![]() ![]() Heightened (9th) The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes. It can drop randomly in maps however, it is relatively rare. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. ![]() If you chose good or lawful, your fist attacks deal 2d8 damage. Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type.A +1 status bonus to saves against spells.Weakness 10 to the alignment opposite the one you chose.You must have space to expand into, or the spell is lost. If you were Medium or smaller, you become Large, as the effects of enlarge. This spell gains the trait of the alignment you chose. You can't cast this spell if you don't have a deity or your deity is true neutral. Choose an alignment your deity has (chaotic, evil, good, or lawful). You accept otherworldly energies into your body while you are still recognizably yourself, you gain the features of one of your deity's servitors. Once you use this feature, you can’t use it again until you finish a long rest.Arcane | Divine | Elemental | Occult | Primalĭivine Vessel Spell 7 Morph Transmutation As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. ![]() Unearthly RecoveryĪt 18th level, you gain the ability to overcome grievous injuries. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet. Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. You can use this feature only once per turn. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. Starting at 6th level, the divine energy coursing through you can empower healing spells. Trivia The name of the Divine Vessel usually corresponds to the legend of the contracted Crimson Lord's earth. There are likely two types of Divine Vessels: those that are used as decorations and those that are used as weapons. Once you use this feature, you can’t use it again until you finish a short or long rest. The unique ability of Divine Vessels is that they can teleport themselves back to wherever their contractors are. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. Your size increases by one category, your height doubles, and your weight increases by a factor of eight. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Description You accept otherworldly energies into your body and transform. Starting at 1st level, divine power guards your destiny. If you later replace this spell, you must replace it with a spell from the cleric spell list. Vessels are classic symbols of feminine matter. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. You learn an additional spell based on that affinity, as shown below. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. Your link to the divine allows you to learn spells normally associated with the cleric class. Source: Xanathar's Guide to Everything Divine Magic ![]()
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