Healer
Novice Talents
Aid
You magically bolster your allies’ toughness and resolve
You magically bolster your allies’ toughness and resolve
Your target’s maximum and current health both increase by 2d6.
When this spell ends, your target’s maximum health returns to normal, but their current health doesn’t decrease.
Heightened
For each +1 Mana, your target’s maximum and current health both increase by an additional 1d6.
Bless
You bless your allies with good fortune and protection
You bless your allies with good fortune and protection
Whenever your target makes an attack roll, they can add 1d4 to their result. Whenever they are the target of an attack, they can add 1d4 to their DC against the attack.
Heightened
For each +1 Mana, you target one additional creature.
Enhance Ability
You enhance your target’s attribute, helping them out of combat
You enhance your target’s attribute, helping them out of combat
Choose an attribute. Your target has advantage on die rolls with that attribute other than attack rolls.
Heightened
For each +1 Mana, you can target another creature within range.
Exorcise
You rebuke a spirit, damaging it and forcing it to free
You rebuke a spirit, damaging it and forcing it to free
Make a Magic attack roll against your target’s Spirit DC.
- Critical Success
- Your target takes 4d10 damage and is terrified for 1 minute
- Success
- Your target takes 4d10 damage and is terrified until the end of their next turn
- Failure
- Half damage
Heightened
For each +1 Mana, the damage increases by 2d10.
If you add +3 Mana, this spell loses its range and gains an area of a 30-foot emanation.
Guiding Bolt
You shoot a bolt of light at an enemy, highlighting their weak points
You shoot a bolt of light at an enemy, highlighting their weak points
Make a Magic attack roll against your target’s Defense.
- Success
- Your target takes 1d6 damage
Whether or not this attack succeeds, your target glitters with light, shining dim light out to 10 feet. The next attack roll against your target has advantage.
Heightened
For each +1 Mana, the damage increases by 2d6.
Heal
You restore a creature’s health and cure diseases
You restore a creature’s health and cure diseases
Your target heals 5 health and is cured of any nonmagical diseases. If your target is an Outsider or an Undead, they instead take 4d6 Radiant damage.
Heightened
For each +1 Mana, the healing increases by 5 and the damage increases by 2d6.
If you add +3 Mana, this spell loses its range and gains an area of a 30-foot emanation.
Restorative Magic
You heal a creature that you affect with another spell
You heal a creature that you affect with another spell
Smite Evil
You punish an evil target with powerful radiant energy
You punish an evil target with powerful radiant energy
Veteran Talents
Daylight
You cover an area in bright light that illuminates and blinds enemies
You cover an area in bright light that illuminates and blinds enemies
The spell’s area is filled with sunlight. It shines bright light out to a distance of 60 feet and dim light out to a distance of 120 feet.
You can use the Blinding Light, Sunbeam, and Warding Light powers.
Heightened
For each +1 Mana, the radius of the burst increases by 20 feet.
Blinding Light
Make a Magic attack roll against your target’s Strength DC.
Sunbeam
Make a Magic attack roll against your target’s Strength DC.
- Success
- Your target takes 4d6 damage
Warding Light
The triggering attack has disadvantage.
Healing Spirit
You summon a radiant spirit that guards an area for you
You summon a radiant spirit that guards an area for you
You can use the Healing Wave power.
As an optional rule, the Healing Wave power can’t heal targets to higher health than they were at the start of your last turn. The GM should enforce this rule if players try to abuse Healing Spirit out of combat.
Heightened
For each +2 Mana, the healing and damage each increase by 1d6.
Sacred Spell
You channel divine energy to greatly buff a spell you cast
You channel divine energy to greatly buff a spell you cast
Master Talents
Consecrate
You imbue an area with sacred magic that affects creatures inside
You imbue an area with sacred magic that affects creatures inside
Choose two effects from the list below. You can choose for each effect to include or exclude certain types of creatures, such as creatures that follow a specific diety or creatures of a specific race. Your GM may let you make up your own effects.
If an effect asks for a roll, a creature can only attempt the roll once per turn. On a success, the creature is immune to that effect for an hour.
Binding. Creatures must succeed on a Spirit roll to leave the area.
Courage. Creatures in the area are immune to Fear effects.
Destruction. Creatures in the area take 2d6 Radiant damage at the start of each of their turns.
Exclusion. Creatures must succeed on a Spirit roll to enter the area.
Fear. Creatures in the area must succeed on a Spirit roll or be terrified of the area.
Hinderance. Creatures in the area must succeed on a Spirit roll or be dazzled.
Protection. Creatures in the area have 10 Shield against one damage type.
Vulnerability. Creatures in the area have 10 Weakness against one damage type.
Heightened
For each +2 Mana, you can choose another effect.
Holy Aura
You shine with an aura that protects all your allies from harm
You shine with an aura that protects all your allies from harm
Attacks have disadvantage against your allies in the area (including you).
When you use this power, choose one of the following effects.
Hope. Your allies in the area are immune to harmful Emotion effects.
Purity. Your allies in the area have 10 Toxic Shield and 10 Necrotic Shield.
Vitality. At the start of each of your turns, your allies in the area heal 1d6 health.
Heightened
For each +2 Mana, you can choose another effect.
Panacea
Your healing cures a creature of any and all negative conditions
Your healing cures a creature of any and all negative conditions
When you use your Heal power on a willing creature, you learn all powers currently affecting your target, and you can immediately end any number of those powers.
Epic Talents
Ribbons
Blessed Healer
Your healing spells heal you as well when you cast them on others
Your healing spells heal you as well when you cast them on others
Whenever you cast a Healing spell, you heal health equal to the spell’s cost.
Ceremony
You can perform a variety of magical religious ceremonies
You can perform a variety of magical religious ceremonies
You can perform any of the following ceremonies. Each ceremony takes an hour to complete. After a creature benefits from a ceremony, they can’t gain the same benefit again for a year.
Bless Water. You transform water into holy water. Covering a creature in holy water deals 0 Radiant damage to it. Thus holy water is safe for normal people, but dangerous for creatures that have Radiant Weakness, like Outsider and Undead creatures.
Dedication. You accept a person who dedicates themselves to your religion. Once in the next week, your target can reroll one die roll they make.
Funeral Rite. You bless a soul and send it to heaven. A corpse you target can never become an undead, or an undead you target passes on peacefully to heaven.
Wedding. You marry two or more willing adults. For the next week, each target has a +1 bonus to all their attribute DCs.
Gentle Affect
You appear generally peaceful and nonthreatening to others
You appear generally peaceful and nonthreatening to others
Other people intially judge you as gentle, peaceful, and kindly. This usually makes people more likely to trust and like you, and less likely to believe you’re capable of violence.
Sanctuary
You’re hard to hurt while you don’t attack your enemies
You’re hard to hurt while you don’t attack your enemies
You have a +2 bonus to Defense and to your Spirit DC. If you use any Attack power, you lose this benefit for the next hour.