🎲 D&D Companion

Cleric

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The Cleric draws their power from 1 or more deities, be they good, evil, living, or dead. They use an Implement to connect with their deity and channel their divine energy. They are most often treated as healers, and do have the most diverse healing skillset of anyone, but also have excellent warrior capabilities in their own right. Bludgeoning weapons are a common favorite. Clerics rely heavily on Spirituality and Persuasion, though battle Clerics tend to boost their Fortitude and Health as well.

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Sainthood

cols A-C Β· levels 2-10 Β· 8 abilities
LvlCellAbilityCostRules
2B2Cure Wounds4 act4 Actions. You gain 2 Cure points at the start of every encounter. You may spend a Cure point to heal any target within 10 spaces for 1d4+1 HP. Spirituality vs Will.
Upgrades:
  1. Cure Wounds + (L3) β€” +2 Cure points. Heals 2d6+2 HP.
  2. Cure Wounds ++ (L4) β€” +2 Cure points. Heals 3d8+3 HP.
  3. Cure Wounds +++ (L5) β€” +2 Cure points. Heals 4d10+4 HP.
  4. Cure Wounds ++++ (L6) β€” +2 Cure points. Heals 5d12+5 HP.
3A3Mass Cure Wounds6 act6 Actions. Heals all allies in a 3x3 area within 10 spaces for 1d4+1 HP. Spirituality vs Will.
Upgrades:
  1. Mass Cure Wounds + (L4) β€” 2d6+2 HP, 4x4 area, can cast 2x in battle
  2. Mass Cure Wounds ++ (L5) β€” 4d10+4 HP, 5x5 area, can cast 3x in battle
3B3Rejuvenate4 act4 actions. You heal yourself or an ally within 10 spaces for small increments over time. They heal 1d4 Health each turn until they die, reach full health, or the end of battle. Spirituality vs Will.
Upgrades:
  1. Rejuvenate + (L4) β€” This effect now stacks up to 3x per target, and you may cast it up to 6x in battle.
  2. Rejuvenate ++ (L5) β€” This effect now stacks up to 5x per target, and you may cast it as often as you'd like in battle.
3C3Aid5 act5 actions. You grant 15 Temp HP to a target within 10 spaces. Attacks against Temp HP bypass all Armor. You may split this up among multiple targets. Temp HP lasts for 10 turns or until depleted. Spirituality vs Will.
Upgrades:
  1. Aid + (L4) β€” 30 Temp HP.
4A4Prayer3 act3 actions. All targets within 2 spaces heal 3d8+3 HP. Spirituality vs Will.
4B4Gods' ReachPassivePassive. All of your Sainthood abilities now have a range of 50 spaces.
4C4Beacon Of Hope5 act5 actions. You and all allies within 6 spaces of you gain +6 Will, and subsequent healing on them is done at maximum value. Lasts for 4 turns. Spirituality vs Will.
10B10Resurrection24 actRequires a body, dead but not entirely decomposed. 24 actions. You bring a dead body within 1 space back to life. They receive 4 HP and are stunned on their next turn. Any recent effects on the body may still linger. You cannot cast any more spells until you receive a long rest. Must roll 30+ Spirituality.
Upgrades:
  1. Resurrection + (L11) β€” True Resurrection. Upon coming back to life, the target is healed to full HP and given a 40 Temp HP shield that lasts for 1 turn. They are still stunned, and keep any residual effects.

Ascensiongenerated name

cols D-D Β· levels 7-7 Β· 1 abilities
LvlCellAbilityCostRules
7D7Holy Aura6 act6 actions. You cause everyone within 6 spaces to glow, including yourself. Your targets either take 1d8 Holy damage each turn and suffer -10 Stealth, or heal 1d4 HP with every attack they make (you may pick who gets what effect). All effects last 5 turns. Spirituality vs Will.

Divinity

cols E-F Β· levels 1-7 Β· 12 abilities
LvlCellAbilityCostRules
1E1Smite3 act3 Actions. Deals 1d6 + (Spirituality) Holy damage to a target within 10 spaces. Holy damage bypasses armor and is doubled against Undead and Demons. Can spend 1 Cure point to recast. Spirituality vs Will.
Upgrades:
  1. Smite + (L2) β€” 1d12 + (Spirituality) Holy damage.
  2. Smite ++ (L3) β€” 2d12 + (Spirituality) Holy damage.
2E2Light2 act2 actions. A person or object within 10 spaces lights up like a lantern, shedding light everywhere within 4 spaces. The light can be whatever color you choose. While lit, the target has a -10 Stealth penalty. Lasts 1 hour or until called off. Spirituality vs Will.
2F2Benediction6 act6 actions. Choose an ally within 10 spaces. This ally can add 1d4 to their next d20 roll. Lasts 5 turns or until used. Spirituality vs Will.
Upgrades:
  1. Benediction + (L3) β€” Up to 3 allies within 10 spaces. Allies add 1d8 to their next d20 roll.
  2. Benediction ++ (L4) β€” Affects all allies you can see. Allies add 1d12 to their next d20 roll.
3E3Sanctuary5 act5 actions. Choose a target within 20 spaces. Any Ranged attacks against that target must take the lower of 2d20 rolls. Lasts 3 turns. Can spend 1 Cure point to recast. Spirituality vs Will.
3F3Augury24 act24 actions. You ask your deity about the result of a specific action you will make in the next half hour. They give you a sign: Weal (good fortune), Woe (bad fortune), both, or none. This can only be used once per day. Must roll 15+ Spirituality.
4E4Warding Bond3 act3 actions. You link to a target you can see. They gain +1 Bonus Fortitude, and half the damage they take is instead taken by you. Lasts until dismissed or until one of you dies. Spirituality vs Will.
4F4Heroes' Feast24 act24 actions. You bring forth a large mound of food and water that can feed up to 3 people heartily. If they spend half an hour consuming it, they heal 2d6 HP. Food lasts 1 hour or until consumed. Spirituality.
Upgrades:
  1. Heroes' Feast + (L5) β€” Feeds up to 8 people, heals 3d8 HP.
5E5Freedom4 act4 actions. A target you can see is no longer affected by movement-impairing effects. They have +2 Move actions per turn and cannot be moved against their will. Other effects from those attacks still apply. Lasts 3 turns. Can spend 1 Cure point to recast. Persuasion vs Will.
5F5Hallow300 act300 actions. You designate an area up to 12x12 spaces to become holy. No Undead, Demons, nor Spirits can enter this area. It is also teleportation-proof. Anyone who enters the area is free from any mind-altering effects, heals 1 HP per minute, and can understand any spoken language. Lasts 1 day. Spirituality vs Will.
6E6Dispel Evil9 act9 actions. Remove 1 curse, disease, or poison from a target next to you. Can spend 1 Cure point to recast. Spirituality vs Will.
6F6Word Of Recall24 act24 actions. You permanently bless a designated area, along with up to 10 people of your choice. For 9 actions, you may recall yourself and any of the designated people to be instantly teleported back to the area, no matter where you are. This can be done once per day. Spirituality vs Will.
7F7Blessing12 act12 actions. You ask a deity for a blessing to bestow upon yourself or an ally within 5 spaces. The blessing depends on which deity you ask: Avandra: An ally has +1 action and +2 to all d20 rolls. Bahamut: An ally takes half the damage of another ally. Moradin: An ally heals themselves and all adjacent allies for 1 HP each turn. Pelor: An ally deals 1d4 damage (bypassing armor) to all adjacent enemies. Pholtus: An ally may make 1 reroll. Corellon: Any ally gains +5 Bonus Persuasion and Perform. Erathis: An ally gains +3 Armor. Ioun: An ally sets an Intelligence skill equal to their highest skill. Kord: An ally sets a Strength skill equal to their highest skill for 4 turns. Melora: An ally can speak with plants and animals. Raven Queen: An ally gains +20 Bonus Insight to determine a target's intention. Sehanine: An ally gains +5 Bonus Arcana to Illusion and Alteration spells. Asmodeus: An ally gains 1 Temporary HP for every 5 damage they deal. Bane: An ally may steal another ally’s turn each round of combat. Gruumsh: An ally gains +1 damage for every 4 HP they are missing. Lolth: An ally gains +10 Bonus Will against all effects that intrude, alter, or change the mind. Tiamat: An ally gains +4 Bonus Stealth and can find 1.5x as much money than normal. Torog: An ally can see through 10 feet of wall. Vecna: An ally gains +4 Bonus Enchantments and slows all adjacent enemies 1 action each turn. Zehir: An ally can see in total darkness and is immune to poisons. Amoth: An ally returns half damage to their attackers. Aoskar: An ally gains +4 Move actions. Gorellik: An ally chooses a race. They gain the Favored Enemy feat against that race. He Who Was: An ally heals 1d4 HP each turn. Lakal: An ally adds +3 HP to any heals on them. Maglubiyet: An ally has +4 Bonus Persuasion and can duplicate 1 non-magical item. Nerull: An ally can see and speak with dead spirits. These spirits must have died within the vicinity. Tuern: An ally gains +1 damage per ally on their team and +1 Armor for all enemies focusing on them. All effects last 4 turns. Spirituality vs Will.

Crusader

cols H-J Β· levels 2-6 Β· 15 abilities
LvlCellAbilityCostRules
2H2Detect Alignment1 act1 action. You gain +5 Bonus Insight when figuring out someone's alignment and motivations. Lasts for 5 turns. Insight vs Will.
2I2Turn Undead6 act6 actions. Stuns all Tier 1 undead within 5 spaces for 3 turns. Can spend 1 Cure point to recast. Spirituality vs Will.
Upgrades:
  1. Turn Undead + (L3) β€” Deals 3d12 holy damage to all Tier 1 undead. Stuns all Tier 2 undead for 2 turns.
  2. Turn Undead ++ (L4) β€” Deals 3d12 holy damage to all Tier 2 undead. Stuns all Tier 3 undead for 1 turn.
  3. Turn Undead +++ (L5) β€” Deals 3d12 holy damage to all Tier 3 undead.
2J2Bane4 act4 actions. Chastises all targets within 3 spaces, who suffer a 1d4 penalty to the damage of their attacks. Lasts 2 turns. Intimidate vs Will.
Upgrades:
  1. Bane + (L3) β€” All targets within 6 spaces suffer 1d10 damage penalty.
3H3Calm6 act6 actions. You release a calming aura to everyone within 10 spaces. This nullifies all charms, haunts, intimidations, and aggressions for as long as you keep casting (though the effects may return after you dismiss it). If aggressive actions are made while you're casting, targets can break away prematurely. Lasts for as long as you concentrate, not making any other actions. Persuasion vs Will.
3I3Command4 act4 actions. You command a target you can see to lie face down. Lasts 5 turns, after which they instantly right themselves. Spirituality vs Will.
3J3Spirit Weapon6 act6 actions. You conjure a floating melee weapon made purely of divine energy within 3 spaces. You may send this weapon flying for 2 spaces per action. You may strike a target next to the weapon - if so, it requires that weapon's action cost and deals its damage as Holy damage (bypassing armor). Holy damage done cannot exceed twice your level. Weapon lasts for 5 turns. Spirituality vs Fortitude.
4H4True Sight3 act3 actions. You or an ally can detect traps and see past illusions. Lasts for 1 hour. Can spend 1 Cure point to recast. Spirituality vs Will.
4I4Speak With Dead24 act24 actions. You animate the body of a corpse within 3 spaces. The corpse must have a mouth and cannot be undead. The corpse retains their personality and memories, and is not required to be helpful to you. It cannot learn any information about what has happened since its passing. Lasts 5 turns or 1 minute.
4J4Spirit Guardian6 act6 actions. You or an ally are protected by a Spirit Guardian for 4 turns. If an enemy attacks your ally, the Spirit Guardian strikes them for 3d6 damage. Double damage if the enemy is Undead or Demonic. Spirituality vs Will.
5H5Gentle Repose600 act600 actions. You conduct a ritual that blesses a corpse. The corpse is protected from all spells that would bring it to undeath, and for the next week, it is protected from decay. Spirituality.
5I5Holy Weapon6 act6 actions. You bless a weapon next to you. This weapon will deal an extra 1d8 Holy damage (bypassing armor) with each successful attack. If dismissed prematurely, it will issue a Holy blast that deals 3d8 Holy damage to all targets within 2 spaces. Lasts 10 turns or until dismissed. Spirituality.
Upgrades:
  1. Holy Weapon + (L6) β€” 2d8 Holy damage with each successful attack, Holy blast 6d8 Holy damage.
5J5Flame Strike12 act12 actions. A 4x4-area pillar of Holy fire blasts down from the sky, dealing 3d6 Holy damage to all targets within it. Spirituality vs Fortitude.
Upgrades:
  1. Flame Strike + (L6) β€” 6d6 Holy damage.
6H6Sending2 act2 actions. You send a telepathic message of 20 words or less to someone who knows you. They may telepathically respond in measure. Your target must have at least -2 Linguistics to understand the message. This spell can reach across planes of existence. Insight vs Will.
6I6Forbiddance24 act24 actions. You bless a vicinity, up to an 80x80 area. This vicinity prevents teleportation, both in and out, to and from any plane. You may also pick out 1 species of creature (except for gods), who will take 5d10 Holy damage upon entering the vicinity. Lasts 1 day. If cast on the same vicinity for 30 days, the effect becomes permanent. Spirituality.
6J6Blade Barrier4 act4 actions. You conjure a wall of flying swords within 10 spaces. It can be a straight 1x20 area wall, or a ringed wall surrounding a 4x4 area. If anyone passes through this wall, they take 6d10 slashing damage. If your Spirituality roll does not meet their Fortitude, they will still take half damage. Lasts 5 turns. Spirituality vs Fortitude.