Naturalist Core Class: Chaplain
The Chaplain
A Chaplain's job on Dunia is to establish a connection between divinity and the mundane world. A Chaplain is the evolution of the Cleric in Dustriders, in the sense that the world has changed, and so have the gods' favor towards those that dwell on Dunia. The Chaplain is much more worldly and the connection may have faded some, but there is a sense of purpose which guides them and powers them. Through their experience, understanding of the world, and connection to it, they are able to use their faith to channel divine magic, despite the fading connection to the gods.
The Chaplain inherits most of the Cleric's abilities and will have references to the Cleric in most of its features. The Chaplain does have a few exceptions to the rule where they utilise their wisdom to assist the party with morale boosts and means of sustaining themselves through an arduous journey. A chaplain might not even have a connection to the gods, but they still have their conviction and missions. A chaplain's mission is often very personal.
Archetype Overview
Life Domain
Preservation of life is your mission, and ensuring that the living stay as such is your top priority. You seek to help those where you can and to preserve the sanctity of life despite much of it falling apart because of the Cataclysm.
Motor Spirit Domain
The deafening roar of 12 cylinders firing in unison stoke the flames that drive your zealotry. The Motor Spirit calls to you like a moth to the flame. You have been inducted into the cult of the Almighty V12, its machine rhythm fueling your convictions and faith. Your religious symbol is a steering wheel embossed on any surface you might find, etched with feverish delusions. As a chaplain of the Motor Spirit, you are compelled to resolve the injuries of the flesh and to repair damage to machines so that righteous destiny can be achieved. The Motor Spirit Chaplain augments vehicles and numerous other mechanical inventions and objects through consultation of the Almighty V12.
Vanguard Domain
The inspiration for your convictions - to protect proactively - often comes from the tales of gods and goddesses from before the Cataclysm, whose stories may have been altered by word of mouth or simple changes in how society perceives the world, but the deities ideals that spoke to you were those of the domains of Protection and War. You might not devote yourself to a singular god or goddess, but rather, the embodiment of those ideals of protection and service to others.
These beliefs serve to strengthen your connection and bonds. You choose the shield as your symbol of faith in these ideals or gods. The symbol of your service. The symbol of your role as the protector, the defender, the barrier between certain defeat and survival. Sure, your shield might not be a traditional instrument of a god, but it is your focus through which your emotions flow.
When you strike with the symbol of your faith, you channel the deafening power of all of the protectors and warriors you idealize. With tremendous force you break barriers and bones alike to achieve your goals.
Player Equipment Category
Hit Points
Hit Dice: 1d8 per chaplain level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chaplain level after 1st
Hit Dice: 1d8 per chaplain level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chaplain level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Firearms (simple)
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Firearms (simple)
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.
Starting Equipment
You start with the following items, plus anything provided by your background.
(a) a Flanged Mace
or
(b) a Warhammer (if proficient with Martial weapons granted by divine order)
(a) a Mundane 2-handed Longarm and 4 spare magazines - Excluding Light Machine Guns and Anti-Materiel Rifles (12 Shotgun Shells and 6 Slugs granted if the Darnier Shotgun is chosen)
or
(b) a Mundane 1-handed Sidearm and 6 spare magazines
(a) Baseline Medium armor and one Common resistance mod
or
(b) Baseline Light armor and a pack of 5 Hand Grenades
or
(c) Heavy armor (if proficient because of chosen Divine Order)
(a) a Recurve Crossbow and 20 bolts
or
(b) any Common Simple Melee weapon
(a) a Priest's pack
or
(b) an Explorer's pack
A Shield and a Symbol of your Domain
You start with the following items, plus anything provided by your background.
(a) a Flanged Mace
or
(b) a Warhammer (if proficient with Martial weapons granted by divine order)
(a) a Mundane 2-handed Longarm and 4 spare magazines - Excluding Light Machine Guns and Anti-Materiel Rifles (12 Shotgun Shells and 6 Slugs granted if the Darnier Shotgun is chosen)
or
(b) a Mundane 1-handed Sidearm and 6 spare magazines
(a) Baseline Medium armor and one Common resistance mod
or
(b) Baseline Light armor and a pack of 5 Hand Grenades
or
(c) Heavy armor (if proficient because of chosen Divine Order)
(a) a Recurve Crossbow and 20 bolts
or
(b) any Common Simple Melee weapon
(a) a Priest's pack
or
(b) an Explorer's pack
A Shield and a Symbol of your Domain
Features
1st Level
Spellcasting
As a conduit for divine power, you can cast cleric spells. See the Chaplain (Cleric) Spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the Chaplain (cleric) spell list. You learn additional Chaplain (cleric) cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chaplain table above. Whenever you gain a Chaplain level, you can replace one of your cantrips with another cantrip of your choice from the Chaplain (cleric) spell list.
Preparing and Casting Spells
The Chaplain table shows how high your Volatility Threshold is, with which you cast your Chaplain (cleric) spells of 1st level and higher. To cast one of these spells, you must raise your volatility by 1 or higher. You recover half your volatility threshold when you finish a short rest and completely once you finish a long rest.
You prepare the list of Chaplain (cleric) spells that are available for you to cast, choosing from the Chaplain (cleric) spell list. When you do so, choose a number of Chaplain (cleric) spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Chaplain, you have a volatility threshold of 12. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it at 1st-level or 2nd-level, raising your Volatility by the spell's level. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells outside of initiative by spending 1 minute for each spell. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. A ritual spell does not raise your volatility.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
Protector
Trained for battle, you gain proficiency with Martial weapons, both Melee and Ranged, and training with Heavy armor.
Thaumaturge
You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
2nd Level
Channel Divinity
You can channel divine energy from your convictions and beliefs to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Chaplain levels.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Chaplain levels, as shown in the Channel Divinity column of the Chaplain Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
Divine Spark
As a Magic action, you point your Holy Symbol at another target you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the target equal to that total or force the target to make a Constitution saving throw. On a failed save, the target takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the target takes half as much damage (round down).
You roll an additional d8 when you reach Chaplain levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Undead
As a Magic action, you present your Holy Symbol and censure the Undead. Each Undead target of your choice within 30 feet of you must make a Wisdom saving throw. If the target fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the target if it takes any damage, if you have the Incapacitated condition, or if you die.
3rd Level
Divine Domain
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity when you gain that feature at 3rd level, and additional benefits at 6th, and 17th levels.
Domain Spells
Each domain has a list of spells—its domain spells—that you gain at the Chaplain levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Life Domain
Motor Spirit Domain
Vanguard Domain
4th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
5th Level
Sear Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
6th Level
Channel Divinity
Beginning at 6th level, you can use your Channel Divinity three times between rests.
Divine Domain feature
At 6th level, you gain a feature from your Divine Domain.
Life Domain
Motor Spirit Domain
Vanguard Domain
7th Level
Divine Strikes
Divine power infuses you in battle. You gain the ability to use your Archetype's divine strikes in addition to the options presented here.
Divine Strike
Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
Potent Spellcasting
Add your Wisdom modifier to the damage you deal with any Chaplain cantrip.
8th Level
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
9th Level
Rest for the Weary Traveller's Soul (Optional Chaplain Feature)
Starting at 9th level, as a Chaplain, you can consult with one of your party members during a Short or Long rest once per day to give them 1d4 additional hit dice and remove 1 level of exhaustion for that day. To do so, have a conversation with the party member about their concerns, fears, or what ails them. Offer some water to cool their forehead or give some other form of care. This feature improves at 13th level, allowing you to consult two of your party members, and again at 15th level, allowing up to three party members to benefit from this feature.
10th Level
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your chaplain level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or chaplain domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
11th Level
No Additional Chaplain Features at 11th Level
See the Chaplain spell table
12th Level
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
13th Level
No Additional Chaplain Features at 13th Level
See the Chaplain spell table
14th Level
Divine Strike Improvement
Starting at 14th level, your divine strikes are improved as outlined in the Divine Strikes feature - no need to add this to your character sheet.
15th Level
No Additional Chaplain Features at 15th Level
See the Cleric spell table
16th Level
Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
17th Level
Divine Domain Feature
Life Domain
Motor Spirit Domain
Vanguard Domain
18th Level
Channel Divinity
Beginning at 18th level, you can use your Channel Divinity four times between rests.
19th Level
Ability Score Improvement
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
20th Level
Greater Divine Intervention
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.
Domain Features
Life Domain
3rd Level
The Life domain focuses on the vibrant positive energy–one of the fundamental forces of the universe–that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.
Chaplain Level | Spells
Disciple of Life
When a spell you cast restores Hit Points to a target, that target regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell's level.
Channel Divinity: Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied targets within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a target to no more than half its Hit Point maximum.
6th Level
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a target other than you, you regain hit points equal to 2 + the spell's level.
7th Level
Divine Strike (Optional Feature)
At 7th level, you gain the ability to infuse your weapon strikes with divine energy in place of your normal Divine Strike. Once on each of your turns when you hit a target with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
17th Level
Supreme Healing
When you would normally roll one or more dice to restore Hit Points to a target with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a target with a spell, you restore 12.
Motor Spirit Domain
3rd Level
At each indicated chaplain level, you add the listed spells to your spells prepared.
Chaplain Level | Spells
Mechanical Priest of the Motor Spirit
When you choose this domain at 3rd level, your Repair Actions are enhanced when making repairs to vehicle paneling or internal parts, adding your Wisdom modifier to the amount of HP repaired if you choose to use the Repair Action. You gain proficiency in the Mechanic's toolkit.
You are also capable of repairing vehicles and other mechanical devices using Chaplain (Cleric) spells that would normally heal living beings. Paneling and Internal Parts on vehicles, once reduced to 0 HP, cannot be repaired using spells and must be repaired normally outside of combat. Additionally, you are now trained in Land Vehicles if you weren't before.
Channel Divinity: Shiny and Chrome
Starting at 3rd level, devotees of the Almighty V12, or Chaplains of the Motor Spirit, can imbue followers or themselves with the 'Blessing of Chrome' which empowers all actions taken with Melee Weapons and Vehicle Stations.
For melee attacks, it grants a bonus to hit equal to your Wisdom modifier and completely ignores armor on a hit for one minute. Melee attacks against vehicle paneling or parts deal additional damage equal to your Wisdom modifier.
The 'Blessing of Chrome' can be performed as a Bonus Action or as a Reaction. To use it as a Reaction, an allied target you can see must be in the process of making an attack. This can be done before the attack roll succeeds or before the damage is rolled and mitigated.
You may also apply the Blessing of Chrome to a vehicle you are occupying, and all allied occupants of the vehicle are granted the 'Blessing of Chrome', granting them advantage on their next ability check or attack roll.
6th Level
Witness Our Fury!
Your fiery zeal is infectious. It spreads to your allies and grants them the same vapor-filled craze, setting ablaze their eyes and hearts with fury.
The Blessing of Chrome now applies to you and one other allied target of your choice within 60 feet for the duration, and also enhances all weapon attacks that are made within 30 feet of a chosen target. If you choose to apply the Blessing of Chrome to a vehicle you occupy, you are still granted the normal benefits of the Channel Divinity feature.
Each attack made by an allied target against a hostile target 30 ft. or closer to you or them while the Blessing of Chrome is active and applied to the allied target, grants a stacking bonus of +1 Fire damage to attacks for the duration for both you and the allied target, or vice versa.
In addition to this, each time an attack is successfully made while the effects of Shiny and Chrome are active and applied, both you and your chosen recipient are granted Temporary HP equal to the stacking Fire damage bonus. This has no effect if the target has Temporary HP greater than the stacking Fire damage bonus.
The maximum stacks of extra fire damage you can have are equal to your Proficiency Bonus.
7th Level
Motor Spirit Domain: Divine Strike (Optional Feature)
At 7th level, you gain the ability to infuse your weapon strikes with the fury of the Almighty V12 in place of your normal Divine Strike feature. When you successfully make a weapon attack, add an explosive blast that deals an additional 1d4 Force and 1d4 Fire damage in a 5 foot radius around your target, affecting only hostile targets. This improves to 1d6 Force and 1d6 Fire damage in a 10 ft radius when you reach 14th level in this class.
17th Level
The Fury of Ignition
At 17th level, you have obtained schematics from your fellow cultists for crafting a piece of magecrafted equipment known as an Ignition Jump Pack. As a Bonus Action, you can expend one of its charges to catapult yourself up to 45 feet in any direction without provoking opportunity attacks, and without taking fall damage.
When you leap and when you land, you deal 3d6 fire and 3d6 force damage to as many chosen creatures in a 15ft. radius. Targets affected by the attack must make a Dexterity saving throw against your Spell DC or be pushed back 5 feet and knocked prone. Targets that make successful saves are not knocked prone or pushed back and only take half damage.
The Ignition Pack has 3 charges per Long Rest. You, as a Motor Spirit Chaplain can recharge the device, at the cost of raising your volatility by 3 per charge.
If falling, you can use the ignition pack to prevent yourself from taking fall damage as a reaction, consuming 1 charge in the process.
Additionally, you can attach this pack to a vehicle to double its move speed and acceleration for one turn and leave a wake of fire, up to 6 hexes, 45ft across each, in its spaces traveled, that deals 6d6 fire damage to vehicles or targets that enter the path or start their turn in the path. This technique shares charges with the Ignition pack.
The crafting requirements are as follows.
Vanguard Domain
3rd Level
Chaplain Level | Spells
Bulwark of Defense
As a chaplain of the Vanguard domain, your mission is to be the bulwark on the front lines, defending your allies from harm and defeating foes greater than yourself. You etch symbols of your domain into your shields which activate wards to empower them.
When you choose the Vanguard domain at this level, you receive the Ballistic Shield Training feat, allowing you to wield a 1-handed weapon and the Full Ballistic Shield at the same time. Additionally, you may still cast spells while holding a shield in one hand and a weapon in the other.
When you are standing between a hostile target and an allied target, the allied target gains the benefits of Medium Cover while behind you.
As a Bonus Action, after making a weapon attack, whether it hits or not, against a target within 15 feet of you, you may make a Shield Bash attack for 1d6 Bludgeoning damage while wielding a Personal or Full Ballistic Shield, if you are within 5 feet of that same target. You use your your Wisdom Modifier instead of your Strength Modifier when making attack rolls and damage rolls with a Shield Bash. You can make this action a number of times equal to your Wisdom Modifier (minimum of once) per Short or Long rest.
When you reach 7th level, you can use your follow-up Shield Bash whenever you make a weapon attack against a target, regardless of distance, as long as you can move into melee distance to use the Shield Bash.
For example, you fire a sidearm, which counts as a weapon attack, and you are within 15 feet, but you still have at least 15 feet of movement remaining, you can move into melee range of your chosen target and make a Shield Bash attack.
Channel Divinity: Righteous Charge
When you activate Channel Divinity as an Action, you charge in a straight line, through or over obstacles, with your shield raised towards a target you can see within 15 feet plus a distance in feet equal to 5 times your Wisdom modifier (minimum of 1). This action does not spend your movement or trigger attacks of opportunity. You choose an unoccupied space within 5 feet of your chosen target, closest to where you started the charge from and move there.
This unleashes incredible divine force, pushing back medium and smaller targets the same distance you traveled in a straight line away from where you started the charge. Larger targets are pushed back half as much.
Targets struck must make a Strength saving throw against your Spellcasting DC or be pushed back. If a target collides with another target or an object, they and the object or target they collided with take falling damage for each 5 feet you charged.
If the chosen target is capable of casting spells normally, but failed their save, they cannot cast spells of a level lower than or equal to your Wisdom Modifier (minimum of 1st level) again until the end of your next turn.
When you use this ability, it counts as a weapon attack, even if the target succeeded on their saving throw, specifically for the purpose of using the Shield Bash attack as a Bonus Action as outlined in the Bulwark of Defense feature. You cannot use the Channel Divinity Action to activate the Divine Strike feature.
6th Level
Reactive Ward
If you or an allied target within 5 feet of you is attacked by a hostile target, you can spend a Reaction to activate this feature, according to the scenarios below. You may use this special Reaction with your shield a number of times equal to your Wisdom Modifier per Short or Long Rest.
You also may store a number of Reactive Ward charges equal to your Wisdom Modifier. These Reactive Ward charges are removed after finishing a Short or Long Rest.
While you have a Reactive Ward charge stored, you can expend one charge as either a Bonus Action (on your turn) or Reaction (before an attack hits you or an allied target) to Blind hostile targets in a 30 foot cone, dealing Radiant damage equal to your Wisdom Modifier. Hostile targets that can see you must make a Dexterity saving throw against your Spellcasting DC or be blinded until the end of your next turn and take damage. Successful saves only take half damage and are not blinded.
If a hostile target is capable of casting spells normally, but failed their saving throws against your Reactive Ward, they cannot cast spells of a level lower than or equal to your Wisdom Modifier (minimum of 1st level) again until the end of your next turn.
7th Level
Vanguard Domain: Divine Strike (Optional Feature)
You channel the divine energy granted to you into your weapon attacks, unleashing radiant, concussive force upon your foes. Once on each of your turns when you hit a target with an attack roll using a weapon, you can cause the target to take an extra 1d6 Force damage and push them in a straight line away from you a distance in feet equal to 5 x your Wisdom Modifier. Or, with a melee weapon attack, perform a downwards strike and unleash 2d4 Radiant damage in a 5 foot radius around your chosen target.
The damage increases to 2d6 for the Force damage push, and 3d4 Radiant damage with the downwards strike when you reach 14th level in this class.
17th Level
Reinvigorated Charge
When you use your Channel Divinity feature you now charge 30 feet plus a distance in feet equal to 5 times your Wisdom Modifier (minimum of 1), and raise your Evasion by an amount equal to your Wisdom Modifier (minimum of 1) until the end of your next turn. If you succeed in pushing back your first chosen target, you may perform one more charge against another target you can see within range without expending another use of Channel Divinity, for free.
Additionally, if you have a Reactive Ward charge stored, you may choose to unleash it in a 15 foot radius around your chosen target as part of the Righteous Charge. Hostile targets that can see you within the radius must make a Dexterity saving throw against your Spellcasting DC or be blinded and take Radiant damage equal to your Wisdom Modifier. Successful saves only take half damage and are not blinded.
If the affected hostile targets are capable of casting spells normally, but failed their saving throws, they cannot cast spells of a level lower than or equal to your Wisdom Modifier (minimum of 1st level) again until the end of your next turn.

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