With an amulet of Sarenrae on their neck, Goldenborn moves through the world spreading the good word of the Goddess of Life and Fire. The tenants of Sarenrae color every aspect of Goldenborn’s existence, be it keeping their plate armor as shiny as possible to represent the purity of life, or smiting the denizens of evil with their war hammer. Swift justice and grace swing like a pendulum in the heart of Goldenborn.
Summation of Abilities
As the walking embodiment of Sarenrae, you move through the world making miracles and destroying evils. Your sturdy Dwarven frame allows you to weather physical punishment with grace, whilst your Dwarven cunning keeps you keen in the underdepths of the world.
Able to bring the near dead back to life, you can even free someone from the plights of being blinded, deafened, paralyzed, or poisoned. You can bless your allies with the grace of Sarenrae to embolden their actions or release a torrent of Holy Fury onto your foes. You are radiant, resplendent, and 4 ft tall.
You can see in darkness (shades of gray) up to 60 ft.
You have advantage on saves against poison and resistance against poison damage.
Is that a rock? Yeah, I know EVERYTHING about that rock right there.
Action: Present your holy symbol to restore up to 15 HP divided among any creatures within 30 ft.
Light: You touch one object, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like.
Sacred Flame: Flame-like radiance descends on a creature that you can see within range.Cantrip: Word of Radiance: You utter a divine word, and burning radiance erupts from you.
1: Bless: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
1: Command: Compel your target with your holy righteousness! You have 5 commands: Approach, Drop, Flee, Grovel, and Halt.1: Cure Wounds: A creature you touch regains a number of hit points equal to 1d8 + 3.
1: Guiding Bolt: A flash of light streaks toward a creature of your choice within range. Roll to hit and do massive damage. The target is lit up with holy energy which grants advantage on the next attack against it.
2: Lesser Restoration: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
2: Spiritual Weapon: You create a floating, spectral weapon within range that can be moved around to bop fools who oppose you!