+2 con score max-Great Coven
+2 cha score max-Academies
+2 cha/con max/stat-Sun Riders [increased to 24]
+1 str score-Church boon
wis/int set to 18
Beckoned(from the 13th hour)
Languages: common, draconic-fang
Strange Occurrences: Once per mission whenever you would roll a Natural 1 on a d20 members of the Great Coven can instead treat it as a Natural 20.
hexblade curse • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). once per short/long rest. range of 30ft
Accursed specter
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Divine Sense-6 The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Knows type but not name.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Lay on hands-30
Channel Divinity: Champion Challenge
As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Channel Divinity: Turn the Tide
As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
sunlight sensitivity You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Forager background. When you use a healing kit to stabilize a creature, you restore 1d4 hit points to that creature. If you use the action from the Healer feat, you heal the target for an additional 1d10 hit points.
pack tactics advantage on attack rolls when allies are within 5 ft
Fighting style-defense: ac+1
Eyes of the Rune Keeper I can read all writing :)
trickster's escape You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Thirsting Blade You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
dark gift-Agonizing Blast When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. our pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Repelling blast: When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
Lifedrinker
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Sacred Oath feature
Warcaster: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Primal scale: racial -2 to strength is removed, gain +2 to strength
Resilient Con: +1 con, you gain proficiency in con saves
Starlight Tower reward:
Mistblade Bound
Whenever you would critically hit with your hexblade, you may immediately cast misty step as a triggered action. This does not cost you a spell slot. If you do, the next enemy you attack, you have advantage against on the first attack.
Rejuvenating Sun
As a bonus action you call on the sun's radiance. So you and your allies can heal your wounds with Xd6 + X where X is your level and remove all debuffs you had including Paranoia, Curses, and Corruption. You can use this call Once per Dawn.
Storm's Mastery
Choose an element that you deem worthy to be your strength. Once you start as a Rider you Choose from Fire, Lightning, Thunder, Acid, and Cold. Then gain 1d6 of that damage to spells and weapon attacks. Once chosen you cannot change out of it. [chosen type-lightning]
Rider Belt
Once joining the Faction you will get your Sun Sigil and Rider Belt. This Belt is Counted as an Attunement Magic Item using up a slot. However, this will level with you and have certain upgrades that you can find later down the line.
Sun's Aegis (Item)
The Sigil you carry gives you Advantage on Wisdom Saving throws against abilities and spells. To carry on your mission to protect the Sun's Light.
Sun's Shield
You gain resistance to the Chosen Element of Storm's Mastery.
Pendragon's Storm Magic
When you cast a spell that deals damage, you can change the type of damage dealt by the spell, ability (Smite or Feature( Storm Barb Subclass) to the Chosen Element of Storm's Mastery. You can only do this twice per Dawn.
PIERCING STORM
Your Storm Mastery Damage ignores Resistance.
Rider Training
Gain a Rider Feat once joining the Empire.
Dragon Vow
Sun Rider Armaments
As an action you call upon your Rider Armor to give you an advantage to the fight.
1 .You gain +3 AC, Heal 15 hit points
2.The First Weapon Attack or Spell gains an additional 1d6 to Storm's Mastery adding Radiant to the element.
3. Once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals to half your level rounded down. Your Rider Form lasts for 1 minute and can be used twice after a Long Rest.
The Storm that is Approaching
When you activate Sun Rider Armaments a storm begins to surround you then blossoms with a Draconic roar into an explosion of the elements. Each creature in a 10-foot-radius sphere centered on yourself must make a Dexterity saving throw. A target takes Xd6 Storm Mastery damage on a failed save (X is your Level), or half as much damage on a successful one. You ignore this damage.
Class/Racial Features & Traits