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Flash of Insight
Starting at 1st level, you can summon power from a well
of mental energy at your core. When you make an ability
check, you can choose to reroll it after you see the result,
but before you know if it succeeds or fails. You get a
bonus to this reroll equal to half of your cleric level
(minimum of 1).
You can use this feature twice. You regain expended uses
when you finish a short or long rest.
Psychic Force
Also at 1st level, you learn to buffet your foes with mental
power. When you cast a cleric spell or cantrip that inflicts
radiant damage, you can choose to have it inflict psychic
damage instead.
Gestalt Anchor
Beginning at 6th level, your mental power increases,
settling the minds of those around you with your mere
presence. Whenever you or a friendly creature within 10
feet of you must make an Intelligence, Wisdom, or
Charisma saving throw, the creature gains a +2 bonus to
the saving throw. You must be conscious to grant this
bonus.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
Bend Reality
Starting at 17th level, when you see an ally within 30 feet
of you fail a saving throw, you can replace the roll with a
20, potentially changing the outcome. Once you use this
feature, you can’t use it again until you finish a short or
long rest.
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