| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 15 | +2 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 20 | +5 | +11 |
| CHA | 8 | −1 | +5 |
Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Radiant damage.
Witch Hunter's Strike. When you hit a creature with a weapon attack or Unarmed Strike, you can deal an extra 2d8 Force damage to the target. If the creature is concentrating on a spell, you deal an extra 3d8 Force damage instead.
If a creature fails its saving throw to maintain Concentration as a result of taking damage from this feature, you gain Temporary Hit Points equal to the extra Force damage dealt.
Multiattack. Ceres makes two attacks, either two strikes with her sword, two spell attacks, or one of each.
Sword of Kas. 5 ft. reach, +14 to hit, 1d8+8 magical slashing damage.
Holy Word. (spell) 60 ft. range, +11 to hit, 4d8 radiant damage.
Shocking Grasp. (spell) 5 ft. reach, +11 to hit, 4d8 lightning damage.
Divine Spark. (Channel Divinity, 4 uses/ long rest) 30 ft range. Choose one: Restore 4d8+5 to target, or, target must pass a DC 19 Con save, taking 4d8+5 radiant damage on a fail, or half the damage on a success.
Misty Step. (Once per long rest) Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Mass Healing Word. (Three times per long rest) Up to six creatures of your choice that you can see within range regain Hit Points equal to 4d4+5.
Spell Shield. As a Bonus Action, you can expend one use of your Channel Divinity to bestow a temporary resilience against arcane harm for 10 minutes. Choose a creature you can see (including yourself ) within 30 feet of yourself. The chosen creature gains Temporary Hit Points equal to 1d10 plus 18. While a creature has Temporary Hit Points granted by your Spell Shield, the creature has Advantage on saving throws against spells, and it has Resistance to the damage of spells. If any of these Temporary Hit Points remain when Spell Shield ends, they vanish.
Rebuke Invoker. (Five times per long rest) As a Reaction in response to a creature you can see within 60 feet of yourself using a Magic action to cast a spell, you can force the creature to make a DC 19 Constitution saving throw. On a failed save, the creature takes 1d8 Force damage, plus another 1d8 per level of the spell slot the creature expended, and the spell fails. Cantrips are considered level 1 spells for this ability. On a successful save, the creature takes half as much damage instead, and the spell does not fail.
Ceres can make two legendary actions, only at the end of another creature's turn, and only once per turn. She regains legendary actions at the end of her turn.
1 Action: Move, Sword of Kas, Holy Word, Shocking Grasp
Move. Ceres can move up to half her move speed, without provoking opportunity attack.
Sword of Kas. 5 ft. reach, +14 to hit, 1d8+8 magical slashing damage.
Holy Word. (spell) 60 ft. range, +11 to hit, 4d8 radiant damage.
Shocking Grasp. (spell) 5 ft. reach, +11 to hit, 4d8 lightning damage.
Call Lightning. (2 Actions) Same as the spell at 3rd level. Dexterity Save DC 18.
Previous Versions
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11/16/2025 4:50:03 AM
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12/18/2025 5:19:26 PM
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12/19/2025 1:56:16 PM
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1/15/2026 3:16:58 PM
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