Acts of Faith | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Acts of Faith

Lawful alignment

Sacred Rite. Whenever you finish a long or short rest, you may activate or deactivate one of the following acts of faith. You may only ever have one Act of Faith active at a time.   1. Hand of the Emperor: While this sacred rite is active, whenever you move directly towards an enemy you may move an additional 10ft. If it would place you within melee range.   2. Spirit of the Martyr: While this sacred rite is active, each time you are dealt damage, hostile creatures within 10ft. of you take 1d4 radiant damage. This damage cannot be prevented or mitigated by any means.   3. Aegis of the Emperor: While this sacred rite is active, each time a spell is cast by a hostile creature within 15ft. of you, you may spend a reaction and attempt to disrupt the spell. Roll a d20 and add your proficiency modifier, if the result is higher than the casters Spell Save DC, the spell is prevented. 6th, 7th, 8th and 9th level spells cannot be disrupted in this manner.   4. Divine Guidance: While this sacred rite is active, each attack you make gains +2 to hit and damage, and is considered magical for the sake of overcoming resistances and immunities   5. The Passion: While this sacred rite is active, each time you land a critical hit with an attack you may spend a free action to make an additional attack. This additional attack can never critically strike.   6. Light of the Emperor: While this sacred rite is active, you gain advantage against Saving Throws against charm and fear effects.


Created by

Torquask.

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Feat

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