
“Where others see wounds, the Anointed sees burdens waiting to be shared.”
The Anointed
The Anointed serves as healer, caretaker, ritual guide, and steward of recovery. Across Erosia, they tend the sick, comfort the grieving, bless the hopeful, and stand beside those who bear more than they can carry alone.
Anointed understand that suffering takes many forms. Broken bones can be mended with magic, but fear, exhaustion, despair, longing, and spiritual strain require a gentler touch. Through divine grace and sacred devotion, they guide others through hardship and help communities endure.
In battle, Anointed preserve life through miracles of restoration and protection. Outside battle, they serve as counselors, mediators, ritual attendants, and spiritual caretakers. Their greatest power is not the ability to destroy their enemies, but the ability to ensure their allies continue forward.
For the Anointed, healing is not an act.
It is a calling.
Creating an Anointed
When creating an Anointed, consider why your character feels responsible for the well-being of others. Do they see suffering as a burden that should never be carried alone? Do they believe healing is a sacred duty entrusted to them by a deity? Do they offer comfort through wisdom and compassion, or through practical care and unwavering presence?
Also consider how your character first answered their calling. Were they raised within a temple devoted to healing and restoration? Did they survive a tragedy that taught them the value of mercy? Were they trained by a respected spiritual guide, or did their gifts emerge naturally when someone desperately needed help?
Anointed are found wherever people struggle to endure hardship. Some serve as battlefield healers. Others guide sacred rituals, care for isolated communities, tend the sick, or counsel those burdened by grief and loss. No matter their path, all Anointed share a common belief:
No burden should be carried alone.
Class Features
As an Anointed, you gain the following class features.

Hit Points
Hit Dice: 1d8 per Anointed level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Anointed level after 1st
Libido
Starting Libido: Your Proficiency Bonus + your Constitution modifier (minimum 1).
Libido at Higher Levels: Your Libido increases whenever your Proficiency Bonus increases. If your Constitution modifier changes, your maximum Libido changes by the same amount.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Choose one artisan’s tool or herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Insight, Medicine, Persuasion, Religion, History, Investigation
Equipment
You begin with the following equipment, in addition to the equipment granted by your background:
- A mace or a quarterstaff
- Scale mail or leather armor
- A shield or a simple weapon
- A priest’s pack or an explorer’s pack
- A holy symbol

Spellcasting
Beginning at 1st level, you can channel divine power to perform miracles of healing, protection, purification, and restoration. The Anointed uses the full-caster spell progression.
Preparing and Casting Spells
You prepare spells from the Anointed spell list. The number of spells you can prepare equals:
Your Wisdom modifier + your Anointed level (minimum of one spell).
You may change your prepared spells after completing a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for Anointed spells. Your magic flows through spiritual understanding, compassion, devotion, and divine insight.
Spell Save DC
8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier
Your proficiency bonus + your Wisdom modifier
Ritual Casting
You may cast any prepared Anointed spell with the ritual tag as a ritual.
The Sacred Burden
Most classes seek power. Anointed seek responsibility. Where others learn to wield magic, master weapons, or command supernatural forces, the Anointed learns how to bear the suffering of others without being consumed by it.
Anointed understand that pain takes many forms. A wound may break the body. Fear may weaken the spirit. Shame, grief, longing, and exhaustion can linger long after physical injuries have healed. Their sacred duty is not merely to restore health, but to restore wholeness.
Because of this, Anointed interact with Desire differently than most classes. A Bloodborn channels Desire into magical power. A Wildheart channels Desire into instinct. A Reveler channels Desire into emotional resonance. An Anointed channels Desire into recovery.
As emotional pressure builds within allies and companions, the Anointed learns to recognize that pressure, guide it safely, and help others recover from its consequences. Rather than exploiting the Desire Cycle, they act as its caretakers.
To an Anointed, rising pressure is not a source of power. It is a call for compassion.
Stewards of Recovery
Many classes focus primarily on what happens before release. The Anointed focuses on what happens afterward. In Erosia, Climax is not merely a mechanical event. It is a moment of transformation, vulnerability, relief, and consequence. Most creatures experience release and then must deal with its effects alone.
Anointed refuse to let that happen.
They specialize in helping others recover from emotional, spiritual, and physical strain. They preserve endurance, protect companions from dangerous overexertion, and ensure that moments of release become opportunities for healing rather than collapse.
When a skilled Anointed is present, allies can push themselves further than they otherwise could, knowing someone stands ready to help them recover.

Grace
Compassion leaves a mark upon the soul. Each time an Anointed protects the vulnerable, eases suffering, or helps another creature endure hardship, a small measure of divine favor gathers around them. This sacred energy is known as Grace. As an Anointed, Grace is your primary class resource.
Unlike a wizard’s spellbook or a fighter’s martial training, Grace is earned through service. The more you care for others, the more Grace you accumulate. Many of your abilities generate Grace when you restore health, protect allies, remove harmful effects, or guide companions through the pressures of Desire. You can then spend Grace to perform miracles of healing, protection, recovery, and restoration. A novice Anointed learns to preserve life through Grace. A master Anointed learns to restore hope itself.
Starting at 2nd level, your devotion manifests as a reservoir of divine compassion known as Grace. Grace represents your ability to transform care into miracles. The Grace maximum for your level is shown on the Anointed table. You regain all expended Grace when you complete a long rest.
Certain class features restore Grace during play. If a feature requires a saving throw, the DC equals your Spell Save DC.
Sacred Release
Every class experiences Desire differently. For an Anointed, Climax is not an eruption of power. It is an act of renewal. As pressure builds, an Anointed carries not only their own burdens but often the burdens of those around them. Eventually that weight must be released. When it is, the Anointed transforms personal relief into communal restoration.
A Bloodborn’s release unleashes magical force. A Wildheart’s release awakens primal instinct. A Reveler’s release becomes shared inspiration. An Anointed’s release becomes recovery. Experienced Anointed learn to transform their own moments of release into waves of healing, comfort, protection, and emotional renewal that strengthen everyone nearby. To an Anointed, the highest expression of Desire is not power. It is compassion.
Burden of Mercy
1st-Level Anointed Feature
You have learned to recognize suffering before others speak of it. Through prayer, experience, and sacred devotion, you instinctively sense when another creature requires aid. Whenever you restore hit points to a creature other than yourself, you gain one Mercy Mark. You may possess a number of Mercy Marks equal to your Proficiency Bonus. You lose all unspent Mercy Marks when you finish a Long Rest. Many Anointed features and Sacred Ministrations reference your Mercy Marks.
Quickstart (Veiled Play). Whenever you restore hit points to a creature other than yourself, gain one Mercy Mark.
Advanced Mechanics (Unveiled Play). Whenever you restore hit points to a creature other than yourself, you may also reduce its Arousal by 1. If you reduce a creature’s Arousal in this way, gain one additional Mercy Mark. A creature may benefit from this reduction only once per turn.
Sacred Ministrations
1st-Level Anointed Feature
You have mastered specialized acts of care known as Sacred Ministrations. Each Ministration represents a different method of restoring, protecting, guiding, or comforting others. Unless otherwise stated, using a Sacred Ministration requires a Bonus Action, expends 1 Grace, and targets a creature you can see within 60 feet.
If a Sacred Ministration requires a saving throw, the DC equals your Anointed Spell Save DC. You learn three Sacred Ministrations of your choice at 1st level. You learn additional Sacred Ministrations as shown on the Anointed table.
Whenever you gain a level in this class, you may replace one Sacred Ministration you know with another Sacred Ministration for which you qualify.
Comfort
You offer reassurance, prayer, encouragement, or simple presence that reminds another creature it is not alone. Choose one creature within range.
The target gains Temporary Hit Points equal to your Wisdom modifier + your Proficiency Bonus and gains Advantage on the next saving throw it makes before the end of its next turn.
Veiled Play. The target also gains Advantage on its next EROS Save before the end of its next turn.
Unveiled Play. If the target succeeds on that EROS Save, it may reduce its Arousal by 1.
Soothe Burden
You ease emotional and spiritual strain before it becomes overwhelming. Choose one creature within range.
The target gains Temporary Hit Points equal to your Wisdom modifier and may immediately end one effect causing it to have Disadvantage on Wisdom ability checks.
Veiled Play. The target may also reduce its Arousal by 1.
Unveiled Play. The target reduces its Arousal by an amount equal to your Wisdom modifier (minimum 1). If this prevents a Climax before the start of your next turn, you regain 1 Grace.
Preserve Life
You intervene before disaster can claim another soul. Choose one creature within range. Until the start of your next turn, the target cannot be reduced below 1 hit point by damage unless it is killed outright.
Veiled Play. The target also gains Temporary Hit Points equal to twice your Proficiency Bonus.
Unveiled Play. If the target would gain a level of Exhaustion before the start of your next turn, it may ignore that level of Exhaustion. A creature may benefit from this effect only once per Long Rest.
Bless Resolve
You strengthen another creature’s determination. Choose one creature within range. The target gains Advantage on the next saving throw it makes before the end of its next turn. If that saving throw succeeds, the target gains Temporary Hit Points equal to your Wisdom modifier.
Veiled Play. The target gains Advantage on its next EROS Save before the end of its next turn.
Unveiled Play. If the target succeeds on that EROS Save, it may restore 1 Libido. A creature may regain Libido from this Ministration only once per Long Rest.
Shared Burden
You willingly carry a portion of another creature’s suffering. Choose one willing creature within range. Until the start of your next turn, whenever the target takes damage, reduce that damage by an amount equal to your Proficiency Bonus.
You gain Temporary Hit Points equal to your Wisdom modifier.
Veiled Play. The target may reduce its Arousal by 1.
Unveiled Play. You may transfer up to 2 Arousal from the target to yourself. This transfer cannot trigger your Climax.
Gentle Recovery
You encourage the body and spirit to recover together. Choose one creature within range. The target regains hit points equal to your Wisdom modifier + your Anointed level. In addition, the target gains Advantage on Constitution saving throws until the start of your next turn.
Veiled Play. The target may immediately end one effect causing it to be Frightened.
Unveiled Play. The target also gains Advantage on Constitution checks and saving throws made to resist Climax consequences before the start of your next turn.
Sacred Relief
1st-Level Anointed Climax Feature
When you Climax, divine comfort radiates outward from you. Choose one creature within 30 feet, including yourself. That creature gains Temporary Hit Points equal to your Wisdom modifier + your Proficiency Bonus. This benefit represents the relief, reassurance, and renewed strength created through your release.
Quickstart (Veiled Play). The chosen creature may reduce its Arousal by 1.
Advanced Mechanics (Unveiled Play). The chosen creature may either reduce its Arousal by 1 or gain Advantage on its next EROS Save before the end of its next turn.
Grace
2nd-Level Anointed Feature
Grace is the divine compassion that gathers around those who dedicate themselves to the care of others. Every wound healed, burden shared, and life preserved strengthens your connection to this sacred power. You possess a pool of Grace points as shown on the Anointed table.
You regain all expended Grace when you finish a Long Rest.
Beginning at 9th level, your connection to Grace deepens. Whenever you finish a Short Rest, you regain Grace equal to your Wisdom modifier (minimum 1).
Acts of Compassion
Your devotion continually replenishes your Grace. Once per turn when one of the following occurs within 60 feet of you, you gain 1 Grace:
- You restore hit points to another creature.
- You grant Temporary Hit Points to another creature.
- You remove a condition affecting another creature.
- A creature succeeds on a saving throw because of one of your abilities.
- A creature benefits from one of your restorative spells.
You cannot exceed your Grace maximum.
Veiled Play. Whenever a creature within 60 feet reduces Arousal because of one of your abilities, you gain 1 Grace. This benefit may occur only once per round.
Unveiled Play. Whenever a creature within 60 feet regains Libido or recovers from a Climax consequence because of one of your abilities, you gain 1 Grace. When a creature within 60 feet Climaxes, you may immediately gain 1 Grace. This benefit may occur only once per round.
Shared Relief
Channel Divinity Option
As an Action, choose a number of creatures within 30 feet equal to your Wisdom modifier. Each chosen creature regains hit points equal to: 2d6 + your Wisdom modifier Each chosen creature may also immediately end one of the following conditions: Charmed or Frightened
Veiled Play. Each chosen creature may also reduce its Arousal by 1.
Unveiled Play. Each creature that reduces its Arousal to 0 through this feature gains Temporary Hit Points equal to your Wisdom modifier. In addition, one chosen creature may restore 1 Libido.
Divine Calling
3rd-Level Anointed Feature
Every Anointed develops a unique philosophy regarding healing, recovery, and sacred responsibility. This philosophy shapes how they gather Grace, guide others through Desire, and transform suffering into restoration.
Some Anointed focus on protecting communities and creating safe places of refuge. Others nurture growth and renewal wherever they travel. Some tend to the wounds of the spirit and walk the paths between dreams and waking life. Others embrace the sacred mysteries of Desire itself, transforming passion into healing.
Choose one of the following Divine Callings:
- Calling of the Hearth
- Calling of the Bloom
- Calling of the Veil
- Calling of Sacred Passion
Your chosen Divine Calling grants features at 3rd level and again at higher levels as shown in its description. Your Divine Calling also grants additional spells and Channel Divinity options, reflecting your unique approach to restoration and sacred care.
Ability Score Improvement
4th-Level Anointed Feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1.
As normal, you cannot increase an Ability Score above 20 using this feature.
Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.
Restorative Miracle
5th-Level Anointed Feature
Your Grace has matured into true miracle-working power. Through faith, compassion, and unwavering devotion, you can restore others from hardships that lesser healers cannot mend. Whenever you restore hit points to a creature using an Anointed spell or Sacred Ministration, add your Wisdom modifier to the amount restored. In addition, whenever a creature regains hit points from one of your Anointed spells or Sacred Ministrations, it gains Temporary Hit Points equal to your Proficiency Bonus.
A creature can gain these Temporary Hit Points only once per turn.
Veiled Play. Whenever you restore hit points to a creature, it may immediately reduce its Arousal by 1. A creature may benefit from this reduction only once per turn.
Unveiled Play. Whenever you restore hit points to a creature, you may choose one of the following:
- Reduce its Arousal by 1.
- Restore 1 Libido.
- Remove one negative effect imposed by a recent Climax.
A creature may benefit from only one option each turn.
Restorative Release
5th-Level Anointed Climax Feature
Your Sacred Release carries greater restorative power. When you Climax, choose a number of creatures within 30 feet equal to your Wisdom modifier (minimum one). Each chosen creature gains Temporary Hit Points equal to your Wisdom modifier + your Proficiency Bonus. In addition, one chosen creature may immediately end either the Charmed or Frightened condition affecting it.
Quickstart (Veiled Play). Each chosen creature may reduce its Arousal by 1.
Advanced Mechanics (Unveiled Play). One chosen creature may restore 1 Libido. A creature may benefit from this restoration only once per Long Rest.
Divine Calling Feature
6th-Level Anointed Feature
Your Divine Calling deepens as your understanding of restoration grows. You gain the 6th-level feature granted by your Divine Calling.
Shared Burden
7th-Level Anointed Feature
You have learned that the strongest form of compassion is not healing suffering after it occurs, but helping others bear it before it becomes overwhelming. Whenever a creature within 30 feet of you takes damage, you may use your Reaction to reduce that damage by an amount equal to: Your Wisdom modifier + your Proficiency Bonus. You may use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all expended uses when you finish a Long Rest.
Veiled Play. When you reduce damage using this feature, the protected creature may reduce its Arousal by 1.
Unveiled Play. When you reduce damage using this feature, you may transfer up to 2 Arousal from the protected creature to yourself. This transfer cannot trigger your Climax. If the protected creature would gain Exhaustion from a Climax before the start of your next turn, reduce that Exhaustion by 1 to a minimum of 0.
Ability Score Improvement
8th-Level Anointed Feature
When you reach 8th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.
Grace Overflow
9th-Level Anointed Feature
The flow of Grace through your soul has become constant and effortless. Whenever you roll Initiative and have no Grace remaining, regain Grace equal to your Wisdom modifier. In addition, whenever you finish a Short Rest, regain Grace equal to your Wisdom modifier (minimum 1).
Veiled Play. Whenever a creature within 60 feet reduces its Arousal because of one of your abilities, you gain Temporary Hit Points equal to your Wisdom modifier. This benefit may occur only once per round.
Unveiled Play. Whenever a creature within 60 feet regains Libido because of one of your abilities, you regain 1 Grace. This benefit may occur only once per round.
Sacred Release
10th-Level Anointed Feature
Most creatures experience release as a personal moment. For an Anointed, release becomes a gift shared with others. Whenever you Climax, choose a number of creatures within 30 feet equal to your Wisdom modifier (minimum 1). Each chosen creature gains one of the following benefits of your choice:
- Regains hit points equal to your Anointed level.
- Gains Temporary Hit Points equal to your Wisdom modifier.
- Immediately ends the Charmed or Frightened condition.
You may choose different benefits for different creatures.
Veiled Play. Each chosen creature may also reduce its Arousal by 1.
Unveiled Play When you Climax, choose one additional Sacred Release effect:
- Restore 1 Libido to a number of creatures equal to your Wisdom modifier.
- Prevent the Exhaustion normally caused by your Climax.
- Remove one negative Climax consequence from each affected creature.
- Allow each affected creature to either gain 1 Arousal or reduce its Arousal by 1.
Once you use an Unveiled Play option from this feature, you cannot use the same option again until you finish a Long Rest.
Sacred Release
10th-Level Anointed Climax Feature
Your release becomes a powerful expression of divine restoration. When you Climax, choose a number of creatures within 30 feet equal to your Wisdom modifier (minimum one). Each chosen creature gains one of the following benefits of your choice:
- Regain hit points equal to your Anointed level.
- Gain Temporary Hit Points equal to your Wisdom modifier.
- Immediately end the Charmed or Frightened condition.
You may choose different benefits for different creatures.
For many Anointed, this moment represents the fulfillment of their calling. The burdens they have carried, shared, and soothed throughout the encounter finally become a source of renewal for those around them.
Veiled Play. Each chosen creature may reduce its Arousal by 1.
Unveiled Play. Choose one creature affected by your Sacred Release. That creature may:
- Restore 1 Libido.
- Remove one negative effect imposed by a recent Climax.
- Gain Advantage on its next EROS Save before the end of its next turn.
Divine Calling Feature
11th-Level Anointed Feature
Your understanding of your Divine Calling deepens. You gain the 11th-level feature granted by your Divine Calling.
Ability Score Improvement
12th-Level Anointed Feature
When you reach 12th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.
Miracle of Renewal
13th-Level Anointed Feature
Your Grace now restores more than wounds. Whenever you restore hit points to a creature using an Anointed spell, Sacred Ministration, or class feature, choose one of the following additional benefits:
- End one condition currently affecting the creature.
- Grant the creature Temporary Hit Points equal to your Wisdom modifier + your Proficiency Bonus.
- Allow the creature to immediately stand from Prone without expending movement.
A creature may benefit from only one option per turn.
Veiled Play. Whenever you restore hit points to a creature, you may also reduce its Arousal by 1.
Unveiled Play. Whenever you restore hit points to a creature, choose one:
- Reduce its Arousal by 1.
- Restore 1 Libido.
- Remove one negative effect imposed by a recent Climax.
A creature may benefit from only one Unveiled Play option per turn.
Sanctuary Keeper
14th-Level Anointed Feature
You learn to create moments of safety amid chaos. As an Action, you may expend 2 Grace to create a Sanctuary centered on yourself. The Sanctuary extends 30 feet from you and lasts for 1 minute or until you become Incapacitated. While within the Sanctuary, allied creatures gain the following benefits:
- Advantage on saving throws against being Charmed or Frightened.
- Temporary Hit Points equal to your Wisdom modifier at the start of their turn if they have no Temporary Hit Points.
- Advantage on death saving throws.
Once you create a Sanctuary, you cannot do so again until you finish a Short or Long Rest.
Veiled Play. Allied creatures within the Sanctuary gain Advantage on EROS Saves.
Unveiled Play. Whenever an allied creature within the Sanctuary Climaxes, choose one:
- Reduce its Arousal to 0 before resolving the Climax.
- Prevent the Exhaustion normally caused by that Climax.
- Restore 1 Libido.
A creature may benefit from this effect only once per Long Rest.
Divine Calling Feature
15th-Level Anointed Feature
Your Divine Calling reaches a new level of mastery. You gain the 15th-level feature granted by your Divine Calling.
Ability Score Improvement
16th-Level Anointed Feature
When you reach 16th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.
Ascendant Grace
17th-Level Anointed Feature
Your connection to Grace has become nearly effortless. Compassion, recovery, and restoration flow through you as naturally as breathing. Whenever you roll Initiative and possess fewer than half your maximum Grace points, you regain Grace until you possess half your maximum Grace, rounded up. In addition, the first Sacred Ministration you use each round does not expend Grace.
Veiled Play. Whenever a creature within 60 feet succeeds on an EROS Save, you gain Temporary Hit Points equal to your Wisdom modifier. This benefit may occur only once per round.
Unveiled Play. Whenever a creature within 60 feet regains Libido, reduces Arousal, or Climaxes because of one of your abilities, you gain 1 Grace. This benefit may occur only once per round.
Ascendant Release
17th-Level Anointed Climax Feature
You have become a true vessel of divine restoration. When you Climax, choose any number of willing creatures within 30 feet. Each chosen creature gains one of the following benefits:
- Regain hit points equal to twice your Anointed level.
- Gain Temporary Hit Points equal to your Wisdom modifier + your Proficiency Bonus.
- End the Charmed, Frightened, or Exhausted condition.
- Immediately stand if Prone and regain movement equal to half its Speed.
You may choose different benefits for different creatures. Your release no longer affects only individuals. It becomes a moment of communal renewal capable of sustaining entire groups through overwhelming hardship.
Veiled Play. Each chosen creature may reduce its Arousal by 1.
Unveiled Play. Choose a number of affected creatures equal to your Wisdom modifier. Each chosen creature may:
- Restore 1 Libido.
- Remove one negative Climax consequence.
- Reduce its Arousal by 2.
- Gain Advantage on its next EROS Save before the end of its next turn.
Divine Calling Feature
18th-Level Anointed Feature
Your Divine Calling reaches its ultimate expression. You gain the 18th-level feature granted by your Divine Calling. This feature represents complete mastery of your chosen philosophy of restoration, recovery, and sacred care.
Ability Score Improvement
19th-Level Anointed Feature
When you reach 19th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.
Avatar of Restoration
20th-Level Anointed Feature

You become a living embodiment of mercy, renewal, and divine compassion. Your presence alone inspires hope, steadies the weary, and reminds others that no burden must be carried alone. As a Bonus Action, you may assume your Avatar of Restoration form. The transformation lasts for 1 minute. Once you use this feature, you cannot do so again until you finish a Long Rest.
While transformed, you gain the following benefits:
- You gain Resistance to all damage.
- Whenever you restore hit points to a creature, that creature regains the maximum possible amount.
- The range of your Sacred Ministrations doubles.
- Whenever a creature regains hit points from one of your abilities, it gains Temporary Hit Points equal to your Wisdom modifier.
- Whenever a creature within 60 feet would be reduced to 0 hit points, you may use your Reaction to cause it to instead drop to 1 hit point.
You may use this Reaction a number of times equal to your Wisdom modifier during the transformation.
Veiled Play. While Avatar of Restoration is active:
- Allied creatures within 60 feet gain Advantage on EROS Saves.
- Whenever an allied creature succeeds on an EROS Save, it gains Temporary Hit Points equal to your Wisdom modifier.
Unveiled Play. While Avatar of Restoration is active, whenever a creature within 60 feet Climaxes, choose one of the following effects:
- Restore 1 Libido.
- Reduce Arousal by 1.
- Prevent the Exhaustion normally caused by that Climax.
- Restore hit points equal to your Wisdom modifier + your Proficiency Bonus.
You may use this benefit once per round.
In addition, the first time you Climax while Avatar of Restoration is active, you do not suffer Exhaustion from that Climax.




You must be logged in to post a comment.