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|Character Level 2 | |Character Level 2 | ||
|When you take this entry talent, you gain the following | |When you take this entry talent, you gain the following benefits. | ||
'''Devotee.''' Gain the Disciple of the Divine talent | '''Devotee.''' Gain the Disciple of the Divine talent if you did not already have it. If you already have it, gain +1 Divine Power and +5 SP instead. CHA is your magic attribute. | ||
'''Divine Ward.''' Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until the start of that ally’s next turn. | '''Divine Ward.''' Gain the Divine Ward ability. | ||
* '''Divine Ward.''' Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until the start of that ally’s next turn. | |||
'''Divine Icon.''' You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon. | '''Divine Icon.''' You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon. | ||
'''Divine Power.''' Each time you level up and spend your talent point on a | '''Divine Power.''' Each time you level up and spend your talent point on a Cleric talent, you gain +5 SP and +1 Divine Power. | ||
|''Class Entry, Cleric'' | |''Class Entry, Cleric'' | ||
|} | |} | ||
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|Gain the Sense Planar ability. | |Gain the Sense Planar ability. | ||
* '''Sense Planar | * '''Sense Planar''' '''(2/Rest).''' You sense the presence of creatures with the avadri, celestial, eldritch, fae, or fiends tag within 1 mile of you. You sense their exact numbers and distance from you. You cannot sense their exact identities. You can maintain this sense for up to 10 minutes if you do nothing else other than non-strenuous walking, talking, or light activity. | ||
|''Cleric, Exorcist'' | |''Cleric, Exorcist'' | ||
|- | |- | ||
|'''Divine Ward II''' | |'''Divine Ward II''' | ||
|Sense Planar, Holy Support | |Sense Planar, Holy Support | ||
|Your Divine Ward boosts your ally’s AR and physical defenses for the duration. | |Your Divine Ward now boosts your ally’s AR and physical defenses for the duration. | ||
|''Cleric, Exorcist'' | |''Cleric, Exorcist'' | ||
|- | |- | ||
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|Divine Ward II | |Divine Ward II | ||
<u>Incompatible</u>: Distant Ward | <u>Incompatible</u>: Distant Ward | ||
| | |Divine Ward now increases your ally’s AR and physical defenses by +3 for the duration. | ||
|''Cleric, Exorcist'' | |''Cleric, Exorcist'' | ||
|- | |- | ||
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Gain the Identify Planar ability. | Gain the Identify Planar ability. | ||
* '''Identify Planar | * '''Identify Planar (2/Rest).''' When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). | ||
|''Cleric, Exorcist'' | |''Cleric, Exorcist'' | ||
|- | |- | ||
|'''Abjure Unholy''' | |'''Abjure Unholy''' | ||
|Sense Planar II, Holy Support II | |Sense Planar II, Holy Support II | ||
|Gain Abjure Unholy | |Gain the Abjure Unholy divine spell. You can innately cast this unique spell 2/Rest. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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<u>Duration</u>: 10 mins | <u>Duration</u>: 10 mins | ||
Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block | Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block Line of Sight but does block Line of Effect. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of damage (such as arrows, fire, or acid) cannot penetrate this barrier. | ||
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage. | A creature within the barrier can attempt to escape as part of their move by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage. | ||
When you cast this spell, choose a creature tag: avadri, celestial, eldritch, fae, or fiend. Creatures with that tag that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and | When you cast this spell, choose a creature tag: avadri, celestial, eldritch, fae, or fiend. Creatures with that tag that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and take the lower when trying to escape. | ||
You may choose to end the spell early | You may choose to end the spell early for 0 AP. | ||
|} | |} | ||
|''Cleric, Exorcist'' | |''Cleric, Exorcist'' | ||