the following conditions affecting you: charmed, frightened, or stunned. Once you use this feature, you can’t use it again until you finish a short or long rest.
Drifting Serenity. The calm you embrace distances you from conflict. You gain Serenity Points when you choose peace, withdrawal, or inaction over struggle. You can have a maximum of 3 Serenity Points.
You may choose to gain a Serenity Point in the following situations:
- When you avoid or withdraw from a dangerous encounter
- When you choose not to engage in combat when you reasonably could
- When you prioritize maintaining peace over taking decisive action
Serenity Point Effects
- 1 Point — Quiet Stillness
You gain advantage on Constitution saving throws made to maintain concentration. - 2 Points — Slowed Response
You have disadvantage on initiative rolls. - 3 Points — Detached from Conflict
You must succeed on a DC 15 Wisdom saving throw to take hostile or aggressive actions against a creature unless it has directly harmed you or an ally since the end of your last turn.
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