Bastion of the Purgatory
Buff, New Abilities, Rework, Cleanup

The major changes and rework focused Bastion's characters to have a better time with keep track of their stat increment, less book keeping and provide more proactive abilities outside of their Codex Creature environment.
Boon#01: Codex of Purgatory. Require 1 perk(s)
Codex Creature type: Aberration, Celestial, Fiend, Fey & Undead creature types.
Passively gain +1 to Arcana & Religion Skill checks. Certain perks have an additional bonus when targeting Codex Creatures, labelled with "Codex Bonus".
New
Codex Creature type: Aberration, Celestial, Elemental, Fiend, Fey & Undead creature types. Passively gain +2 to Arcana & Religion Skill checks. Certain BotP abilities and perks have an additional bonus when the target is a Codex Creature, labelled with "Codex Bonus".
New Boon #02: Brands of Purgatory. Require 1 perk(s) 4 Brand Charges per Long Rest, you are able to empower your strikes to deliver potent Purgatory magic. Certain perks provide new brands to add to your arsenal permanently. Only 1 brand can be applied per attack at any time.
Brand of Purge: When you hit a creature with an attack, you may expend 1 Brand Charge to deal 1d6 additional Force damage.
Codex Bonus: Regain 1 Brand Charge if that branded attack kills it.
Boon#04: Nullifying Strength. Require 7 perk(s)
Once per Long Rest, when a creature casts a spell of level 1 within 20ft of you, as a reaction you can interrupt and cause that spell to fail.
If the spell is of 2nd level or higher, make an d20 +1(+1 per 2 perks) ability check roll. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and your next attack gains quintuple (x5) Force damage of that spell level.
New
Once per Long Rest, when a creature casts a spell of level 1 or higher within 30ft of you, as a reaction you attempt to interrupt it to cause that spell to fail. The target must make an Intelligence Saving throw. On a failed save, the spell fails and if the spell is of 5th level or higher, your next successful attack within the next minute deals additional Force damage equal to 5 times of that spell level. If the spell is 4th level or lower, you gain temp hitpoints equal to 3 times of that spell level for the 1 minute.
Boon#05: Grand Purge. Require 9 perk(s)
Once per long rest. Target 1 creature within 60ft range of you, they make a Wisdom saving throw. On a failed save, the creature loses all current and cannot gain temp hitpoint, ends any spell or ability currently concentrating and removes all current positive & negative buffs. If the creature has any magical objects or Eternal Artifacts, they are all muted. Grand Purge lasts for 1 minute. (Mute condition disables the function and ability temporarily, does not remove it).
You can choose to channel this ability instead, each round you may spend an action to hold this ability, for each round channeled, this ability becomes an AoE of 15ft radius per round channeled. Spend the action to release this ability to a point within range. If the channel is interrupted, this ability ends but refunds the charge. This is considered as a level 7 spell.
Regardless of save all Aberration, Celestial, Corruption, Demonic, Fey & Undead creatures and Fallen Creatures take 4d12 + 2d12 per round channeled + 20 Force Damage.
New
Boon#06: Grand Purge. Require 10 perk(s) Passively increase your Faction DC by 2.
Once per long rest. Target 1 creature or object within 30ft range of you, they make a Wisdom saving throw if it was a creature. On a failed save, the creature
1. Cannot use or receive telepathy, communicate to other creatures in different realms.
2. Loses all current Temp hitpoint and cannot gain any for 24 hours.
3. Ends all concentration.
4. Removes all magical positive & negative buffs.
5. any non-legendary and non-attuned magical items they are wielding are destroyed permanently.
6. Takes 3d12 Force damage.
On a successful save, they take half of the Force damage but still cannot gain temp hitpoints, use or receive telepathy and speak to other creatures in different realms for 24 hours.
Codex Bonus: Codex creature takes 5d12 Force damage and the penalty duration lasts for 72 hours. Perks
Brand of Energy
Twice per long rest, after you hit with an attack roll against a creature, apply the Energy Brand. That attack heals you for 1d10 Hitpoints and increase your AC by 5 against the next attack against you. Only 1 brand can be applied per attack.
Codex Bonus: You also heal another chosen creatures within 20ft of you.
New
When you hit a creature with an attack, you may expend 1 Brand Charge to heal for 1d10 Hitpoints and increase your AC by 3 for the next attack against you.
Codex Bonus: Target another creature within 30ft of you to heal and gain AC bonus.
Brand of Force
Twice per long rest, after you land an attack roll against a creature, apply the Force Brand. That attack ignores any effect from spells that affects the target's AC or influence the roll of that attack. The target is pushed 10ft away from you and take 1d10 Force damage. Only 1 brand can be applied per attack.
Codex Bonus: +1d10 additional damage. Also applies the Force damage and push all other chosen creature 5ft around you.
New
When you hit a creature with an attack, you may expend 1 Brand Charge to ignore any effect from spells that affects the target's AC. The target is pushed 5ft away from you and takes 1d10 Force damage.
Codex Bonus: +1d10 additional damage. Pushes 10ft further.
Brand of Silence
Twice per long rest, after you hit with an attack roll against a creature, apply the Silence Brand and deal 1d10 Psychic damage. Target cannot use spells with the "Verbal" component and applies disadvantage on its next concentration check (up to 1 minute). Only 1 brand can be applied per attack.
Codex Bonus: +1d10 additional damage.
New
When you hit a creature with an attack, you may expend 1 Brand Charge to deal 1d10 Force damage. Target cannot use spells with the "Verbal" component and applies disadvantage on its next concentration check (up to 1 minute).
Codex Bonus: +1d10 additional damage. Pushes 10ft further.
Skirmish Scripture
Codex of Purgatory gains the Skirmish Scripture;
Once every round during round, you may spend half your movement speed to either add 1d6 Force damage to the next attack or +1 to the next saving throw. Does not stack with itself.
New
Aversion Scripture
Codex of Purgatory gains the Aversion Scripture;
Gain +2 to all Intelligence, Wisdom and Charisma saving throws.
Horizon Scripture
Codex of Purgatory gains the Horizon Scripture.
Improve your weapon attacks and spell casting range by 5ft. This bonus doubles if you use a different Brand ability on a previous attack.
New
Ambit Scripture Codex of Purgatory gains the Ambit Scripture.
Improve your attack range, spell and ability range by 5ft range. Touch spells unaffected.
Magic Disruptor
1 charge (2 at 6 perks or higher) per initiative roll, when you take damage from a spell or ability, as a reaction you can reduce that damage by 2d6 (+1d6 per 3 perks).
New
Passively reduce all incoming damage you take from spells equal to your Proficiency bonus.
Outworld Barrier
You gain damage reduction of 3 (+1 per 3 perks) against damage dealt by Codex Creatures.
New
You gain damage reduction of 1 (+1 per 2 perks) against damage dealt by Codex Creatures.
Heart of Soul
When you are stabilized or resurrected, activate a special charge of Codex of Purgatory which lasts for 8 hours.
You gain +1 to all saving throws when you have no charges.
Regain 1 special charge per 2 long rest.
New
Once per Long rest, whenever you are stabilized or resurrected, you heal to 1 hitpoint and activate Codex of Purgatory immediately.
Sterilized Heals
Twice per short rest, whenever you received healing, increase it by 1d8 +2 (+1 per 3 perks).
Consumables that heals you gains bonus hitpoints equal to your Proficiency bonus +2.
New
Whenever you receive healing from spells, consumables or hit dice increase the value by 2.
Absolving Vitality
Bastion of the Purgatory characters starts with 1 (+1 per 3 perks) additional Hit Dice of your level 1 class choice.
If you regain hit points at the end of the short rest by spending one or more Hit Dice, you regain an extra 1d8 hit points.
New
Bastion of the Purgatory characters starts with 2 (+1 per 3 perks) additional Hit Dice of your class with the biggest hit dice type. Multi-classing changes this bonus retrospectively.
