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Hope

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Hope is a dwarven Cleric and captive of the House of Hope.

“
CURIOSITY KILLED ALL THE CATS IT WON'T BE SO KIND TO YOU
„
— Hope said, calmly

Overview[edit section | visual editor]

Hope is a prisoner in the House of Hope, driven nearly mad by the years of psychological and physical torture inflicted upon her. Despite all this, Hope retains a grip on sanity by virtue of her hope and optimism, qualities that have fascinated Raphael enough to keep her alive.[1]

Hope is also the sister of Korrilla Korrilla and still remembers her as the caring, protective girl from their youth.

Involvement[edit section | visual editor]

Upon the party's arrival in the House of Hope, Hope uses a projection to greet them and offers to help them to enter undetected as long as she is freed her from her prison later. She tells the party she can be saved with the  Orphic Hammer. The hammer is given to the party by Raphael Raphael if they agreed to his deal; otherwise, it can be found in the Archive. If the party did not agree to Raphael's deal, then they must first steal the hammer before they can rescue Hope.

If the party agree to free Hope, she summons  Debtor's Attires for all of them to prevent the House's residents from turning hostile. This starts the quest Save Hope⁠Save Hope.

Hope's projection appears several more times while the party explores the House. She attempts to give the party advice and – if they pass various dialogue checks – the party can learn more information from her. Hope appears outside the Chamber of Egress (to simply tell the party they are on the wrong side of the building) and outside the Archive to warn them about the Archivist Archivist. If they pass the dialogue check here, Hope informs them that they can deceive the Archivist by claiming to be Verillius Receptor, a High Inquisitor of Zariel.

Eventually the party can find Hope in the prison guarded by five Vengeful Imps Vengeful Imps and two Spectators Spectators. A party member must use Unshackling Strike Unshackling Strike with the Orphic Hammer to break the two red crystals keeping her trapped; upon being saved, Hope joins the party as an Attached Follower and party members with the Folk Hero background gain the inspiration Freeing the Preyed⁠Freeing the Preyed.

As the party and Hope return to the portal to the Devil's Fee, they come face to face with Raphael, who is especially angered by Hope's impending escape and attacks the party. If the party defeating Raphael and Hope survives the battle, she rewards the player character with the  Gloves of Soul Catching.

During the Epilogue, if she survives, Hope sends the party a letter , revealing that she has converted the House of Hope into a refuge for the Hells' unwilling residents.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Hope can neither be healed by the restoration faucets in the Boudoir, nor can her spell slots be replenished. The only exception is using her Divine Intervention Divine Intervention spell in order to resurrect nearby fallen allies and restore all allies (herself included) as if having taken a long rest. This replenishes her own used spell slots as well.

As a Level 10 Life Domain Cleric, Hope has the following spells and class actions:

Bless Bless (Action + Level 1 Spell Slot)

Bless up to 3 creatures. They gain a +1d4 bonus to Attack Roll Attack Rolls and Saving Throw Saving Throws.

Cure Wounds Cure Wounds (Action + Level 1 Spell Slot)
Healing: 1~8 + modifiers

Heal a creature you can touch.

Call upon your deity in your moment of greatest need. Once they interfere, your deity will never do so again in this manner.

Damage: 1~8
Normal weapon damage
+ 1d8Radiant⁠Radiant

Strike a foe with your weapon as it becomes wreathed in gleaming radiance.

Guidance Guidance (Action)

The target gains +1d4 bonus to Ability Check Ability Checks.

Guiding Bolt Guiding Bolt (Action + Level 1 Spell Slot)
Damage: 4~24
4d6Radiant⁠Radiant

The next attack roll against this target has Advantage Advantage.

Healing Word Healing Word (Bonus Action + Level 1 Spell Slot)
Healing: 1~4 + modifiers

Heal a creature you can see.

Mage Armour Mage Armour (Action + Level 1 Spell Slot)

Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.

This effect does not stack with Unarmoured Defence.

Damage: 4~9
1d6 + 3Bludgeoning⁠Bludgeoning

Make a melee attack with your equipped weapon.

Healing: 3~24 + modifiers

Unleash a soothing hum of energy that heals you and nearby allies.

Healing: 1~4 + modifiers

Heal your nearby allies.

Preserve Life Preserve Life (Action + Channel Divinity Charge)
Healing
3 × Character levelHealing⁠Healing

Evoke a healing energy that restores 3 × Character level⁠Hit Points⁠Hit Points to allied creatures.

Damage: 1~8
1d8Cold⁠Cold

Reduces the target's Movement Speed by 3 m (10 ft).

Remove Curse Remove Curse (Action + Level 3 Spell Slot)

Touch a creature or object to remove all Curses and Hexes affecting it.

Hope banishes one of the unwelcome guests from her house forever.

Loot[edit section | visual editor]

Related quests[edit section | visual editor]

Related literature[edit section | visual editor]

Gallery[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. ↑ Hope's dialogue synopsis.
  2. ↑ Between Patches 4 and 6, Hope wore  Half Plate Armour and wielded  Shield (Hope), which would both drop upon her death. These were replaced with Full Plate and a regular shield in Patch 6.