Make a DC 12 Religion Skill Check and pray to the patron “The Divine Judgement” for aid in battle. On a failed skill check the spell is not cast and the materials are not used up. On a successful skill check, a 120-foot-radius black and white sphere of karmic magic surrounds you, your teammates, and your enemies. Roll 1d20 to determine who the sphere affects. Roll an even number and the sphere affects your teammates in a positive way. Roll an odd number and the sphere affects your enemies in a negative way.
Even Roll: Pick one of the following effects to bless your team with:
- Roll with advantage on all spells and weapon attack hits.
- Double your teams spell and weapon damage.
- Roll with advantage on all saving throws and skill checks.
Odd Roll: Pick one of the following effects to curse your opponent’s with:
- Roll with disadvantage on all spells and weapon attack hits.
- Halve their spell and weapon damages done.
- Roll with disadvantage on all saving throws and skill checks.
All enemies in the field can roll a Constitution Saving Throw against your Spell Save DC every turn to avoid the spheres effects. On a failed throw they remain cursed for the round. If the DM allows it, the player can come up with another way to curse/bless the targets but it must be around the same level of effectiveness.
* - (The horn of a goat and the tail of a lamb)About The Divine Judgement:
If the Warlocks patron is The Divine Judgement they may use an arcane focus to cast this spell. If not, the materials MUST BE USED, as they are sacrificial materials to gain The Divine Judgements favor to cast this spell using his magic. An arcane focus cannot channel the energy of this Patron without their permission.
Previous Versions
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7/15/2024 8:47:17 PM
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Coming Soon
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8/13/2024 3:52:22 PM
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2.0 (Noncombatant to Hit)
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Coming Soon
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