You provide a divination enchantment to bolster your allies. When you do so, roll 1d12. The number rolled corresponds to a divination enchantment you grab in the shape of a card. As a reaction, you can activate the enchantment towards a willing creature you can see within range, immediately providing the rolled effect.
You can also hold onto the divination enchantment, taking an action on a subsequent turn to roll another d12. You then replace the divination enchantment for the one you rolled. You can only hold one divination enchantment at a time. Additionally, you can spend a spell slot as an action to grab a specific enchantment of your choosing.
You concentrate to maintain this spell for the duration by holding the enchantment or until your target uses it. Afterwards, the spell ends.
- Arrow (1-2). The next damage roll made receives an additional 4d6 of the same type.
- Bole (3-4). The next attack roll hits automatically.
- Balance (5-6). Taking the attack action or casting a spell as an action can be followed by a weapon attack as a part of the same action.
- Spear (7-8). The next attack roll is considered a critical hit when the total result with modifiers is a 20 or higher.
- Ewer (9-10). The target restores 1 spell slot of 5th level or lower.
- Spire (11-12). The next saving throw is an automatic success.
Previous Versions
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6/10/2021 12:12:13 AM
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6/10/2021 12:55:28 AM
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