The Divine Faith worships the pantheon of divine beings known as the Aeva. These beings are some of the most widely worshipped gods of Thurn, and are said to have shaped the world in their image. Members of the Divine Faith worship multiple deities, but usually place Ardon, God of Light, as King above all other gods. Each of the Aeva claim to represent some aspect of the world, and love it, making the Divine Faith an overall positive religion.
The Golden Word is an ancient decree of law that all members of the High Inquisition swear upon, promising fealty to the divines and their ideals.
Ardic Favor
At Level 1, Your Faith Bonus is based upon your Divine and Wisdom attribute bonuses.
Your Faith’s associated damage type is Divine damage, and will be used by some Inquisitor features, if applicable.
You gain a +5 bonus to Religion skill checks regarding your Faith.
You gain a +1 bonus to Divine saving throws.
Enemies of Peace
At Level 3, your duty to defeat the enemies of the gods of the heavens has realized itself in the form of divine power, and a keen knowledge of your faith's foes.
If you deal damage to a Fiend, Abyssal, Undead, or a Celestial creature, you can choose to deal an additional 1d6 Divine damage. You can perform this an amount of times equal to half of your Faith Bonus (rounded up) per Rest.
You have a +3 bonus to Skill Checks made for the purpose of understanding, identifying, and analyzing Fiends, Abyssals, Undead, and Celestials, or their influences in others.
Blessings of Light
At Level 7, you may choose one of the following additional benefits when you are under the effect of divine magics:
Blessed Weapon: If a weapon that you have equipped is under the effects of a Divine enchantment, you gain a +1 bonus to accuracy with attacks you make with that weapon.
Blessed Armor: If the armor that you have equipped is under the effects of a Divine enchantment, you gain a +1 bonus to your AC.
Blessed Healing: Healing magics that you cast or receive heal an additional 1d6 Vitality.
Blessed Vitality: You gain additional maximum Vitality equal to your Faith Bonus.
Divine Will
At Level 14, you and your will has become an instrument of the divines.
Once per Rest, you can expend your Reaction to add half of your Faith Bonus (rounded up) to a d20 roll made by yourself or an ally within 60 feet that you can see.
Divine Will II
At Level 21, you gain an additional use of Divine Will per Rest.