Path of Radiant Will

“Faith does not always wait for the world to change. Sometimes it steps forward and changes the world itself.”

The Path of Radiant Will is the outward expression of the Anointed calling. Its adherents do not keep divine power close or allow mercy to remain passive. They intercede. They draw radiant boundaries across the battlefield, step between danger and the vulnerable, and turn prayer into visible action.

Older traditions sometimes call these Anointed the Hands of Radiant Will or Divine Interventionists. Whatever the title, their faith follows the same principle: compassion sometimes requires a hand raised against harm as surely as it requires one extended in comfort.

Radiant Will preserves the Anointed’s identity as a steward of recovery while changing the direction of that care. Grace becomes battlefield authority. Sacred Ministrations become declarations. Desire becomes pressure that can be redirected outward into protection, movement, and radiant intervention.

Path of Radiant Will Features

LevelFeature
3rdRadiant Mandate, Zone of Declaration
6thIntercession Step
11thJudgment Unbound
15thSanctuary Made Real
18thAvatar of Intervention

Radiant Mandate

3rd-Level Path of Radiant Will Feature

When you restore hit points to a creature with an Anointed spell or Sacred Ministration, or when you deal radiant damage with an Anointed spell, you can expend 1 Grace to place a Radiant Mandate on one creature affected by that spell or feature. Choose one of the following mandates. A creature can be affected by only one of your mandates at a time, and the mandate lasts until the start of your next turn.

  • Shielded. The creature gains temporary hit points equal to your Wisdom modifier + your Proficiency Bonus.
  • Anchored. The creature has advantage on checks and saving throws made to resist being moved or knocked Prone.
  • Marked. The next attack roll made against the creature before the mandate ends has advantage.

Veiled Play. If you place Shielded or Anchored on a willing creature that currently has Arousal, it also gains advantage on its next EROS Save before the start of your next turn.

Unveiled Play. If a willing creature under one of your mandates Climaxes before the mandate ends, you can use your Reaction to turn that release outward. Choose one hostile creature you can see within 30 feet of it. The hostile creature must succeed on a Wisdom saving throw against your Anointed Spell Save DC or take radiant damage equal to your Wisdom modifier + your Proficiency Bonus and be pushed up to 10 feet away from the willing creature. This reaction costs no additional Grace.


Zone of Declaration

3rd-Level Path of Radiant Will Feature

You gain the following Channel Divinity option.

Channel Divinity: Zone of Declaration. As a Bonus Action, choose a point you can see within 60 feet. A 15-foot-radius sphere of divine geometry, sacred petals, sigils, flame, or another manifestation appropriate to your faith appears there for 1 minute. You can dismiss the zone at any time, and creating another Zone of Declaration ends the first.

While inside the zone, allied creatures gain a +1 bonus to saving throws, and hostile creatures treat the area as difficult terrain. Once per round, when an allied creature in the zone takes damage, you can use your Reaction to reduce that damage by an amount equal to your Wisdom modifier + your Proficiency Bonus.

Veiled Play. A willing allied creature that begins its turn in the zone gains advantage on the first EROS Save it makes before the start of its next turn.

Unveiled Play. Once per round, when a willing creature in the zone succeeds on an EROS Save, you can move that creature up to 5 feet without provoking opportunity attacks. If it fails the save, you may instead expend 1 Grace to allow it to move up to 5 feet without provoking opportunity attacks after the save resolves.


Intercession Step

6th-Level Path of Radiant Will Feature

You arrive where you are needed before the plea is finished. When a creature you can see within 60 feet is hit by an attack, you can use your Reaction and expend 1 Grace to teleport to an unoccupied space within 5 feet of that creature.

You then choose one of the following:

  • Take the Blow. You become the target of the triggering attack instead, using the original attack roll against your AC.
  • Break the Blow. The original target remains the target, but reduce the damage it takes by 1d8 + your Wisdom modifier + your Proficiency Bonus.

After the attack resolves, the protected creature may move up to 10 feet without provoking opportunity attacks.

Veiled Play. If the protected creature has Arousal, it may reduce its Arousal by 1 after moving. A creature can benefit from this reduction only once per round.

Unveiled Play. If the protected creature is at 5 Arousal when you use this feature, it gains advantage on the next EROS Save it makes before the end of its next turn. If it succeeds on that save, you regain 1 Grace.


Judgment Unbound

11th-Level Path of Radiant Will Feature

Your divine will no longer depends on proximity. Your Zone of Declaration increases to a 20-foot radius, and your Anointed spells and Path of Radiant Will features ignore half cover. In addition, once on each of your turns when you deal radiant damage to a creature, you can push that creature up to 10 feet away from you or from the center of your Zone of Declaration. When you use a Sacred Ministration on a willing creature inside your Zone of Declaration, you can also move that creature up to 5 feet without provoking opportunity attacks.

Veiled Play. When a creature willingly moves because of one of your features, it gains temporary hit points equal to your Proficiency Bonus.

Unveiled Play. A hostile creature that fails an EROS Save while inside your Zone of Declaration cannot take Reactions until the start of its next turn. This effect represents divine disruption of its focus and does not compel attraction, affection, speech, or intimacy.


Sanctuary Made Real

15th-Level Path of Radiant Will Feature

Your protection becomes a sacred law written across the ground. When you create your Zone of Declaration, choose a number of willing creatures you can see equal to your Proficiency Bonus. Those creatures are Sanctified while they remain in the zone. A Sanctified creature gains resistance to radiant and necrotic damage. In addition, the first time during a use of your Zone of Declaration that a Sanctified creature would be reduced to 0 hit points, it is reduced to 1 hit point instead. When a hostile creature starts its turn in your Zone of Declaration, it must succeed on a Wisdom saving throw against your Anointed Spell Save DC or have disadvantage on the first attack roll it makes before the start of its next turn.

Veiled Play. A Sanctified creature has advantage on EROS Saves while inside your Zone of Declaration.

Unveiled Play. When a Sanctified creature Climaxes in the zone, it may choose to remain where it stands or immediately move up to half its Speed without provoking opportunity attacks after the Climax resolves. If it chooses to move, you may expend 1 Grace to prevent the Exhaustion caused by that Climax. A creature can receive this prevention only once per Long Rest.


Avatar of Intervention

18th-Level Path of Radiant Will Feature

You no longer merely channel intervention. For a brief time, you become its living form. As an Action, you enter an Avatar of Intervention state for 1 minute. Once you use this feature, you cannot use it again until you finish a Long Rest. For the duration, you emit a 30-foot aura of radiant authority. While in the aura, willing allied creatures have advantage on saving throws and gain temporary hit points equal to your Wisdom modifier at the start of their turns if they have none. Hostile creatures treat the aura as difficult terrain. You can use Intercession Step without expending Grace while this state lasts, though you can still use only one Reaction per round. In addition, once on each of your turns, when you cast an Anointed spell or use a Sacred Ministration, you may apply Radiant Mandate without expending Grace.

Veiled Play. Willing allies in the aura have advantage on EROS Saves. When one succeeds on an EROS Save, it may move 10 feet without provoking opportunity attacks.

Unveiled Play. The first time you Climax while Avatar of Intervention is active, choose one of the following divine interventions after resolving the Climax: restore 1 expended use of Channel Divinity; immediately create a Zone of Declaration without expending Channel Divinity; or allow up to your Wisdom modifier willing creatures in the aura to reduce their Arousal by 2. You still resolve the normal effects of your Climax.


Deity Alignment

Anointed of the Radiant Will most commonly resonate with Nyzun, whose faith understands discipline, boundaries and deliberate authority as sacred forms of care. Some also find kinship with Velyssara, through the protection and affirmation of life, or Solynth, through chosen protection, trust and the strength found in willingly standing between another and harm. None of these relationships require worship. The path may arise anywhere someone learns that compassion sometimes requires intervention—and that mercy can be expressed through decisive action.