| +2 |
Strength
Modifier
|
---|---|---|
| +0 |
Dexterity
Modifier
|
| +2 |
Constitution
Modifier
|
| +0 |
Intelligence
Modifier
|
| +3 |
Wisdom
Modifier
|
| +2 |
Charisma
Modifier
|
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
Save | Total | Mod | Prof | Item | Prof. Bonus | |
---|---|---|---|---|---|---|
Fortitude (CON) | 10 | 2 | 8 | 0 | 4 | |
Reflex (DEX) | 6 | 0 | 6 | 0 | 2 | |
Will (WIS) | 11 | 3 | 8 | 0 | 4 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
Mace | Trained |
---|
Mace | 1d20+8 | 1d8+2 | Shove |
---|
Total | Prof. Mod | Att. Mod | Item Mod | Armor Mod | ||
---|---|---|---|---|---|---|
+1 | Acrobatics (dex) | (1) | 0 | 0 | 0 | |
+7 | Arcana (int) | 6 | 0 | 1 | ||
+3 | Athlethics (str) | (1) | 2 | 0 | 0 | |
+1 | Crafting (int) | (1) | 0 | 0 | ||
+3 | Deception (cha) | (1) | 2 | 0 | ||
+3 | Diplomacy (cha) | (1) | 2 | 0 | ||
+3 | Intimidation (cha) | (1) | 2 | 0 | ||
+6 | Lore: scribing | 0 | 6 | 0 | ||
+9 | Medicine (wis) | 6 | 3 | 0 | ||
+4 | Nature (wis) | (1) | 3 | 0 | ||
+6 | Occultism (int) | 6 | 0 | 0 | ||
+3 | Performance (cha) | (1) | 2 | 0 | ||
+11 | Religion (wis) | 8 | 3 | 0 | ||
+6 | Society (int) | 6 | 0 | 0 | ||
+1 | Stealth (dex) | (1) | 0 | 0 | 0 | |
+4 | Survival (wis) | (1) | 3 | 0 | ||
+1 | Thievery (dex) | (1) | 0 | 0 | 0 |
Total | Key | Prof | |
---|---|---|---|
9 | 3 | 6 |
Total | Base | Key | Prof |
---|---|---|---|
19 | 10 | 3 | 6 |
Per Day | 3 | 3 | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Current | 3 | 3 |
Statblocks for your Feats and Ability.
Statblocks for your spells.
Traditions | Components | |||
---|---|---|---|---|
verbal | ||||
Cast | Range | Target | Duration | Saving Throw |
30 feet | 1 willing living creature | 1 minute | - | |
Description | Domain healing Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Points. The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once. Heightened (+1) The additional healing increases by 2 HP. |
Traditions | Components | |||
---|---|---|---|---|
arcane primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 30 feet | 1 creature or object | - | - |
Description | You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage. Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2. Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2. Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3. Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4. |
Traditions | Components | |||
---|---|---|---|---|
divine primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
- | 30 feet | 1 dying creature | - | - |
Description | Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | Area 30 foot emanation | - | - | - |
Description | You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the school of magic for the highestlevel effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). |
Traditions | Components | |||
---|---|---|---|---|
arcane primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 30 feet | 1 creature or object | - | - |
Description | You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage. Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2. Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2. Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3. Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 minute | 30 feet | 1 object | - | - |
Description | You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298). If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell. Heightened (3rd) You can target up to 10 objects. Heightened (6th) You can target any number of objects. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | touch | 1 unattended, non-magical object of 1 Bulk or less | until the next time you make your daily preparations | - |
Description | The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends. Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet). |
Traditions | Components | |||
---|---|---|---|---|
divine occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 Actions | 5-foot Emanation | - | 1 Minute | - |
Description | Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane. |
Traditions | Components | |||
---|---|---|---|---|
divine occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
touch | 1 creature | 1 minute | - | |
Description | You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends. Critical Success Sanctuary ends. Success The creature can attempt its attack and any other attacks against the target this turn. Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn. Critical Failure The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration. |
Traditions | Components | |||
---|---|---|---|---|
divine primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
30 feet | 1 object or creature | - | - | |
Description | You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons. Heightened (2nd) You learn the number and types of poison. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 30 feet | 1 creature | 1 hour | - |
Description | The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly. Heightened (3rd) The target can also speak the language. Heightened (4th) You can target up to 10 creatures, and targets can also speak the language. |
Traditions | Components | |||
---|---|---|---|---|
divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 minute | touch | 1 creature | - | - |
Description | Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin. • Reduce a Condition Reduce the value of the target’s clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each. • Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can’t reduce the stage below stage 1 or cure the affliction. Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target’s doomed value by 1. You can’t use this to reduce a permanent doomed condition. Heightened (6th) As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 minute | 30 feet | up to 5 creatures | 1 hour | - |
Description | Spell List elemental The targets can breathe underwater. Heightened (3rd) The duration increases to 8 hours. Heightened (4th) The duration increases to until your next daily preparations. |