Devotion

* HD: 1d8
* Bonus Skill Points: None
* Spellcasting: Major

The reasons are always individual, but taking this path expresses a devotion to an Enneade and their teachings. These powers are given as rewards and boons for service and continued devotion. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith.

##### **Primary Selection**

Divine Domain [***Devotion***]

Pick according to your chosen Enneade’s Domains.

* ***Animation - Lifegiver***: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
* ***Ardor - Distracting Flash***: A brilliant flash of light erupts from your hand, distracting your attacker. As a reaction, you may impose disadvantage on an attack roll targeting you by a creature within 6 m of you. An attacker who cannot be blinded is immune to this ability. You can use this ability a number of times equal to your Resolve modifier (a minimum of once). You regain all expended uses when you finish a long rest.
* ***Athanasia - Deny Death***: When you restore hit points to a creature at 0 hit points with a spell, the dice you would normally roll now heal for the highest number possible for each die. In addition, you learn Spare the Dying cantrip as Soul Mastery. If you cast it this way, it has a range of 6 m, and you can cast it as a bonus action.
* ***Battle - Initiate of War***: When you take the attack action, you can make one weapon attack as a bonus action. You can use this ability a number of times equal to your Resolve modifier (minimum 1). You regain all expended uses when you finish a long rest.
* ***Community - Urban Soul***: You may gain advantage to Persuasion (Man) checks whilst you are within an urban environment a number of times equal to your Manipulation modifier (minimum 1). You regain any expended uses when you finish a long rest.
* ***Craft - Blessed Armory***: At the end of a long rest, you may bless a nonmagical suit of armor or a nonmagical weapon. Until the end of your next long rest, the armor becomes magical and receives a +1 to its AC. If you bless a weapon, it becomes magical and receives a +1 to hit and damage until the end of your next long rest. Once you use this ability, you can't use it again until you finish a long rest. In addition, you gain two skill points with Arts & Craft (smithing). You may gain skill rank 5 with that skill.
* ***Deceit - Grace of Covertness:*** You can give one willing creature advantage on Stealth checks (Dex/Cun) for an hour (or until you use this ability again) by a mere touch.
* ***Harmony - Act as One***: When you take the Help Action and choose to give advantage to an ally’s attack roll, you can make one weapon attack as a bonus action. You can use this ability a number of times equal to your Composure modifier (minimum 1). You regain expended uses when you finish a long rest.
* ***Law - Call for Order***: If you cast a spell of 1st level or higher and target an ally with that spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. You also gain two skill points in the Persuasion skill and you may gain rank 5 in that skill.
* ***Lore - Sophisticated Mind***: You learn two languages of your choice at Academics skill rank 2. You also gain three skill points in two Academic skills of your choice. You may gain rank 5 in those Academics skills.
* ***Might - Worshipper of Strength***: When you take the attack action, you can make one weapon attack as a bonus action. You can use this ability a number of times equal to your Resolve modifier (minimum 1). You regain all expended uses when you finish a long rest.
* ***Nature - In Tandem with Nature***: You learn one nature-themed cantrip of your choice. You also gain four skill points in one of the following skills of your choice: Animal Handling, Academics: Nature, or Survival. You may gain rank 5 in this skill.
* ***Passion - Fervor***: When you take the attack action, you can make one weapon attack as a bonus action. You can use this ability a number of times equal to your Presence modifier (minimum 1). You regain all expended uses when you finish a long rest.
* ***Preservation - Stalwart Defender***: When a creature within 1 m of you is attacked, you can spend your reaction to impose disadvantage on the attack roll. For the purposes of this ability, you must be able to see both the attacker and the target.
* ***Radiance - Distracting Flash***: A brilliant flash of light erupts from your hand, distracting your attacker. As a reaction, you may impose disadvantage on an attack roll targeting you by a creature within 6 m of you. An attacker who cannot be blinded is immune to this ability. You can use this ability a number of times equal to your Presence modifier (minimum 1). You regain all expended uses when you finish a long rest.
* ***Ruin - Bringer of Death***: You learn one cantrip from the school of vismancy of your choice. When you cast a vismancy cantrip that normally targets only one creature, the spell can instead target two creatures within the range of the spell as long as the two creatures are within 1 m of each other.
* ***Storm - Tempestuous Retribution***: When you are successfully attacked by a creature that you can see and is within 1 m of you, you can spend your reaction to hurt them with a shock of lightning or blast of thunder. The creature must roll a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 2d8 lightning or thunder damage (your choice but you can only choose once), and half as much damage on a successful one. You can use this ability a number of times equal to your Presence modifier (minimum 1). You regain all expended uses when you finish a long rest. In addition, you gain proficiency with two weapons of your choice.
* ***Thaumaturgy - Magical Instruction***: You gain two skill points in Occult, and you may gain rank 5 in this skill. In addition, you gain two cantrips and one first level spell from the spell list of your choice.

##### **Secondary Selection**

Divine Domain [***Devotion***]

* ***Athanasia - Vision of Death***: As an action, you can give yourself a Vision of Death until the end of your next turn. Whilst you have Vision of Death activated, you know the location of any undead within 12 m of you that isn’t behind total cover and isn’t protected from Divination magic. You do not learn what kind of undead it is nor any of its capabilities. You can use this ability a number of times equal to your Resolve modifier (minimum 1). You regain all expended uses when you finish a long rest.

Bonus Proficiency [***Devotion***]

You gain proficiency with heavy armor.

##### **Primary Selection**

Channel Divinity **[*Devotion***]

For a short moment, you can channel the divine essence of your God through yourself. Channel Divinity is not an ability you can pick normally. Instead, options in the Divine Domain may include Channel Divinity options. Any ability in the Divine Domain list that includes “CD” in its name is a Channel Divinity ability. Divine Domain abilities that are also Channel Divinity possesses these rules:

* Each Channel Divinity option provided by your [Devotion] explains how to use it.

* When you use your Channel Divinity ability, you choose which option to use.
* You must then finish a short or long rest to use your Channel Divinity again. After 6 level picks of [*Devotion*] you can use it twice per day, and after 18 level picks of [*Devotion*] thrice.
* Some Channel Divinity effects require Saving Throws. When you use such an effect from this class, the DC equals your spell save DC.
* You may expend a use of Channel Divinity as a bonus action to regain one expended spell slot of first level.

Divine Domain **[*Devotion***]

* ***Animation - CD Hope for the Hopeless***: As an action, you can restore hit points equal to five times your [*Devotion*] level. Choose any number of creatures within 6 m of you, and divide those hit points among them in a manner of your choice. This ability can restore a creature to no more than half of its hit point maximum, and you cannot use this ability on a construct.
* ***Ardor - CD Sever Shadow***: As an action, you may confuse your enemies by creating an illusion of yourself which grants you a number of benefits:
	+ The ability lasts for 10 rounds or until you lose your concentration as if you were concentrating on a spell (if you cast a spell that requires concentration, this ability immediately ends).
	+ You may summon the illusion within 6 m of yourself in an unoccupied space you can see.
	+ As a bonus action, you may move the illusion up to 6 m, but it cannot be further away from you than 24 m.
	+ For the duration, you can cast spells through your illusion, as if you were in the illusion’s space, but you must still abide by your own senses.
	+ Considering how confusing it is to see both you and your illusion, you gain advantage on attack rolls against any creature that you and the illusion are within 1 m of.

* ***Athanasia - CD Curse the Hopeless***: As an action, you choose one creature you can see within 1 m of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
* ***Battle - CD Moment of Destiny***: You can use your Channel Divinity to grant yourself a +10 bonus to an attack roll, ability check, or saving throw of your choice. You may add this bonus to a roll after you see it, but before the GM says whether the roll succeeds or fails.
* ***Community - CD Towncrier***: As an Action, each hostile creature within 6 m of you must make a Composure saving throw as you cry out to the city to defend you. On a failed save, the creature is knocked prone or restrained (your choice) by urban animated utilities and objects, such as tangling plants, stonework falling over, or splashing water from buckets and wells. A restrained creature can escape by making a successful Athletics (Br/Dex) check (their choice) against your spell save DC. What objects or utilities aid you in this way and how is up to the GM.
* ***Craft - CD Metal Transmutation***: You can transmute a nonmagical object that at least has some metal in its construction and is worth no more than 100 gp. By conducting a 1-hour ritual and supplying any kind of metal equal to the worth of the creation, you can magically transmute the metal to other materials and form. Once the ritual is over, the object is transmuted irrevocably. The ritual can duplicate an item if you have access to the original during the ritual.
* ***Harmony - CD Hope for the Hopeless***: As an action, you can restore hit points equal to five times your [*Devotion*] level. Choose any number of creatures within 6 m of you, and divide those hit points among them in a manner of your choice. This ability can restore a creature to no more than half of its hit point maximum, and you cannot use this ability on a construct.
* ***Law - CD Authoritative Demand***: As an action, you can attempt to charm each creature within 6 m of you that can see or hear you. A creature in range must make a Composure saving throw, and on a failed save is charmed by you until the end of your next turn or until the charmed creature takes any damage. When a creature fails this saving throw, you can also command it to drop whatever it is holding.
* ***Lore - CD Divine Epiphany***: As an action, choose one skill and you gain three skill points with it for 10 minutes.
* ***Might - CD Herculean Task***: You can use your Channel Divinity to grant yourself a +10 bonus to an attack roll, ability check, or saving throw using brawn of your choice. You may add this bonus to a roll after you see it, but before the GM says whether the roll succeeds or fails.
* ***Nature - CD Invoke the Mother***: As an action, you may attempt to charm each animal, beast, or plant creature within 6 m of you that you can see. The creature must roll a Composure saving throw. On a failed save, the creature is charmed by you for 10 rounds or until it takes damage. While it is charmed by you, you may designate other creatures the animal or plant must be friendly towards.
* ***Passion - CD Burst of Violence***: Instead of rolling damage dice, you may use your Channel Divinity to deal maximum damage with a spell or ability that deals fire or lightning damage.
* ***Preservation - CD Lustrous Retaliation:*** As an action, you may punish a creature who attacks one of your allies. Choose one ally within 6 m of you, the next time that ally is hit by an attack within the next 10 rounds, the attacker takes radiant damage equal to  2d10 + your level of [*Devotion*].
* ***Radiance - CD Dawn of Illumination***: As an action, you may dispel any magical darkness within 6 m of you. Additionally, each hostile creature within 6 m of you must make a Vitality saving throw. On a failed save, the creature suffers Radiant damage equal to 2d10 + your level of [*Devotion*]. A creature that has total cover from you is immune to this effect.
* ***Ruin - CD Ravage***: Using your Channel Divinity, you can deal extra necrotic damage to the target equal to 5 + twice your level of [*Devotion*] when you hit a creature with a melee attack.
* ***Storm - CD High Voltage***: Instead of rolling damage dice, you may use your Channel Divinity to deal maximum damage with a spell or ability that deals thunder or lightning damage.
* ***Thaumaturgy - CD Reject the Impure***: You may turn one celestial, elemental, fey, or fiend of your choice within 6 m of you as an action. The creature must be able to hear and see you. The creature must make a Resolve saving throw and on a failed save, it is turned for 10 rounds or until it takes any damage. Turn creatures suffer these effects:
	+ It must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 6 m of you.
	+ It can't perform any reactions.
	+ As an action, it can only take the dash action.
	+ If it cannot move further away from you, it may use the dodge action instead.

After 5 level picks of [*Devotion*], this ability banishes instead of turns (as in the Banishment spell but no concentration required) if it is not within its home Realm. You cannot banish a creature this way if its challenge rating is at or below certain thresholds, as shown below:

Banishment Table
 8
 11
 14
 17

##### **Secondary Selection**

General Upgrade [***Devotion***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

##### **Primary Selection**

General Upgrade [***Devotion***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

##### **Secondary Selection**

General Upgrade [***Devotion***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 4**

Ability Score Improvement or Feat [***Devotion***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Improved Magical Upgrade [***Devotion***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

* +1 to an ability score of your choice
* Pick an additional feat from the feat list

#### **Level 6**

Divine Domain [***Devotion***]

* ***Animation - Great Animator***: When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
* ***Ardor - CD Escape Route***: As an action, you may become invisible until the end of your next turn or until you attack or cast a spell.
* ***Athanasia - Negate Aggression:*** You may turn a critical hit into a normal hit targeting you or an ally within 6 m of you as a reaction. Any effects triggered by the critical hit are canceled. You can use this ability a number of times equal to your Resolve modifier (minimum 1). You regain all expended uses when you finish a long rest.
* ***Battle - CD Benediction of Conflict***: Using your Channel Divinity, you may grant a creature within 6 m of you a +10 bonus to their attack roll as a reaction. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.
* ***Community - Street Smart***: While in an urban environment, you are considered to have two skill points in the Empathy and Perception skills (in addition to your existing points). You cannot go beyond rank 5. With this ability, you may ignore the level requirements for skill ranks. You may gain rank 5 in those skills.
* ***Craft - Devoted to the Forge***: You gain resistance to fire and you gain +1 AC when you are wearing heavy armor.
* ***Deceit - Cloak of Shadows***: As an action, you may become invisible until the end of your next turn or until you attack or cast a spell.
* ***Harmony - Benediction of Conflict***: Using your Channel Divinity, you may grant a creature within 6 m of you a +10 bonus to their attack roll as a reaction. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.
* ***Law*** - ***Epitome of Order***: For a number of times per long rest equal to your Resolve modifier (minimum 1), you can change the casting time of one enchantment spell of at least 1st level or higher from an action to a bonus action.
* ***Lore - CD Pervade Mind***: As an action, you can attempt to read the surface thoughts of a creature within 12 m of you that you can see. The creature must roll a Composure saving throw, on a failed save, you can read thoughts that are foremost in its mind for 10 rounds as long as the creature is within 12 m of you. As long as you are reading its mind and within 12 m of the creature, you can spend an action to cast Suggestion on the creature as Soul Mastery. The target automatically fails its saving throw against the spell. If the creature succeeds on the saving throw, you cannot use this ability on the creature again until you finish a long rest.
* ***Might - CD Benediction of Conflict***: Using your Channel Divinity, you may grant a creature within 6 m of you a +10 bonus to their attack roll as a reaction. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.
* ***Nature - Align to Element***: You can give resistance to yourself or a creature within 12 m of you against one instance of acid, cold, fire, lightning, or thunder damage you or the creature takes as a reaction.
* ***Passion - Fiery Burst***: You can push a Large or smaller creature 2 m away from you when you deal lightning or fire damage to that creature.
* ***Preservation - Reciprocated Gift***: When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
* ***Radiance - Improved Flash***: When a creature other than you within 6 m of you is targeted with an attack, you may use your Distracting Flash ability to impose disadvantage on the attack.
* ***Ruin - Ineludible Carnage***: You ignore resistance against necrotic with damage dealt by your spells and any Channel Divinity ability you possess.
* ***Storm - Electric Burst***: You can push a Large or smaller creature 2 m away from you when you deal lightning damage to that creature.
* ***Thaumaturgy - Restoring Dismissal***: You may end the effects of a spell on an ally of your choice by casting a spell of 1st level or higher that restores hit points to that ally. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

#### **Level 7**

General Upgrade [***Devotion***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 8**

Ability Score Improvement or Feat [***Devotion***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

Divine Domain [***Devotion***]

* ***Animation - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 radiant damage to the target. After you have picked 14 levels of [*Devotion*], the extra radiant damage increases to 2d8.
* ***Ardor - Willful Cantrips***: When you deal damage with any cantrip you deal extra damage equal to your Resolve modifier (minimum 1).
* ***Athanasia- Vigorous Cantrips***: When you deal damage with any cantrip you deal extra damage equal to your Vitality modifier (minimum 1).
* ***Battle - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 of the same damage type of the weapon to the target. After you have picked 14 levels of [*Devotion*], the extra damage increases to 2d8.
* ***Community - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 psychic damage to the target. After you have picked 14 levels of [*Devotion*], the extra psychic damage increases to 2d8.
* ***Craft - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 fire damage to the target. After you have picked 14 levels of [*Devotion*], the extra fire damage increases to 2d8.
* ***Deceit - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 poison damage to the target. After you have picked 14 levels of [*Devotion*], the extra poison damage increases to 2d8.
* ***Harmony - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 of the same damage type of the weapon to the target. After you have picked 14 levels of [*Devotion*], the extra damage increases to 2d8.
* ***Law - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 psychic damage to the target. After you have picked 14 levels of [*Devotion*], the extra psychic damage increases to 2d8.
* ***Lore - Acute Cantrips***: When you deal damage with any cantrip you deal extra damage equal to your Intelligence modifier (minimum 1).
* ***Might - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 bludgeoning damage to the target. After you have picked 14 levels of [*Devotion*], the extra bludgeoning damage increases to 2d8.
* ***Nature - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 cold, fire, or lightning damage to the target (your choice). After you have picked 14 levels of [*Devotion*], the extra damage you chose increases to 2d8.
* ***Passion - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 of the same damage type of the weapon to the target. After you have picked 14 levels of [*Devotion*], the extra damage increases to 2d8.
* ***Preservation - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 radiant damage to the target. After you have picked 14 levels of [*Devotion*], the extra radiant damage increases to 2d8.
* ***Radiance - Confident Cantrips***: When you deal damage with any cantrip you deal extra damage equal to your Presence modifier (minimum 1).
* ***Ruin - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 necrotic damage to the target. After you have picked 14 levels of [*Devotion*], the extra necrotic damage increases to 2d8.
* ***Storm - Deistic Punishment***: Once on each of your turns when you hit a creature with a weapon attack, you may deal an extra 1d8 thunder damage to the target. After you have picked 14 levels of [*Devotion*], the extra thunder damage increases to 2d8.
* ***Thaumaturgy - Acute Cantrips***: When you deal damage with any cantrip you deal extra damage equal to your Intelligence modifier (minimum 1).

#### **Level 10**

Aid of the Gods [***Devotion***]

You can call out to your Enneade to ask for aid. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your level in [*Devotion*], your Enneade offers aid. The GM chooses the nature of the aid. If your deity offers aid, you can't use this ability again for 7 days. Otherwise, you can use it again after you finish a long rest.

#### **Level 11**

General Upgrade [***Devotion***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 12**

Ability Score Improvement or Feat [***Devotion***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

General Upgrade [***Devotion***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 14**

General Upgrade [***Devotion***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 15**

Improved Magical Upgrade [***Devotion***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 30 Potential

* Three skill points to assign in any skill or skills of your choice, or to store.
* +1 to an ability score of your choice
* Pick a feat from the feat list

#### **Level 16**

Ability Score Improvement or Feat [***Devotion***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

Divine Domain [***Devotion***]

* ***Animation - Supreme Healing***: When you restore hit points with a spell, you heal the maximum value of the dice instead of rolling them.
* ***Ardor - Improved Severance***: You can create up to four illusions of yourself, instead of one, when you use your Sever Shadow ability. On your turn, you may move any number of them up to 6 m as a bonus action, to a maximum range of 24 m.
* ***Athanasia - Reap Rewards***: When an enemy you can see dies within 12 m of you, you or one creature of your choice that is within 12 m of you regains hit points equal to the enemy's number of hit dice. You can use this ability only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
* ***Battle - Avatar of Strife***: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* ***Community - Public Transport***: You can teleport from one specialized building, a tavern, marketplace, barracks, shop, bathhouse, etc., within a city, as if you had cast a Teleport spell whose destination is a permanent Teleportation Circle you know. Once you use this ability, you must finish a short or long rest before using it again.
* ***Craft - Soul of the Forge***: You gain the following benefits:
	+ You gain immunity to fire damage.
	+ While you're wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* ***Deceit - Improved Severance***: You can create up to four illusions of yourself, instead of one, when you use your Sever Shadow ability. On your turn, you may move any number of them up to 6 m as a bonus action, to a maximum range of 24 m.
* ***Harmony - Supreme Healing***: When you restore hit points with a spell, you heal the maximum value of the dice instead of rolling them.
* ***Law - Judge, and Jury***: When you deal damage to a creature with your Deistic Punishment ability, you can additionally curse that creature until the start of your next turn. Whilst the creature is cursed, the next time one of your allies hits the creature with an attack, the ally deals an additional 2d8 psychic damage. The curse ´then ends. You can also curse a creature with this ability once per turn.
* ***Lore - The Knowledge of Stars***: Once per short or long rest, if you spend 10 uninterrupted rounds in meditation, you receive visions of recent events. You can meditate in this way for a number of minutes equal to your Intelligence score (minimum 1) and must maintain concentration during that time as if you were casting a spell. Choose one option below when you use this ability:
	+ ***Object Reading:*** Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 10 rounds, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and the owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence score, minimum 1), you can spend 1 additional minute for each owner to learn the same information about that creature.
	+ ***Area Reading***: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 10 m cube), going back a number of days equal to your Intelligence score (minimum 1). For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births, and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
* ***Might - Avatar of Strife***: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* ***Nature - In Harmony with Nature***: You can verbally command what actions each creature charmed with your Invoke your Mother ability will do on their turns as a bonus action.
* ***Passion - Blaze of Zeal***: Once per long rest, when you are reduced to 0 hit points (even if you would die) ´´´´by an attacker you can see, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon's type. Then you fall unconscious and begin making death saving throws as normal (or die if the damage was sufficient).
* ***Preservation - Indomitable Defense***: You gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. Additionally, you can transfer one resistance to an ally you touch as an action. The creature keeps the resistance until the end of your next long rest or until you transfer it back to yourself as a bonus action.
* ***Radiance - Aura of Resplendence***: As an action, you can shine like a small sun for 10 rounds or until you dismiss it as an action. Your aura emits bright light in a 12 m radius and dim light 6 m beyond that. Enemies inside of the bright light aura suffer disadvantage on saving throws against any spell that deals fire or radiant damage.
* ***Ruin - Improved Bringer of Death***: Whenever you cast a spell of the vismancy school of at least 1st level but not higher than 5th level, the spell can instead target two creatures within range and within 1 m of each other. If the spell consumes Souls, you must provide them for each target.
* ***Storm - Stormborn***: As long as you are not underground or indoors, you gain a flying speed equal to your walking speed.
* ***Thaumaturgy - Arcane Mastery***: You choose four spells, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of spells.

#### **Level 18**

General Upgrade [***Devotion***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 19**

Ability Score Improvement or Feat [***Devotion***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Greater Aid of the Gods [***Devotion***]

Your Aid of the Gods ability succeeds automatically, no roll required.