Sanctum

Prerequisite: Level 11, base cost 5,000 GP.   Facility Rating: 3 (Roomy, 12 Squares)   Supply: 2 Worship   Action: Craft, Empower     A Sanctum is a place of solace and healing.  
Proficiency
When you perform a Craft action on the facility, If you are not proficient with Religion make a wisdom check against DC 15; if successful you gain proficiency with Religion.  
Install Options
When you use the Install Facility action to install a Sanctum, you may install it incorporating an existing Sacristy and/or Scriptorium aboard the vessel. Each facility incorporated in this manner reduces the base cost of the Sanctum by 10%, and is then removed from the vessel.  
Sanctum Recall
When you cast Word of Recall, you can make an Active Sanctum aboard your vessel the destination of the spell instead of another place you have previously designated. In addition, one creature of your choice that arrives in the Sanctum via this spell gains the benefit of a Heal spell.  
Sacristy and Scriptorium Station
The Sanctum contains a mix of Sacristy and Scriptorium facilities. During a Vessel Facility Turn one player may use this basic station as a Sacristy or a Scriptorium without preventing any other player from making an action with the Sanctum.  
Craft Options
When you use the Craft Action with this facility, choose one of the following options:   Craft: Sanctum Charm. You must be level 10, have proficiency with Religion, and use a Holy Symbol as a Spellcasting Focus to use this action. You gain a magical Charm (see “Supernatural Gifts” in chapter 3 of the Dungeon Masters Guide) that lasts for 10 days or until you use it. The Charm allows you to cast Heal once without expending a spell slot.   Craft: Sacristy Charm. You must be level 10 and have proficiency with Religionto use this action. You gain a magical Charm (see “Supernatural Gifts” in chapter 3 of the Dungeon Masters Guide) that lasts for 10 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot.  
Empower Options
When you use the Empower Action with this facility, choose one of the following options:   Empower: Fortifying Rites. You must be level 10, have proficiency with Religion, and use a Holy Symbol as a Spellcasting Focus to use this action. You or a creature of your choosing are the beneficiary of fortifying rites. Each time the beneficiary finishes a Long Rest, they gain Temporary Hit Points equal to your level. This effect lasts for 10 days.   Empower: Domain Blessing. You must be level 15 and have proficiency with Religion to use this action. You or a creature of your choosing are the beneficiary of a blessing by the source of your divine power. Select a domain from those listed in the divine powers entry. Each time the beneficiary casts a spell that is listed in the domain spells list for that domain, that spell counts as if it were cast using a spell slot one higher, and the caster of the spell must make a wisdom check against DC 20. If they fail the check, and/or after ten days the blessing ends.   If the beneficiary is not able to cast any of the spells listed, they gain a magical Charm (see “Supernatural Gifts” in chapter 3 of the Dungeon Masters Guide) that lasts for 10 days or until they use it. The Charm allows them to cast one spell of your choosing from the domain list once without expending a spell slot.

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