![]() ![]() When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Level 3 Level 4 Ability Score Improvement Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.įor the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. The illusion appears in an unoccupied space that you can see within 30 feet of you. Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.Īs an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). If there's nowhere to move, the creature can use the Dodge action. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.Ī turned creature must spend 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. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. When you finish a short or long rest, you regain your expended uses.Īs an action, you present your holy symbol and speak a prayer censuring the undead. ![]() When you use such an effect from this class, the DC equals your cleric spell save DC.īeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. Some Channel Divinity effects require saving throws. You must then finish a short or long rest to use your Channel Divinity again. When you use your Channel Divinity, you choose which effect to create. Some domains grant you additional effects as you advance in levels, as noted in the domain description. You start with two such effects: Turn Undead and an effect determined by your domain. This blessing lasts for 1 hour or until you use this feature again.Īt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. Spellcasting, Divine Domain, Domain Spells, Domain Feature : Blessing of the TricksterĬhannel Divinity (x1), Domain Feature : Invoke DuplicityĬhannel Divinity (x2), Domain Feature : Cloak of ShadowsĪbility Score Improvement, Destroy Undead (CR 1), Domain Feature : Divine Strikeĭestroy Undead (CR 4), Domain Feature : Improved DuplicityĮach domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. ![]() Skills: Choose two from History, Insight, Medicine, Persuasion and Religion ![]()
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