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Crescenda Abilities

The document outlines the features and spells available to clerics, particularly focusing on the Peace Domain. It includes details on ritual casting, domain spells, and various abilities such as Emboldening Bond, Channel Divinity, and specific spells like Heroism and Sanctuary. Additionally, it describes the benefits of proficiency in certain skills and the effects of spells at different levels.
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0% found this document useful (0 votes)
11 views10 pages

Crescenda Abilities

The document outlines the features and spells available to clerics, particularly focusing on the Peace Domain. It includes details on ritual casting, domain spells, and various abilities such as Emboldening Bond, Channel Divinity, and specific spells like Heroism and Sanctuary. Additionally, it describes the benefits of proficiency in certain skills and the effects of spells at different levels.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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RITUAL CASTING

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

DOMAIN SPELLS

You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain Class
feature for how domain spells work.

• 1st heroism, sanctuary

• 3rd aid, warding bond

• 5th beacon of hope, sending

• 7th aura of purity, Otiluke's resilient sphere

• 9th greater restoration, Rary's telpathic bond

IMPLEMENT OF PEACE

You gain proficiency in the Insight, Performance, or Persuasion skill

EMBOLDENING BOND

You can forge an empowering bond among people who are at peace with one another. As an action, you
choose a number of willing creatures within 30ft of you (can include yourself) equal to your proficiency bonus.
You create a maical bond among them for 10 mins or until you use this feature again. While any bonded
creature is within 30ft of another, the creature can roll a d4 and add the number rolled to an attack roll, an
ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficimecy bonus, and you regain all expended uses
when you finish a long rest.

DUAL MIND

Advantage on all Wisdom saving throws.

MENTAL DISCIPLINE

Resistance to Psychic Damage

MIND LINK

You can speak telepathically to any creature you can see, provided the creature is within a number of feet of
you equal to 10x your level. You dont need to share a language with the creature for it to understand your
telepathic utterances, but the creature must be able to understand at least one language. When you're using
this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak
telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must
be able to see you and must be within this trait's range. You can give this ability to only ond creature at a time;
giving it to a creature takes it away from another who has it.

SEVERED FROM DREAMS


Kalashtar sleep, but they don't connect to the plane of dreams as others do. Instead, their minds draw from the
memories of their otherworldly spirit while they sleep. As such, you are immune to spells ad other magical
effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep,
like sleep.

BY POPULAR DEMAND

You can always find a place to perform, usually in an innor tavern but possibly with a circus, at a theater, or
even in a noble's court. At such a place, you receive free lodging and food of modest or comfortable standard,
as lon as you perform each night. In addition, your performance makes you something of a local figure. When
strangers recognicze you in a town where you have performed, they typically take a liking to you.

CHANNEL DIVINITY

At 2nd level, you gain the ability to channel divine energy directly from you deity, using that energy to fuel
magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some
domains grant you additional effects as you advance in levels, as noted in the domain description. When you
use your Channel Divinity, you choose which effect to create .You must then finish a short or long rest to use
your Channel Divinity again. Some effects require saving throws. When you use such an effect from this class,
the DC equals your cleric spell save DC. At 6th level, you can use your Channel Divinity twice between rests, and
beginning at 18th level you can use it 3 times.

CD: TURN UNDEAD

As an action, you present your holy symbol and speak a prayer censuring the Undead. Each undead that you
can see or hear you within 30ft of you must make a Wisdom saving throw. If the creature fails its saving throw,
it is turned for 1 min or until it takes any damage. A turned reature must spen its turns trying to move as far
away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.
For its action, it can use only the dash action or try to escape from an effect that prevents it from moving .If
there's nowhere to move, the creature can use the Dodge action. At 5th level, when an undead fails its saving
throw the creature is instantly destroye if its challenge rating is 1/2 or below.

CD: BALM OF PEACE

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up
to your speed, without provoking opportunity attacks, and when you move within 5ft of any other creature
during this action, you can restore a number of hit points to that creature equal to 2d6+ Wisdom modifier. A
creature can receive this healing only once whenever you take this action.

PROTECTIVE BOND

The bond you forge between people helps them protect each other. When a creature affected by your
Emboldening Bond feature is about to take damage, a second bonded creature within 30ft of the first can use
its reaction to teleport to an unoccupied space within 5ft of the first creature. The second creature then takes
all the damage instead.

POTENT SPELLCASTING

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

OBSERVANT

Quick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a max 20.

• If you can see a creature's mouth while it is speaking a language you understand, you can interpret
what it's saying by reading lips.

• You have a +5 bonus to your Passive Wisdom and Intelligence scores.

CANTRIPS
Spare the Dying
CASTING TIME:1 Action

RANGE/AREA:Touch

COMPONENTS:V, S

DURATION:Instantaneous
SCHOOL:Necromancy

ATTACK/SAVE:None

DAMAGE/EFFECT:Healing

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on
undead or constructs.

Light
CASTING TIME: 1 Action

RANGE/AREA: Touch (20 ft *)

COMPONENTS: V, M *

DURATION: 1 Hour

SCHOOL:Evocation

ATTACK/SAVE:DEX Save

DAMAGE/EFFECT:Creation (...)

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds
bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like.
Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or
dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving
throw to avoid the spell.

Thaumaturgy
CASTING TIME:1 Action

RANGE/AREA:30 ft

COMPONENTS:V

DURATION:1 Minute

SCHOOL:Transmutation

ATTACK/SAVE:None

DAMAGE/EFFECT:Control

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following
magical effects within range:

• Your voice booms up to three times as loud as normal for 1 minute.

• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.

• You create an instantaneous sound that originates from a point of your choice within range, such as a
rumble of thunder, the cry of a raven, or ominous whispers.

• You instantaneously cause an unlocked door or window to fly open or slam shut.

• You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you
can dismiss such an effect as an action.

Word of Radiance
A spell from Xanathar's Guide To Everything

Casting time: 1 Action

Range: 5 feet

Components: V, M (a holy symbol)

Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see
within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

LEVEL 1 Spells

Heroism Concentration
CASTING TIME: 1 Action

RANGE/AREA: Touch

COMPONENTS: V, S

DURATION: Concentration 1 Minute

SCHOOL:Enchantment

ATTACK/SAVE:None

DAMAGE/EFFECT:Buff

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being
frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its
turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.

Sanctuary
Casting Time: 1 bonus action

Range: 30 feet

Components: V S M (A small silver mirror)

Duration: 1 minute

Classes: Artificer, Cleric

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded
creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the
creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature
from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that
affects an enemy creature, or deals damage to another creature, this spell ends.

Cure Wounds

Casting Time: 1 action

Range: Touch

Components: V S

Duration: Instantaneous

Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell
has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8
for each slot level above 1st.

Protection From Evil And Good

Casting Time: 1 action

Range: Touch

Components: V S M (Holy water or powdered silver and iron, which the spell consumes)

Duration: Up to 10 minutes

Classes: Cleric, Druid, Paladin, Warlock, Wizard

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations,
celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the
target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed,
frightened, or possessed by such a creature, the target has advantage on any new saving throw against the
relevant effect.

Command
Casting Time: 1 action

Range: 60 feet

Components: V

Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom
saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t
understand your language, or if your command is directly harmful to it. Some typical commands and their
effects follow. You might issue a command other than one described here. If you do so, the DM determines
how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves
toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The
target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from
you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target
doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must
move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional
creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target
them.

Detect Evil And Good

Casting Time: 1 action

Range: Self

Components: V S

Duration: Up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of
you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of
you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt.

LEVEL 2 SPELLS

Calm Emotions

Casting Time: 1 action

Range: 60 feet

Components: V S

Duration: Up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere
centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail
this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any
suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This
indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Enhance Ability

Casting Time: 1 action

Range: Touch

Components: V S M (Fur or a feather from a beast)

Duration: Up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the
target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks.
It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has
advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage
on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s
Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on
Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.

Hold Person

Casting Time: 1 action

Range: 60 feet

Components: V S M (A small, straight piece of iron)

Duration: Up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be
paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw.
On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional
humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target
them.

Lesser Restoration

Casting Time: 1 action

Range: Touch

Components: V S

Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded,
deafened, paralyzed, or poisoned.

Spiritual Weapon

Casting Time: 1 bonus action

Range: 60 feet

Components: V S

Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On
a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your
turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The
weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as
St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8
for every two slot levels above 2nd.

LEVEL 3 SPELLS

Aura Of Vitality

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V

Duration: Up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with
you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain
2d6 hit points.

Beacon Of Hope

Casting Time: 1 action

Range: 30 feet

Components: V S

Duration: Up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each
target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of
hit points possible from any healing.

Revivify

Casting Time: 1 action


Range: Touch

Components: V S M (Diamonds worth 300 gp, which the spell consumes)

Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This
spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

LEVEL 4 SPELLS

Death Ward

Casting Time: 1 action

Range: Touch

Components: V S

Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1
hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without
dealing damage, that effect is instead negated against the target, and the spell ends.

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