Divine Favor
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit. Spell Tags: Damage Available For: Paladin (Legacy), Paladin, Paladin - Oath of Castigation
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit. Spell Tags: Damage Available For: Paladin (Legacy), Paladin, Paladin - Oath of Castigation
Level 1 Transmutation (Paladin) Casting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
The gods of the North are not distant and detached observers of the mortal world. They dabble and plot, answer prayers, reward offerings, punish transgressions, and constantly meddle. The gods feud, argue, love, and even die. Their hatreds and rivalries spill out from Asgard into the streets and homes of the North. With the divine so regularly among them, Northlanders know the gods observe who is…
Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Saving Throw Reroll. When you fail a saving throw, you can reroll it and must use the new roll. Once you use this benefit, you can’t do so again until the start of your next turn. Notes: +1 Ability Score of choice, Saving Throw Reroll
In some campaigns, gods are fond of meddling in mortal affairs, and heroes sometimes call on the gods for aid beyond what divine magic ordinarily provides. The gods sometimes also send dreams, omens, or emissaries to direct mortals along a certain path. Keep these two principles in mind to guide your use of divine intervention in your campaign: Don’t Eliminate Character Choice. The gods can tell…
As a Bonus Action, you magically expand your mind to the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).
A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that is favored by a god, pantheon, or religious order. This section presents the Life Domain subclass.
A character might receive a Blessing from a deity for doing something truly momentous—an accomplishment that catches the attention of both gods and mortals. A Blessing is an appropriate reward for one of the following accomplishments:
The gods show their favor toward mortals in myriad ways. A fortunate few have their minds and souls opened to the power of magic. There is no formula for who receives this divine insight, as the gods keep their own counsel concerning their selections. Some of the favored ignore or deny their gift, while others embrace it wholeheartedly. Some who display the potential for divine magic develop and…
There's no logic to divine magic, no pure science that can explain exactly how it works. An acolyte might spend years meditating and praying, performing virtuous deeds, and tending their flock, and still never gain the power to cast a spell; meanwhile, a smith who can't even read might feel Onatar's guiding hands and cast Magecraft. Divine magic requires two things: absolute faith and a…
Divine magic—which includes the spells cast by Clerics, Druids, Paladins, and Rangers—is mediated through beings and forces that are categorized as divine. These can include gods but also include the primal forces of nature, the beneficent power of ancestral spirits, the sacred weight of a Paladin’s oath, and impersonal principles or entities such as Fate or the order of the universe. These…
Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Saving Throw Reroll. When you fail a saving throw, you can reroll it and must use the new roll. Once you use this benefit, you can’t do so again until the start of your next turn.
Faith is a part of everyday life in the Five Nations. The people of Galifar were devoted to the Sovereign Host, and this echoes through its institutions—marriages are sanctified by Boldrei and judges swear oaths to Aureon. The Sovereign Aureon is the patron of wizards and magewrights, and Cannith artificers look to Onatar and the Traveler for inspiration. Many dragonmarked heirs assert that their…
Devote Yourself to Prayer and Pummeling Pugilists rise above the adversity they face. Those known as Street Saints do so with the aid of their deep and abiding faith in the gods. These Pugilists were tested and came out the other side with their righteous resolve to live in service to the gods strengthened. A resolve their gods have taken note of.
Eberron: Rising from the Last War Forgotten Realms | Many types of magic infuse dozens of realms. The gods walk in disguise among mortals. | Forgotten Realms: Heroes of Faerûn and Forgotten Realms: Adventures in Faerûn …
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to…
Level 7 Evocation (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless…
Your coming was foretold in legend and heralded in song. Whether you descend from the Norn, the Valkyries, or another power, your heroic journey has been set from birth. You are expected to accomplish great deeds, and this expectation is reflected in your training. You naturally display confidence, and your words can be inspiring to those who seem to gravitate to your side. Ability Scores:…
Origin Feat You gain the following benefits. Fates’ Favor. Once per day, when you make a d20 Tests, you can add your Proficiency Bonus to the result. You can see the result of the roll before you use this feature. Fates’ Scorn. Once per day, when another creature rolls a d20 for an attack roll or ability check, you can subtract your Proficiency Bonus from the result. You can see the result of…
A spiritual echo of a Valhallan shield-maiden appears and interposes herself between the triggering attack and its target, then the shieldmaiden vanishes. The triggering attack’s damage is reduced by 1d10 plus your spellcasting modifier. Using a Higher-Level Spell Slot. The damage reduction increases by 1d10 for each spell level above 1st. Available For: Bard (Legacy), Cleric (Legacy), Paladin…
The Black Hand, the Lord of Darkness Bane, a god of tyrants and ambition, has a simple ethos: the strong have the duty to rule over the weak. A tyrant who can seize power must do so; not only does the tyrant benefit, but so do those under the tyrant’s rule. When a ruler succumbs to decadence, corruption, or decrepitude, a stronger and more suitable ruler will rise. Bane is one of the Dead Three,…
A Cleric, a Bard, and an Artificer can all cast Cure Wounds. Working strictly by the rules, the only difference between the three characters is the spellcasting ability associated with each, so arcane and divine magic aren't concrete mechanical concepts. Rather, it is part of the story itself, with the Artificer and Cleric each doing something fundamentally different; the Artificer creates a…
Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can’t use it again…
Level 7 Evocation (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless…
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher- Level Spell Slot. The damage increases by 1d8 for each spell slot level above
People from all over Wickermoor Hollow flee their homes and seek shelter and protection from others, praying, begging, and pleading for salvation from the end of all things. Prayer for the Dying. Groups of faithful gather and pray to the Green Queen, the Patient Lady, the Brightsinger, and any other god who will listen. The characters can stay and spend an hour praying to make a group DC 20…
A number of gods in the hall can aid the characters (if convinced to do so) in the form of a Divine Boon. Any of the gods gathered here can aid a PC by granting a boon.
This spell is part of the Player’s Handbook. You can unlock it by purchasing the book in our marketplace.