Veil to Dawn (Rebirth Feature)
Once per long rest, when Wisp is reduced to 0 hit points, she instead drops to 1 HP and immediately casts Flame of the First Dawn as a free reaction.
Aura of the Dawning Path (Radiant Aura)
While conscious, Wisp radiates gentle warmth in a 15-ft radius.
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Allies in the aura gain +1 to saving throws and 1d4 temporary hit points at the start of their turns.
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Undead in the aura have disadvantage on attack rolls.
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The aura’s light pierces magical darkness.
Spellcasting
Calla is a 9th-level spellcaster. Her spellcasting ability is Wisdom (save DC 16, +8 to hit).
She has the following spells prepared (cleric spells, cast once each unless stated):
1st level (4 slots) – Bless, Cure Wounds, Healing Word, Protection from Evil and Good
2nd level (3 slots) – Lesser Restoration, Spiritual Weapon, Prayer of Healing
3rd level (3 slots) – Beacon of Hope, Spirit Guardians, Revivify
4th level (2 slots) – Death Ward, Guardian of Faith
5th level (1 slot) – Flame of the First Dawn (unique spell; see below)
Flame of the First Dawn (5th-level Spell, 1/day)
Casting Time: 1 action
Range: 30 ft. radius, centered on self
Effect: A wave of golden fire sweeps from Wisp.
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All allies within range regain 20 hit points and are cleansed of the charmed, frightened, or paralyzed condition.
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All undead and fiends in the area make a DC 16 Constitution saving throw, taking 4d10 radiant damage on a fail, or half on a success.
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For 1 minute afterward, Wisp emits bright light in 30 ft and dim in 30 ft more. Allies within the light have advantage on death saving throws.
Camp Passive – Light of the Oathkeeper
While Wisp remains in camp:
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At dawn, each party member gains +2 to Wisdom or Charisma checks (chosen at the start of the day) until the next long rest.
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Once per day, when a party member fails a Religion, Insight, or Perception check, they may reroll using Wisp’s bonus.
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The first time each day the party completes a long rest with Wisp present, they gain 5 temporary hit points and advantage on their next saving throw against charm or fear.
Sacred Weapon: Blade of the First Light (Melee Weapon Attack)
+5 to hit, reach 5 ft., one target.
Hit: 1d6 slashing + 1d4 radiant, If the target is undead, it takes an additional 1d8 radiant damage.
Passive: When you cast a healing spell on an ally within 10 ft, the blade gleams, granting you +2 AC until the start of your next turn.
Radiant Flame (Cantrip)
Ranged Spell Attack: +8 to hit, range 60 ft., one target.
Hit: 2d8 radiant damage. Ignores cover.
Blessing of the Dawnheart (Recharge 5–6)
Wisp chooses up to three creatures within 30 ft.
Each regains 3d8 + 5 HP and immediately ends one charm or fear effect.
All affected creatures glow faintly with sunlight until the end of Wisp’s next turn, shedding dim light in a 5-ft radius.
Light of Renewal (2/Short Rest)
Wisp calls on Solara’s grace to restore vigor.
One creature within 30 ft regains 1d8 + 5 hit points and gains advantage on the next saving throw against being frightened or charmed.
Spiritual Weapon (2nd-level Spell)
Wisp manifests a radiant halberd or censer of golden fire.
+8 to hit, 1d8 + 5 force damage.
Radiant Flare (2/Long Rest): As a bonus action, cause the Blade of the First Light to erupt in sunlight for 1 minute. While active, it deals an extra 1d6 radiant damage, and undead within 10 ft must make a DC 15 Con save or be blinded until the start of their next turn.
Radiant Rebuke
When an ally within 10 ft. is hit by a melee attack, Wisp can rebuke the attacker.
The attacker must succeed on a DC 16 Dexterity save or take 3d8 radiant damage and be blinded until the start of its next turn.
On success, it takes half damage and isn’t blinded.
Description
Once known as Calla Brighthollow, Shepherd of the First Dawn, this halfling cleric cast off her birth name when she joined the Veilbound Sentinels, assuming the alias “Wisp.” A member of a secretive order sworn to guard the Veil—the boundary that separates the mortal realm from the divine and the damned—Wisp now walks the shadowed edges of faith and deception.
Originally a devout cleric of Solara, Goddess of Light, Calla's life took a drastic turn when she accepted a mysterious summons to leave the safety of the Celestial Assembly. Sanctioned by a divine vision from Solara herself, she became one of the Veilbound: agents who combat the rising tide of corruption by infiltrating cults, gathering intelligence, and—when needed—striking from the dark to preserve the balance of the world.
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