Hollow Hierarch

Hollow Hierarchs are living sermons of Malagore, the Hollow King—deity of pride so vast it collapsed into emptiness. They preach order that erases choice, light that blinds rather than reveals, and tyranny that calls itself mercy. Each Hierarch believes themselves the rightful axis of every room they enter. Their miracles shine white-gold yet leave afterimages of absence. They crown allies with fleeting glory and strip rivals bare. In a party they are commanders, judges, and dangerous beacons: invaluable against chaos, terrifying when unchecked. Their faith is not comfort; it is hierarchy made holy.

Class Features

Hit Die d8
Primary Ability Charisma
Saving Throws Wisdom, Charisma
Archetype Mixed
Ability Categories spellcasting, auras
Caster Progression Full

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons
Skills Choose 2 from Deception, History, Insight, Intimidation, Persuasion, Religion

Starting Equipment

• Any simple weapon and a shield, or two simple weapons
• Scale mail, or leather armor
• A cracked circlet holy symbol (focus) and a priest’s pack, or an explorer’s pack
• 20 gp and a mirror of polished silver

Class Resources

Hollow Pride Max 8 (All points restored on a Long Rest; half maximum (rounded up) restored on a Short Rest)

Hollow Pride is the measurable pressure of the Hierarch’s ego and Malagore’s favor. It fuels Channel Hollow Majesty, emergency survival, and certain domain powers. Maximum scales with level: 2 (1st), 2 (2nd), 3 (3rd–4th), 3 (5th), 4 (6th–8th), 5 (9th–11th), 6 (12th–14th), 7 (15th–17th), 8 (18th–20th).

Spending Spend points only when a feature explicitly costs Hollow Pride. You cannot spend points you do not have. Multiple features may be used on the same turn if action economy allows and costs are paid separately. Spending does not require a free hand or speech unless the feature says so.
Recovery Long Rest: regain all expended Hollow Pride. Short Rest: regain a number of points equal to half your maximum (rounded up). Level 20 Apotheosis: if you roll initiative with 0 points, regain 2. Some subclass features may restore points when conditions are met; they cannot raise total above maximum.

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 3
Blinding Gleam
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within range
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Dexterity saving throw against spell save DC
Defense: None

You hurl a shard of Malagore’s hollow radiance that stings the eyes and pride of the target.

Rules Text:

A mote of false white-gold light lances toward a creature. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage and have disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade: damage increases by 1d8 at levels 5 (2d8), 11 (3d8), and 17 (4d8).

Damage
Saving Throw: Dexterity
Range: 60 feet
Target: One creature
Damage: 1d8 radiant (+1d8 at 5th, 11th, 17th character level)
Duration: Instantaneous; disadvantage until end of target’s next turn
Hollow Command
Level 1 Enchantment
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within range that can hear you
Components: V
Duration: 1 round
Movement: Target may be forced to move up to its speed on its next turn if Approach or Flee is chosen
Attack / Save: Wisdom saving throw against spell save DC
Defense: None

A regal word that bends the weak-willed to Malagore’s empty authority.

Rules Text:

You speak a one-word decree (Approach, Drop, Flee, Grovel, or Halt). The target must succeed on a Wisdom saving throw or follow the command on its next turn as per the Command spell. If the target fails and has a lower Charisma score than yours, it also takes 1d4 psychic damage. Using a Higher-Level Spell Slot: You can target one additional creature for each slot level above 1st.

Control
Saving Throw: Wisdom
Range: 60 feet
Target: One or more creatures
Damage: 1d4 psychic
Duration: 1 round
Movement: Forced movement per chosen command
At Higher Levels:

One additional target per slot level above 1st

False Blessing
Level 1 Enchantment
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures of your choice within range
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: Targets gain +1d4 to attack rolls and saving throws; you may reverse the bonus into a penalty as a Bonus Action

A glowing mark of favor that can be twisted into a curse of inadequacy.

Rules Text:

You anoint targets with hollow favor. Each target gains a +1d4 bonus to attack rolls and saving throws for the duration. As a Bonus Action on a later turn, you can invert the blessing on one target: the bonus becomes a −1d4 penalty instead until the spell ends. A target inverted this way knows you betrayed the blessing. Using a Higher-Level Spell Slot: Affect one additional creature per slot level above 1st.

Buff
Range: 30 feet
Target: Up to three creatures
Damage: 0 none
Duration: Concentration, up to 1 minute
Defense: +1d4 or −1d4 to attacks and saves
At Higher Levels:

One additional target per slot level above 1st

Radiant Manacles
Level 2 Abjuration
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within range
Components: V, S
Duration: Concentration, up to 1 minute
Movement: Target’s speed becomes 0 on a failed save while restrained
Attack / Save: Strength saving throw against spell save DC
Defense: None

Order made visible as burning chains of false light.

Rules Text:

Chains of white light bind a creature. The target must succeed on a Strength saving throw or be Restrained for the duration. While Restrained, it takes 1d6 radiant damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the spell on a success. Using a Higher-Level Spell Slot: Initial and per-turn damage increase by 1d6 for each slot level above 2nd.

Control
Saving Throw: Strength
Range: 60 feet
Target: One creature
Damage: 1d6 radiant (+1d6 per slot level above 2nd)
Conditions: Restrained
Duration: Concentration, up to 1 minute
Movement: Speed 0 while restrained
At Higher Levels:

+1d6 damage per slot level above 2nd

Pride’s Mirror
Level 2 Illusion
Casting Time: 1 action
Range: Self
Target: Self
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None initially; Charisma save if image is struck
Defense: Three illusory duplicates; attackers roll to hit random targets including you

Reflections of your perfected self mock those who dare strike the true Hollow Hierarch.

Rules Text:

Three illusory duplicates of you appear in your space (as Mirror Image). Each time a creature targets you with an attack, roll a d20 per remaining duplicate rules to determine whether it hits a duplicate. When a duplicate is destroyed, the attacker must succeed on a Charisma saving throw against your spell save DC or take 1d8 psychic damage as its own glory is mocked.

Defense
Saving Throw: Charisma (on destroying a duplicate)
Range: Self
Target: Self; attackers
Damage: 1d8 psychic
Duration: Concentration, up to 1 minute
Defense: Mirror Image duplicates
Edict of Stillness
Level 3 Transmutation
Casting Time: 1 action
Range: 120 feet
Target: Creatures in a 40-foot cube within range
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: Affected creatures’ speeds halved; may be unable to use Bonus Action movement options
Attack / Save: Wisdom saving throw against spell save DC
Defense: None

Time and motion bend to the Hollow King’s preferred tempo.

Rules Text:

You impose absolute order on a 40-foot cube. Each creature of your choice in the area must succeed on a Wisdom saving throw or be affected: its speed is halved, it cannot take Reactions, and it cannot make more than one melee or ranged attack on its turn regardless of features. An affected creature repeats the save at the end of each of its turns. Using a Higher-Level Spell Slot: Cube side length increases by 10 feet for each slot level above 3rd.

Control
Saving Throw: Wisdom
Range: 120 feet
Target: Chosen creatures in cube
Damage: 0 none
Duration: Concentration, up to 1 minute
Movement: Speed halved
At Higher Levels:

+10 feet cube side per slot level above 3rd

Blinding Coronation
Level 3 Evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Target: Creatures of your choice within 30 feet of you
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw against spell save DC
Defense: None

You briefly wear Malagore’s hollow crown and the world cannot bear to look.

Rules Text:

A silent flash of crown-shaped light erupts. Each creature of your choice in range must make a Constitution saving throw. On a failure, a creature takes 5d8 radiant damage and is Blinded until the end of your next turn. On a success, half damage and no Blinded condition. Using a Higher-Level Spell Slot: Damage increases by 1d8 per slot level above 3rd.

Damage
Saving Throw: Constitution
Range: Self (30-foot radius)
Target: Chosen creatures in 30-foot radius
Damage: 5d8 radiant (+1d8 per slot level above 3rd)
Conditions: Blinded
Duration: Instantaneous; Blinded until end of your next turn
At Higher Levels:

+1d8 damage per slot level above 3rd

Tyrant’s Geas
Level 4 Enchantment
Casting Time: 1 minute
Range: 60 feet
Target: One creature you can see within range
Components: V
Duration: 30 days
Movement: None
Attack / Save: Wisdom saving throw against spell save DC
Defense: None

A long-term yoke of pride that punishes disobedience with soul-deep agony.

Rules Text:

You place a binding charge on a creature (as Geas). On a failed Wisdom save, the creature is Charmed by you for the duration. If it refuses to follow your stated command, it takes 5d10 psychic damage (no more than once per day). You may issue only commands that enforce hierarchy, tribute, or silence regarding your secrets. The spell ends early if you use this spell again. Using a Higher-Level Spell Slot: Duration becomes 1 year with a 7th-level slot or until dispelled with a 9th-level slot; damage becomes 6d10 / 7d10 respectively.

Control
Saving Throw: Wisdom
Range: 60 feet
Target: One creature
Damage: 5d10 psychic (Higher slots increase damage and duration)
Conditions: Charmed
Duration: 30 days
At Higher Levels:

Duration and damage scale at 7th and 9th slots

Hollow Sanctum
Level 4 Abjuration
Casting Time: 1 action
Range: Self (15-foot-radius Sphere)
Target: Self-centered sphere; allies and enemies differently
Components: V, S, M
Duration: Concentration, up to 10 minutes
Movement: Hostile creatures treat the sphere as difficult terrain
Attack / Save: Charisma saving throw for hostiles entering or starting turn inside
Defense: Allies in the sphere gain +2 AC and advantage on saves vs. Charm and Fear

A moving throne-room of light that protects the faithful and cages the insolent.

Rules Text:

You create a 15-foot-radius Sphere of ordered light centered on you that moves with you. Allies in the sphere gain +2 bonus to AC and advantage on saving throws against being Charmed or Frightened. Hostile creatures treat the area as difficult terrain. A hostile creature that enters the sphere or starts its turn there must succeed on a Charisma saving throw or take 2d6 radiant damage and be unable to willingly leave the sphere until the start of its next turn (forced movement still works).

Aura
Saving Throw: Charisma
Range: Self
Target: Creatures in 15-foot sphere
Damage: 2d6 radiant
Duration: Concentration, up to 10 minutes
Movement: Difficult terrain for hostiles; possible lockdown
Defense: +2 AC and charm/fear advantage for allies
Sunless Radiance
Level 5 Evocation
Casting Time: 1 action
Range: 150 feet
Target: Creatures in a 20-foot-radius Sphere at a point within range
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: Dexterity saving throw against spell save DC
Defense: None

A false sun that illuminates only to wound and humble.

Rules Text:

You call down a column of pale, heatless light. Each creature in a 20-foot-radius Sphere must make a Dexterity saving throw. On a failure, a creature takes 6d8 radiant damage and 2d8 psychic damage and is Blinded until the end of its next turn. On a success, half damage and no Blinded. Creatures with darkvision or that are sensitive to light make the save with disadvantage. Using a Higher-Level Spell Slot: Radiant damage increases by 1d8 per slot level above 5th.

Damage
Saving Throw: Dexterity
Range: 150 feet
Target: Creatures in sphere
Damage: 6d8+2d8 radiant and psychic (+1d8 radiant per slot level above 5th)
Conditions: Blinded
Duration: Instantaneous
At Higher Levels:

+1d8 radiant damage per slot level above 5th

Dominion of the Empty Throne
Level 5 Enchantment
Casting Time: 1 action
Range: 60 feet
Target: One humanoid you can see within range
Components: V, S
Duration: Concentration, up to 1 minute
Movement: You can force the target to move up to its speed on each of its turns while dominated
Attack / Save: Wisdom saving throw against spell save DC
Defense: None

You sit the Hollow King’s will upon another’s mind like a crown.

Rules Text:

You attempt to seize a humanoid’s will (as Dominate Person). On a failed Wisdom save, the target is Charmed and under your control for the duration. You have a telepathic link and can use a Bonus Action to issue commands. The target has disadvantage on the initial save if it is Frightened of you or has temporary Hit Points granted by you. Using a Higher-Level Spell Slot: Duration becomes 8 hours with a 7th-level slot or 24 hours with an 8th-level slot; 9th-level slot requires no Concentration for 24 hours.

Control
Saving Throw: Wisdom
Range: 60 feet
Target: One humanoid
Damage: 0 none
Conditions: Charmed
Duration: Concentration, up to 1 minute
Movement: Forced movement via commands
At Higher Levels:

Extended duration at higher slots

Absolute Decree
Level 6 Enchantment
Casting Time: 1 action
Range: 90 feet
Target: Any number of creatures of your choice within range that can hear you
Components: V
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Charisma saving throw against spell save DC
Defense: None

The Hollow King’s law spoken aloud, binding flesh, courage, or tongue.

Rules Text:

You utter a world-bending decree. Each target must succeed on a Charisma saving throw or be affected by one of the following (your choice for each): Restrained by invisible chains (repeat save end of turn), Frightened of you (repeat save end of turn), or silenced (cannot cast spells with verbal components; repeat save end of turn). A creature that succeeds is immune to this casting. You cannot choose different options that would exceed three total failed targets without ending the spell early on one existing target.

Control
Saving Throw: Charisma
Range: 90 feet
Target: Chosen creatures that can hear you
Damage: 0 none
Conditions: Restrained, Frightened
Duration: Concentration, up to 1 minute

Auras

Aura of Hollow Authority
10-foot radius (30-foot radius at level 18) Level 6
Action None (passive)
Target Allies of your choice and hostile creatures in range
Duration While conscious
Movement Hostile creatures with fewer Hit Dice than your level treat the aura as difficult terrain when they start their turn in it
Attack / Save None
Defense Allies gain bonus to saves vs Charm/Frightened equal to Charisma modifier (min +1)

A constant field of oppressive regal presence that steadies allies against mental influence and slows lesser foes.

Rules Text:

While you are conscious, you emanate a 10-foot aura (30 feet at level 18). Allies of your choice in the aura add your Charisma modifier (minimum +1) to saving throws against being Charmed or Frightened. Hostile creatures that start their turn in the aura and have fewer Hit Dice than your Hollow Hierarch level treat the aura’s area as difficult terrain for that turn. No action to activate; always on while conscious. No resource cost.

Effect:

Mental fortification for allies; terrain tax for weaker enemies

Activation:

Automatic while conscious

Corona of False Radiance
20-foot bright light / 40-foot total dim radius 0 first use per rest; 1 Hollow Pride thereafter Level 9
Action Bonus Action
Target Creatures of your choice starting turns in bright light
Duration 1 minute
Movement None (subclass may add 30-foot teleport)
Attack / Save Constitution saving throw vs spell save DC
Defense None

A toggleable crown of blinding white-gold light that punishes those who stand near your glory.

Rules Text:

Bonus Action to activate for 1 minute. Shed bright light 20 feet and dim light +20 feet. Each creature of your choice that starts its turn in the bright light must succeed on a Constitution saving throw (DC = spell save DC) or be Blinded until the start of its next turn. Usable once per Short or Long Rest; additional activations cost 1 Hollow Pride each. At level 14 (Blinding Glory), teleport options may apply while active.

Effect:

Conditional Blinded on failed save

Activation:

Bonus Action

This aura can be toggled on or off.

Hollow Sanctum Aura (Spell-linked)
15-foot-radius Sphere centered on you 1 4th-level spell slot Level 7
Action Action (via spell)
Target Allies and hostiles in sphere
Duration Concentration, up to 10 minutes
Movement Moves with you; hostiles difficult terrain; possible exit lockdown
Attack / Save Charisma saving throw for hostiles
Defense +2 AC for allies; charm/fear advantage

When casting Hollow Sanctum, you project a mobile ordered sphere.

Rules Text:

See spell Hollow Sanctum. Allies gain +2 AC and advantage on Charm/Fear saves. Hostiles: difficult terrain; Charisma save on enter or start turn or take 2d6 radiant and cannot willingly leave until start of next turn.

Effect:

Protective order zone with punishing light

Activation:

Cast Hollow Sanctum (4th-level spell)

This aura can be toggled on or off.

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes Full caster on the Cleric power band with Charisma casting, d8 Hit Die, and medium armor. Hollow Pride roughly tracks Channel Divinity + limited bonus uses, preventing continuous lockdown. Control, radiant/psychic damage, and social dominance are strong; pure healing and undead turning are weaker than a standard Cleric, creating clear tradeoffs. Subclass features land at 3/6/10/14/18 to match 5.5 domain pacing.
Level Prof. Features Resources Spell Slots
1 +2 Spellcasting, Hollow Pride Hollow Pride: 2 Cantrips Known: 3 Prepared Spells: Cha mod + 1 L1: 2
2 +2 Channel Hollow Majesty Hollow Pride: 2 L1: 3
3 +2 Hollow Domain Hollow Pride: 3 L1: 4 L2: 2
4 +2 Ability Score Improvement Hollow Pride: 3 Cantrips Known: 4 L1: 4 L2: 3
5 +3 Sovereign’s Rebuke Hollow Pride: 3 L1: 4 L2: 3 L3: 2
6 +3 Aura of Hollow Authority, Domain Feature Hollow Pride: 4 L1: 4 L2: 3 L3: 3
7 +3 Hollow Pride: 4 L1: 4 L2: 3 L3: 3 L4: 1
8 +3 Ability Score Improvement Hollow Pride: 4 L1: 4 L2: 3 L3: 3 L4: 2
9 +4 Crown of False Radiance Hollow Pride: 5 L1: 4 L2: 3 L3: 3 L4: 3 L5: 1
10 +4 Domain Feature Hollow Pride: 5 Cantrips Known: 5 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
11 +4 Tyrant’s Tenacity Hollow Pride: 5 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
12 +4 Ability Score Improvement Hollow Pride: 6 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
13 +5 Improved Hollow Majesty Hollow Pride: 6 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
14 +5 Domain Feature Hollow Pride: 6 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
15 +5 Hollow Pride: 7 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
16 +5 Ability Score Improvement Hollow Pride: 7 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
17 +6 Empty Throne Ascendant Hollow Pride: 7 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1
18 +6 Domain Feature, Aura of Hollow Authority Improvement Hollow Pride: 8 L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 1 L7: 1 L8: 1 L9: 1
19 +6 Ability Score Improvement Hollow Pride: 8 L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 2 L7: 1 L8: 1 L9: 1
20 +6 Apotheosis of the Hollow King Hollow Pride: 8 L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 2 L7: 2 L8: 1 L9: 1

Class Features

Spellcasting (Level 1)

You channel the hollow majesty of Malagore. You prepare and cast spells using Charisma as your spellcasting ability. You prepare a number of Hollow Hierarch spells equal to your Charisma modifier + your Hollow Hierarch level (minimum of one spell). You use a Holy Symbol or a cracked crown circlet as a spellcasting focus. Cantrips and spell slots follow full-caster progression. Ritual casting is allowed for any prepared Hollow Hierarch spell with the ritual tag.

Hollow Pride (Level 1)

Your ego is a living font of power. You gain a pool of Hollow Pride points (see Resources). You can expend these points to fuel Channel Hollow Majesty options and certain class and subclass features. Your carrying sense of superiority also grants you advantage on Charisma (Intimidation) and Charisma (Persuasion) checks against creatures that can see or hear you and that have a lower Charisma score than yours, provided you are not Bloodied (at half Hit Points or fewer).

Channel Hollow Majesty (Level 2)

You can expend 1 Hollow Pride point to channel Malagore’s empty glory. You begin knowing two options: Kneel Before Glory and Blinding Edict. You gain additional options from your subclass. When you use Channel Hollow Majesty, you choose one option you know. You can use this feature a number of times shown in the Hollow Pride resource; each use costs 1 Hollow Pride unless a feature says otherwise.

Resource Cost: 1 Hollow Pride

Hollow Domain (Level 3)

You devote yourself to one face of Malagore’s doctrine and gain the features of your chosen Hollow Domain subclass at the levels listed in the progression table.

Sovereign’s Rebuke (Level 5)

When a creature you can see within 60 feet hits you with an attack roll, you can use your Reaction to force that creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature takes radiant damage equal to your proficiency bonus + your Charisma modifier and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, it takes half damage and suffers no disadvantage. You can use this Reaction a number of times equal to your Charisma modifier (minimum once), regaining all expended uses when you finish a Long Rest.

Aura of Hollow Authority (Level 6)

You constantly emanate a 10-foot aura of oppressive majesty while you are conscious. Allies of your choice in the aura gain a bonus to saving throws against being Charmed or Frightened equal to your Charisma modifier (minimum +1). Hostile creatures in the aura treat the area as difficult terrain if they start their turn there and have fewer Hit Dice than your Hollow Hierarch level. At level 18 the aura radius becomes 30 feet.

Crown of False Radiance (Level 9)

As a Bonus Action, you wreath your head in a corona of white-gold light for 1 minute. While the corona lasts, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. Any creature of your choice that starts its turn in the bright light must succeed on a Constitution saving throw against your spell save DC or be Blinded until the start of its next turn. Once you activate this feature, you can’t do so again until you finish a Short or Long Rest unless you expend 1 Hollow Pride to activate it again.

Resource Cost: 0 or 1 Hollow Pride

Tyrant’s Tenacity (Level 11)

When you are reduced to 0 Hit Points but not killed outright, you can expend 1 Hollow Pride (no action required) to drop to 1 Hit Point instead and gain temporary Hit Points equal to twice your Hollow Hierarch level. Once you use this feature, you can’t use it again until you finish a Long Rest.

Resource Cost: 1 Hollow Pride

Improved Hollow Majesty (Level 13)

You can use Channel Hollow Majesty options as a Bonus Action instead of an Action when the option’s text allows an Action. In addition, when you expend Hollow Pride to use Channel Hollow Majesty, you may target one additional creature if the option targets creatures.

Empty Throne Ascendant (Level 17)

You embody Malagore’s hollow kingship. You gain resistance to radiant and necrotic damage. When you succeed on a saving throw against a spell or magical effect, you can use your Reaction to force the original caster (if any, and if within 60 feet) to make a Charisma saving throw against your spell save DC. On a failure, that caster takes 4d8 psychic damage and is Frightened of you until the end of its next turn.

Apotheosis of the Hollow King (Level 20)

You become a living avatar of pride. Your Charisma score increases by 4 (maximum 24). When you roll initiative and have no Hollow Pride remaining, you regain 2 Hollow Pride. Once per Long Rest, as an Action, you can unleash Absolute Decree: each creature of your choice within 60 feet must succeed on a Charisma saving throw against your spell save DC or be Restrained by invisible chains of light for 1 minute. A restrained creature can repeat the save at the end of each of its turns. While restrained this way, a creature takes 3d10 radiant damage at the start of each of its turns.

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