The Unity Clerics emerged during a tumultuous period in Alavir's history, when the realm was fractured by internal strife and external threats. It was during this time that Eiloria, the Goddess of Peace, granted a celestial vision to a humble cleric named Valeria. In this vision, Valeria saw the potential for Alavir to become a realm united in peace and harmony. Empowered by Eiloria's blessing, Valeria became the first Unity Cleric, setting forth to mend the broken bonds between Alavir's diverse communities.
Unity Clerics have played a pivotal role in Alavir's history, acting as mediators in conflicts and ambassadors of peace. They were instrumental in forging alliances between the Capital City of Alavir and the far-flung regions like Verdantis Jungle. Over the years, they have established the Sanctuary of Serenity in the Capital City, a spiritual haven where clerics from all over Alavir gather to share wisdom and forge lasting bonds.
Unity Clerics are bound by their devotion to Eiloria and their commitment to peace. They form strong bonds with communities across Alavir, from the elven rangers of Sylvangrove to the capital of Alavir. These bonds are not just spiritual but also practical, as Unity Clerics often venture into troubled regions to provide aid and counsel.
In Alavir, Unity Clerics serve as beacons of hope and stability. They are often called upon to mediate disputes and foster understanding among Alavir's diverse populations. Their abilities, such as Ambassador and Inspiring Presence, make them exceptionally skilled at diplomacy and conflict resolution. They are revered as living symbols of Alavir's potential for unity and peace.
At 1st level, when you succeed on a Charisma skill check, you gain an inspiration die. In addition, you can use your inspiration die to reroll damage, or healing once per round.
When you cast a spell, you can make a Persuasion skill check (once per round).
The feature’s inspiration die increases when you reach 6th level (1d6), 10th level (1d8), 14th level (1d10), and 18th level (1d12).
At 3rd level, when you roll initiative all allies within 30ft of you are blessed with inspiration. Each creature gain one inspiration die. When an ally within 120 feet of you has inspiration, you grant them 1 additional level of resistance to all damage.
In addition, creatures with inspiration can choose to use their inspiration die to roll 1d20 and gain temporary hit points equal to the amount rolled.
At 7th Level, when a creature within 120 feet of you with inspiration makes an attack roll they can expend the inspiration die as additional damage granting them a bonus to AC equal to the number rolled until the start of their next turn.
At 11th level, you gain expertise in the Persuasion skill, and advantage on Persuasion skill checks.
In addition, when you make a Persuasion check, you can treat a d20 roll of 9 or lower as a 10.
At 15th level, all allied creatures are within 120ft of you gain a bonus equal to your spell casting modifier to attack rolls and saving throws.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Staff of Harmony: (Weapon) Once every 3 rounds, As a bonus action, you can grant all allies within 60 feet advantage on Charisma skill checks until the start of your next turn.
Robes
Bracers
Choose a Caster Weapon.