Spiritual Connection. The Cleric is directly linked to the Blossom of the Dead. The Cleric's Spell Slots, Actions, Bonus Actions, and Channel Divinity are shared between each other.
Spirit Chamber: Rehabilitation. Whenever the Familiar Specter is dispelled, the Familiar Specter's energy will be absorbed into the Blossom of the Dead. Anytime the Cleric or the Blossom of the Dead would heal an ally, roll 1d10 to determine how much health is given to the Familiar Specter as it rests. Rolls:
1: No HP given is granted.
2-5: Portion of HP given is granted. (50%)
6-9: Majority of HP given is granted. (75%)
10: Full HP given is granted. (100%)
Whenever the amount of HP gained reaches or surpasses Familiar Specter's total HP, spend one Rehabilitation charge to bring back the Familiar Specter with your highest spell slot. Player must have Blossom of the Dead equipped on their person in order to spend a charge. Spirit Chamber: Rehabilitation only has one charge every short rest.
Spirit Chamber: The Smell of Death. Starting at Level 6, whenever a hostile would end their turn within a 5ft radius of the Blossom of the dead, they are frightened and will take 1d4 Radiant damage.
Potent Healing. Starting at Level 8, add Cleric's Wisdom modifier to Blossom of the Dead's healing.
The Dead Never Die. Starting at Level 8, add an extra charge to Spirit Chamber: Rehabilitation. Whenever a body is buried, add 1d4 to the next Blossom of the Dead's healing.
How We Met. At Level 17, whenever the Blossom of the Dead is dispelled and a body is buried, regrow at the place of burial.
Divine Restriction. It's true potential is restricted by the deity above, preventing and monitoring its growth. There can only be a maximum of 5 Blossoms. Adding anymore will replace the oldest Blossom of the Dead.
Spirit Chamber: Haunted Soil. Spend an action along with a spell slot to dispel and detonate all available Blossoms. Anyone within a 5ft radius of the Blossom of the Dead will take 1d8 Radiant damage and will have to succeed a Strength saving throw to avoid being rooted in place until the Cleric's next turn. The terrain in its 5ft radius becomes Difficult Terrain.
Casting this spell at Level 2 or higher will add an additional 1d8 Radiant damage every level, along with increasing its radius by 5ft. Every 2 Levels expended on this spell will also increase the difficulty of the Strength Saving throw.
Spirit Chamber: Soul Fountain. With a bonus action, deploy the Blossom of the Dead at your feet. Whenever a creature would end their turn within a 5ft radius of the Blossom of the Dead, they will receive 1d4 of healing. Movement may be spent to deploy it from a further range, using the movement spent as its distance. Deploying the Blossom:
Further than 15ft: Sleight of Hand check: DC 10
Further than 20ft.: Sleight of Hand check: DC 15
Failing a Sleight of Hand check will prolong Blossom of the Dead's deployment by a turn.
Spirit Chamber: Soul Spout. With a bonus action and a spell slot, rather than deploying the Blossom of the Dead, simply activate it whilst it is still on your person. All effects of Spirit Chamber: Soul Fountain now emanate from the Cleric.
Casting this spell at Level 2 or higher will increase the radius by 5ft for every level.
Spiritual Aid. Starting at Level 12, whenever an ally would take damage within 5ft of the Blossom of the Dead, spend a reaction to halve the damage taken.
Description
A plant given by your deity when as a gift for devoting your life. It symbolizes growth and living as well as passing. There is a faint glow of light if you pay enough attention to it. As long as it pulses, you know you're never alone.
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