
Path of Grace
“Stand near me. Breathe. The world may still be breaking, but it does not get to take you with it.”

The Path of Grace is the inward expression of the Anointed calling. Its practitioners become living sanctuaries, drawing divine power into the body until presence itself becomes restorative. Where Radiant Will changes the battlefield and Devotion strengthens the bonds between companions, the Vessel of Grace changes what it means to stand near the Anointed.
These Anointed are not passive healers. Their stillness is active. Their bodies become thresholds through which pain is softened, panic loses its grip, and collapse becomes harder to complete. The more pressure the Vessel carries, the more strongly that sanctuary can manifest.
The Path of Grace therefore treats Desire as embodied pressure. In Unveiled Play, rising Arousal can deepen the Vessel’s sanctuary, but the player must decide how close to the threshold they are willing to remain.
Path of Grace Features
| Level | Feature |
|---|---|
| 3rd | State of Grace, Sanctified Pulse |
| 6th | Gentle Reversal |
| 11th | Sustaining Presence |
| 15th | Overflowing Grace |
| 18th | Incarnate Sanctuary |
State of Grace
3rd-Level Path of Grace Feature
As a Bonus Action, you can expend 2 Grace to enter a State of Grace for 1 minute. The state ends early if you are Incapacitated or if you choose to end it. It does not require Concentration. While in this state, you have advantage on Constitution saving throws, and you emit a 10-foot aura. A willing ally in the aura gains a +1 bonus to AC. In addition, once per turn when a creature in the aura regains hit points from a spell, Sacred Ministration, or Anointed class feature, it regains additional hit points equal to your Wisdom modifier.
Veiled Play. Willing creatures in the aura gain advantage on saving throws against being Charmed or Frightened.
Unveiled Play. Your own Arousal deepens the state. At 3 or 4 Arousal, the aura’s radius increases by 5 feet. At 5 Arousal, once per turn when you restore hit points to a creature in the aura, that creature also gains temporary hit points equal to your Proficiency Bonus. These benefits end when your Arousal falls below the listed threshold.
If you Climax while State of Grace is active, the state remains active. After resolving the Climax, each willing creature of your choice in the aura regains hit points equal to your Wisdom modifier + your Proficiency Bonus and may reduce its Arousal by 1. Each creature can receive this healing only once per activation of State of Grace.
Sanctified Pulse
3rd-Level Path of Grace Feature
Your sanctuary answers harm with quiet restoration. While State of Grace is active, when a willing creature in your aura takes damage, you can use your Reaction and expend 1 Grace to reduce that damage by 1d8 + your Wisdom modifier. After the damage is resolved, the creature may move up to 5 feet without provoking opportunity attacks.
Veiled Play. If this reduces the damage to 0, the creature gains temporary hit points equal to your Proficiency Bonus.
Unveiled Play. If the creature has Arousal, it may choose to reduce its Arousal by 1 after the pulse resolves. If it does, you may increase your own Arousal by 1 to regain the Grace spent on Sanctified Pulse. This transfer is voluntary and cannot raise your Arousal above 5.
Gentle Reversal
6th-Level Path of Grace Feature
Not every failure must be accepted as final. When you or a willing creature in your State of Grace aura fails a saving throw, you can use your Reaction and expend 1 Grace to allow that creature to reroll the saving throw. It must use the new result. If the reroll succeeds, the creature gains temporary hit points equal to your Anointed level. You can use Gentle Reversal a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Veiled Play. Gentle Reversal can be used on an EROS Save. If the reroll succeeds, the creature may also reduce its Arousal by 1.
Unveiled Play. If you use Gentle Reversal on your own EROS Save while at 5 Arousal and succeed, you may choose to remain at 5 Arousal instead of reducing it through another effect triggered by that success. If you do, regain 1 Grace. This choice never prevents a Climax that has already been triggered.
Sustaining Presence
11th-Level Path of Grace Feature
Your State of Grace aura increases to 15 feet. Willing allies in the aura have advantage on death saving throws. In addition, the first time during each activation of State of Grace that a willing creature in the aura would be reduced to 0 hit points, you can use your Reaction and expend 2 Grace to cause it to be reduced to 1 hit point instead. A creature can benefit from this protection only once per Long Rest. When an ally in your aura is targeted by an attack, you can move up to half your Speed as part of the same Reaction you use for Sanctified Pulse or Sustaining Presence. This movement does not provoke opportunity attacks.
Veiled Play. A creature protected from falling to 0 hit points gains advantage on its next EROS Save before the end of its next turn.
Unveiled Play. If a creature protected by Sustaining Presence would also gain Exhaustion from a Climax before the end of its next turn, you may expend 1 additional Grace to prevent that Exhaustion. A creature can receive this prevention only once per Long Rest.
Overflowing Grace
15th-Level Path of Grace Feature
What you hold begins to spill outward. Your State of Grace aura increases to 20 feet. At the start of each of your turns while State of Grace is active, choose one willing creature in the aura. It gains temporary hit points equal to your Wisdom modifier + your Proficiency Bonus. In addition, when you restore hit points to a creature in the aura using an Anointed spell, Sacred Ministration, or class feature, you may expend 1 additional Grace to end one of the following conditions affecting that creature: Charmed, Frightened, or Poisoned.
Veiled Play. When you end one of those conditions, the creature may also reduce its Arousal by 1.
Unveiled Play. While you are at 5 Arousal, the first Sacred Ministration you use on each of your turns while State of Grace is active costs 1 less Grace, to a minimum cost of 0. If you Climax, this benefit ends until your Arousal again reaches 5.
Incarnate Sanctuary
18th-Level Path of Grace Feature
When you enter State of Grace, you can choose to become an Incarnate Sanctuary instead. You can do so once, and you regain the ability to do so when you finish a Long Rest. For 1 minute, your State of Grace aura becomes 30 feet. A willing ally that starts its turn in the aura gains temporary hit points equal to your Wisdom modifier if it has none, and it has resistance to necrotic and psychic damage. Your State of Grace healing bonus applies twice per turn instead of once per turn, but never more than once to the same instance of healing. You cannot be moved against your will while Incarnate Sanctuary is active, and you have advantage on all saving throws.
Veiled Play. Willing creatures in the aura have advantage on EROS Saves. When one succeeds, it gains temporary hit points equal to your Wisdom modifier.
Unveiled Play. The first time you Climax while Incarnate Sanctuary is active, you may prevent the Exhaustion caused by that Climax. If you do, each willing creature in the aura may either reduce its Arousal by 1 or gain temporary hit points equal to your Anointed level. The normal Libido loss and other effects of your Climax still occur.
Deity Alignment
Anointed of the Path of Grace most commonly resonate with Aratheia, whose faith sanctifies nourishment, comfort and the act of sustaining another without diminishing oneself. Some also find kinship with Velyssara, through life, warmth and restorative abundance, or Talyss, through renewal, growth and the resilience of living things. None of these relationships require worship. The path may arise anywhere someone learns to become a place of safety for others, carrying pressure without surrendering to it and transforming endurance into sanctuary.

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