You call upon celestial power to mark a creature with divine judgement. Choose one creature within range that you can see. They must make a Charisma saving throw against your spell DC, on failure they receive the effect, on success they fight off the mark. Until the spell ends, the target is marked by a radiant sigil visible to you and your allies, glowing faintly above it.
The marked target is affected by the following.
- Divine Focus: Once per turn, when one of your allies hits the marked target with a weapon or spell attack, they deal an additional 1d4 radiant damage.
- Exposed Weakness: Allies have advantage on the first attack they make against the marked target each round.
Tyr's Gamble: If the marked target dies before the spell ends, you can use roll a d20 and if you naturally roll 12 or higher, the radiant sigil transfers to a new target and the duration refreshes.
At higher levels: At level 5, 10, 15 and 20, add an additional 1d4 radiant damage.
Previous Versions
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4/9/2025 3:22:53 PM
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1.5A
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4/9/2025 3:35:59 PM
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