Cleric Spells General Abilities
Cleric Spells
Font of Healing: Encounter Action (S)
Set up a healing font on a visible space. It heals anyone in melee range of it at the end of their turn by 3d12.
Wellspring of Power: Encounter Action (S)
Set up a power font on a visible space. It adds un/holy damage to magic based attacks made by anyone within melee range of it equal to your charisma.
Divine Wind: Encounter Action (S)
Select a cardinal direction. For 1d4 rounds, your movement speed in this direction is increased by 3 spaces and any projectiles launched in this direction have 3 extra range.
Holy Favor: EOT Action (S)
Grant Advantage on Defensive Rolls to a visible target for one round.
Divine Bliss: Encounter Action (S)
A visible target is Wavered and Dazed for two rounds, or until they are dealt damage, or inflicted with a status effect or debuff.
Unholy Curse: EOT Action (S)
Grant Disadvantage on Defensive Rolls to a visible target for one round.
Steadfast and True: Daily^10 Action (S)
Restore the stats of a target in melee range to normal and remove a status effect they have.
Rise and be Well Daily^10 Action (S)
Dispel a curse or cleanse a disease on a target within melee range. Heal the target for [CHA mod + 1d12] HP
Zone of Truth: Daily Action (S)
Generate an aura with a range of one that changes lies anyone tries to tell into the truth.
Warding Bond: Daily Interrupt (S) Select a visible target. For the next round, you take any of the damage that they would take for them.
Shield of Faith: Daily Attack (S) Warp a piece of equipment, turning it into a un/holy shield. For one in-game day, that shield allows you to make Block checks with your WIS mod. It gains bonus physical and magic resistance equal to your highest modifier. At the end of the day, it is fully degraded.
Font of Healing: Encounter Action (S)
Set up a healing font on a visible space. It heals anyone in melee range of it at the end of their turn by 3d12.
Wellspring of Power: Encounter Action (S)
Set up a power font on a visible space. It adds un/holy damage to magic based attacks made by anyone within melee range of it equal to your charisma.
Divine Wind: Encounter Action (S)
Select a cardinal direction. For 1d4 rounds, your movement speed in this direction is increased by 3 spaces and any projectiles launched in this direction have 3 extra range.
Holy Favor: EOT Action (S)
Grant Advantage on Defensive Rolls to a visible target for one round.
Divine Bliss: Encounter Action (S)
A visible target is Wavered and Dazed for two rounds, or until they are dealt damage, or inflicted with a status effect or debuff.
Unholy Curse: EOT Action (S)
Grant Disadvantage on Defensive Rolls to a visible target for one round.
Steadfast and True: Daily^10 Action (S)
Restore the stats of a target in melee range to normal and remove a status effect they have.
Rise and be Well Daily^10 Action (S)
Dispel a curse or cleanse a disease on a target within melee range. Heal the target for [CHA mod + 1d12] HP
Zone of Truth: Daily Action (S)
Generate an aura with a range of one that changes lies anyone tries to tell into the truth.
Warding Bond: Daily Interrupt (S) Select a visible target. For the next round, you take any of the damage that they would take for them.
Shield of Faith: Daily Attack (S) Warp a piece of equipment, turning it into a un/holy shield. For one in-game day, that shield allows you to make Block checks with your WIS mod. It gains bonus physical and magic resistance equal to your highest modifier. At the end of the day, it is fully degraded.
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