Cantrips |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Elemental Manipulation
|
+8 |
1 Action |
Touch |
|
|
|
|
| | Notes: | As an action, you can touch a dying creature. The creature becomes stable. At the GM’s discretion, you can make other minor adjustments to life force. |
Level 5 Spells 5 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Healing Motes
|
+8 |
1 Action |
30 ft |
|
2 + |
|
|
| | Notes: | You send out glowing motes of healing energy, which latch onto your choice of either all creatures you can see within 30 feet of you, or a single creature you can see within 30 feet of you. If you target a single creature, two motes latch onto that creature. An unwilling creature can make a Dexterity saving throw to avoid the motes. The motes last until the end of your next turn. While the motes last, whenever a living creature with one or more motes takes damage, it recovers hit points equal to 2 plus twice your power level (this is a recovery effect), and one mote on the creature disappears. When an undead creature with one or more motes takes damage, that creature takes additional radiant damage equal 2 plus twice your power level, and one mote on the creature disappears. |
|
Life Buffer
|
+8 |
1 Action |
30 ft |
|
1d10 + |
|
|
| | Notes: | You send a powerful surge of vital essence into a creature you can see within 30 feet of you, creating a life buffer that protects a living creature or damages an undead one. A living target gains temporary hit points equal to 1d10 plus 1d10 per power level, which last until you refresh. If the target is undead, it must make a Constitution saving throw, taking 1d10 radiant damage plus 1d10 radiant damage per power level on a failed save, or half as much damage on a successful one. |
|
Vital Sacrifice
|
+8 |
1 Reaction |
30 ft |
|
1 + |
|
|
| | Notes: | You connect your life force to your ally, protecting them from harm, though not without cost to yourself. When a creature you can see within 30 feet of you takes damage, that creature recovers hit points equal to 1 plus your power level or the total damage, whichever is less. Unless this effect reduces the damage to 0, you then lose a number of hit points equal to 1 plus your power level or the excess damage, whichever is lower, and you further heal your ally by the amount of hit points you lost. This power is a recovery effect. |
|
Life Cocoon
|
+8 |
1 Action |
Self |
|
6 + |
|
|
| | Notes: | As you recalibrate the vital essence around you, you draw it in toward yourself, surrounding yourself in a cocoon of life energy. You refresh your elemental powers. You then gain temporary hit points equal to 3 plus 3 per power level. The temporary hit points last until you move or at the end of your next turn, whichever comes first. |
|
Elemental Shield
|
+8 |
1 Action |
Self |
|
2 + |
|
|
| | Notes: | You shape your associated element into a shield, which either floats above you or appears in your hand for increased protection. While the shield remains, you gain a +1 bonus to AC, or a +2 bonus if you choose to hold the shield in a free hand; this isn’t cumulative with the AC bonus from a physical shield. You also gain the Elemental Shield benefit based on your associated element. The shield lasts until you refresh, are incapacitated, or until you dismiss it on your turn (which doesn’t require an action). If you use this power again while your shield is still active, the previous shield ends and a new one appears. |
|
Vital Touch
|
+8 |
1 Action |
Touch |
|
18 + |
|
|
| | Notes: | Your touch infuses surging life force into a creature, healing the living and harming the undead. Either touch a willing, living creature or make a melee power attack against an undead creature within your reach. If you touch a living creature, the target gains temporary hit points equal to 6 plus 6 per power level, which last until you refresh. In addition, the target gains a +2 bonus to AC until the end of your next turn. If you attack an undead creature, on a hit the target takes radiant damage equal to 6 plus 6 per power level. Also on a hit, the target takes a –2 penalty to AC until the end of your next turn. |
|
Elemental Protection
|
+8 |
1 Action |
30 ft |
|
4 + |
|
|
| | Notes: | You infuse yourself and nearby allies with the protection of your element. Choose any number of creatures you can see within 30 feet of you. Whenever you or a chosen target takes damage of the type associated with your element, that target reduces the damage by an amount equal to your power level. This reduction is cumulative with damage resistance or any reduction granted by the Enhanced Resistance benefit. The effect lasts until you refresh, are incapacitated, or until you dismiss the effect on your turn (which doesn’t require an action). |
|
Counter Element
|
+8 |
1 Reaction |
60 ft |
|
|
|
|
| | Notes: | You call upon your elemental powers, using your elemental advantage to counter your foe’s ability using your element or an element weak to your own. When a creature you can see within 60 feet of you casts a spell or uses an elemental power that deals damage of the type either associated with your element or with an element weak to your element (page 55), you interrupt that creature. If spell or power is of 3rd level or lower, it fails and has no effect. If it is of 4th level or higher, make an ability check using your power ability. The DC equals 10 + the level of the spell or power. On a success, the spell or power fails and has no effect. |
|
Vital Breath
|
+8 |
1 Action |
60 ft |
|
2d6 |
|
|
| | Notes: | You exhale vibrant life energy in a cone between 15 and 60 feet long (your choice). Living creatures in the area gain temporary hit points equal to 1d6 plus 1d6 per power level, which last until you refresh. In addition, each creature gains a +1 bonus to attack rolls until the end of your next turn. Undead creatures in the area must make a constitution saving throw. On a failed save, the target takes 4 radiant damage plus 4 radiant damage per power level and makes attack rolls with disadvantage until the end of your next turn. On a success, the target takes half as much damage and makes attack rolls normally. |