A Chosen of Eonee is a mortal whose soul has become a living conduit for the goddess of light, the sun, and healing. Their miracles mend wounds, expose deception, and turn radiant force against those who prey upon the vulnerable. Unlike a temple-trained cleric, a Chosen’s authority is personal and unmistakable: their power answers a divine calling that may inspire hope, fear, or both.
A living dawn: healer, herald, and radiant answer to despair.
Full caster; radiant damage, healing, protection, and revelation
CEChosen of Eonee
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d8
PrimaryWisdomConstitution
Features
23, levels 1 to 20
1Level 1, reached
Called into the Light
You gain proficiency with light armor, medium armor, shields, and simple weapons, plus proficiency in Insight and Religion and two additional skills from the skill options. You can use a Holy Symbol as a Spellcasting Focus for your Chosen spells.
Dawnspell
You learn to cast spells using the full-caster spell-slot progression. Wisdom is your spellcasting ability; you prepare spells from the Chosen of Eonee spell list after a Long Rest, with the number prepared equal to your Wisdom modifier plus your class level (minimum one). You can replace a prepared spell when you finish a Long Rest.
Mercy of First Light
When you or a creature you can see within 30 feet takes damage, you can use your Reaction and expend a spell slot to reduce that damage by 1d8 per slot level plus your Wisdom modifier. If this reduces the damage to 0, the target can immediately stand up if Prone without spending movement.
2Level 2
Dawn Aura
You can use a bonus action to manifest a sunlike aura for 1 minute. You and allies of your choice in the aura have Advantage on saving throws against being Frightened, and the first time each turn an enemy enters or starts its turn in the aura, it takes Radiant damage equal to your Wisdom modifier. The aura has a 10-foot radius and you can use it once per Long Rest, or again by expending a level 2+ spell slot.
3Level 3
Divine Calling
Choose a subclass that reflects how Eonee’s calling manifests: the Beacon of Mercy, the Sunfire Exemplar, or the Truth at Dawn. Your subclass grants features at levels 3, 6, 10, and 14.
Sunward Benediction
When you finish a Short or Long Rest, choose one creature you can see within 30 feet. Until your next rest, it gains Temporary Hit Points equal to your class level plus your Wisdom modifier, and once it can add 1d4 to a saving throw it makes. You can have only one creature protected this way.
4Level 4
Ability Score Improvement
5Level 5
Unclouded Radiance
Your Radiant damage ignores Resistance to Radiant damage. In addition, when you restore Hit Points to a creature with a spell, you can end the Poisoned condition on it.
6Level 6
Widening Dawn
Your Dawn Aura’s radius becomes 30 feet. When you activate it, choose a number of creatures you can see up to your Wisdom modifier; each chosen creature can immediately end the Blinded or Frightened condition on itself.
7Level 7
Swift Invocation
You can cast one prepared spell with a casting time of an action as a Bonus Action once on each of your turns. The spell must have a level no higher than half your proficiency bonus, rounded up, and you cannot cast another spell during that turn except a cantrip with a casting time of an action.
8Level 8
Ability Score Improvement
9Level 9
Sunrise Renewed
When you roll Initiative and have no uses of Dawn Aura remaining, you regain one use. Also, when you activate Dawn Aura, you can choose to make its light visible out to 300 feet or make it shed no light beyond its radius.
10Level 10
Divine Calling Feature
You gain the subclass feature granted at this level.
11Level 11
Twin Rays
You can maintain Concentration on two Chosen spells at once, provided both spells are level 3 or lower. Whenever you take damage, you make a separate Concentration saving throw for each spell, and you have Disadvantage on those saves.
12Level 12
Ability Score Improvement
13Level 13
Wings of the High Sun
You gain a Fly Speed equal to your Speed while your Dawn Aura is active. You can hover, and you can carry one willing creature of your size or smaller while flying if you have a free hand.
14Level 14
Divine Calling Feature
You gain the subclass feature granted at this level.
15Level 15
Perfected Restoration
When you restore Hit Points to a creature with a spell, you can also end one of these conditions on it: Blinded, Deafened, Paralyzed, or Stunned. Once you use this benefit, you can’t do so again until you finish a Long Rest, unless you expend a spell slot of level 5 or higher.
16Level 16
Ability Score Improvement
17Level 17
Unsetting Sun
When you roll Radiant damage for a spell or class feature, you can treat any 1 on a damage die as a 2. In addition, you have Advantage on saving throws against spells and other magical effects.
18Level 18
World-Embracing Dawn
Your Dawn Aura’s radius becomes 60 feet. While it is active, you and allies of your choice in it have Resistance to Radiant and Necrotic damage.
19Level 19
Ability Score Improvement
20Level 20
Dawn Incarnate
Once per Long Rest, when you would be reduced to 0 Hit Points but not killed outright, you instead drop to 1 Hit Point and erupt with healing light. You and allies of your choice within 60 feet regain Hit Points equal to half your Hit Point maximum, and enemies in that area take 8d10 Radiant damage (Constitution saving throw against your spell save DC for half damage).
Core traits
Hit die
d8
Primary
WisdomConstitution
Saves
WisdomCharisma
Hit pointsHit Die: per Chosen of Eonee level. Hit Points at 1st Level: 8 + your Constitution modifier. Hit Points at Higher Levels: (or 5) + your Constitution modifier per Chosen of Eonee level after 1st.
DefensesArmor and shield training, strong healing, and defensive features support survival; the class has no special saving throw proficiency beyond these.
ArmorLight armor, medium armor, shields.
WeaponsSimple weapons.
ToolsNone.
SkillsInsight, Religion, and two skills of your choice from History, Medicine, Persuasion, and Survival.
ResourceSpell slots are your primary resource. Dawn Aura is usable once per Long Rest, with additional uses purchased by expending a level 2 or higher spell slot.
MulticlassingPrerequisite: Wisdom 13. When you multiclass into this class, you gain proficiency with light armor, medium armor, and shields. Chosen levels count as full spellcasting levels when determining spell slots under the multiclass spellcasting rules; prepare and learn Chosen spells separately from other classes.
Spells and options
How it casts
Full spellcasting, using the Cleric spell-slot progression and the standard spellcasting rules of D&D 5E (2024).
Wisdom is your spellcasting ability; your spell save DC is 8 + your proficiency bonus + your Wisdom modifier, and your spell attack modifier is your proficiency bonus + your Wisdom modifier. You prepare spells from the Chosen of Eonee spell list as described in Dawnspell. The spellList field is a thematic selection, not an exhaustive class list: the DM may approve additional Cleric spells that fit Eonee’s portfolio. Cantrips known: 3 at level 1, 4 at level 4, and 5 at level 10.
Cantrips
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
4th- and 5th-Level Spells
6th- through 9th-Level Spells
Subclasses
3
Beacon of Mercy
The goddess’s light is most powerful when it helps others endure.
Expansive healing and restoration
Protective blessings for nearby allies
A life-saving burst of communal recovery
Sunfire Exemplar
Some threats can only be stopped by meeting them in the open.
Radiant offense and battlefield presence
Empowered Dawn Aura
A devastating flare against the forces of darkness
Truth at Dawn
Light does not decide what is right; it makes what is hidden visible.
Divination and the exposure of hidden threats
Compelling insight and truth-seeking magic
A revelation that can disrupt enemies and reassure allies
Playing one
What it is
A Chosen of Eonee is a mortal whose soul has become a living conduit for the goddess of light, the sun, and healing.
Their miracles mend wounds, expose deception, and turn radiant force against those who prey upon the vulnerable. Unlike a temple-trained cleric, a Chosen’s authority is personal and unmistakable: their power answers a divine calling that may inspire hope, fear, or both.
How to play one
You are a full caster who can protect allies, restore them, and answer threats with radiant magic.
Save your Reaction for Mercy of First Light when a decisive hit lands, and activate Dawn Aura when the party needs a shared defensive push. Your strongest turns combine control or healing with measured damage; your power feels most dramatic when used to keep others standing rather than to claim the spotlight.
Make one
Personality
I greet frightened strangers with the same calm attention I would give a friend.
Ideal
Mercy. Power means little unless it eases another person’s pain.
Bond
I carry the last words of the person whose death first called Eonee’s light through me.
Flaw
I struggle to accept that some suffering cannot be healed by my power.
Quirk
Turns toward the dawn whenever beginning a difficult prayer.
Personality
I greet frightened strangers with the same calm attention I would give a friend.
I speak plainly, especially when a softer lie would be easier.
I notice who has been left out of a room, a meal, or a plan.
I find reasons to celebrate small recoveries and ordinary kindness.
Ideals
Mercy. Power means little unless it eases another person’s pain.
Truth. Light should reveal what is hidden, even when the revelation is uncomfortable.
Stewardship. I am a vessel of divine power, not its owner.
Bonds
I carry the last words of the person whose death first called Eonee’s light through me.
A community I saved has built its future around my promise to return.
I protect a sacred flame whose true purpose I have not yet discovered.
Flaws
I struggle to accept that some suffering cannot be healed by my power.
I mistake public certainty for moral certainty when my miracles draw a crowd.
I find it hard to conceal the truth, even when secrecy would protect someone.
I fear that one day Eonee’s light will ask me to sacrifice someone I love.
Quirks
Turns toward the dawn whenever beginning a difficult prayer.
Offers a hand to someone standing, even when that person is perfectly able to rise alone.
Keeps small tokens from people whose lives they have helped.
Uses phrases about weather and daylight to describe moods.
Pauses before giving a blessing, as if listening for an answer.
In the world
Training
There is no single institution that can make someone a Chosen.
The calling may arrive through a crisis, a recurring dream, or a moment when a person gives freely despite having nothing left. Those who recognize the gift often seek a temple or experienced Chosen to learn spellcraft, restraint, and the difference between divine conviction and personal certainty.
How others see them
Many ordinary people see a Chosen as a walking promise that help may still come.
Others fear the attention and scrutiny that follow such miracles, or suspect that a person who channels a god’s power must be obeyed. The Chosen’s conduct quickly shapes whether a community sees a rescuer, a judge, or a dangerous omen.
Famous practitioners
Chosen of EoneeMira SolwakeA wandering Chosen who ended a generation-long famine by guiding refugees to a hidden spring, then refused every offer of rule.
Chosen of EoneeTavian of the Open DawnA former battlefield surgeon whose blazing presence helped end a siege and whose uncompromising testimony brought its generals to trial.
Factions
The Open-Hand Dawn
A loosely joined network of Chosen and local healers who bring aid to places abandoned by established temples.
The Unveiled Sun
A disciplined fellowship that trains its members to expose corruption without turning revelation into persecution.
The Shelter of Last Light
A wary alliance of communities and Chosen devoted to sheltering those whose healing gifts have drawn dangerous attention.
Regions
The Amber Steppe
Chosen are welcomed as healers and mediators in sun-baked farming settlements where one good harvest can mean survival.
The Nine Bridges
In crowded river cities, their gift for restoration is prized, while their talent for revealing secrets can make them unwelcome among powerful families.
The Pale Marches
Remote communities in the long twilight of the northern reaches tell stories of Chosen whose light guided travelers through months of darkness.
Character hooks
A village healer rose from the dead during an eclipse and now seeks the reason Eonee chose them.
You were an ordinary temple acolyte until a dying child’s prayer ignited a sunburst in your hands.
Your miracles saved a city from plague, but the same radiance exposed a secret its rulers wanted buried.
You have been sent to recover a stolen relic that may be the source—or the prison—of your power.
Your predecessor, another Chosen, vanished after warning that the goddess’s light can reveal terrible truths.
You once served a cruel authority that used your healing for its own ends; now you decide whom your gift serves.
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