Critical Failure The target is frightened 3. 5 Critical Failure The target is pushed 10 feet away from you and knocked prone. And then each sorcerer bloodline grants some unique focus (i.e. The duration of Align Armament increases to 1 minute. — 10 Until the end of your turn, the weapon deals an additional 1d4 force damage. Critical Failure The target takes double initial and persistent damage. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. 3 Spell Level Prerequisite(s) good alignment, healing font. Heightened (+1) The fast Healing increases by 2. Success The target is pushed 5 feet away from you. You tilt the scales of luck slightly to protect a creature from disaster. The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. Heightened (7th) Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4. When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. — Each doctrine grants you initial benefits at 1st level. 3 Seeing another pass from this world to the next invigorates you. Reroll the triggering saving throw with a +2 circumstance bonus. You strengthen a target’s ambition, increase its resentment of allies, and make its allegiances more susceptible to change. Because your number of cantrips are limited, try to split your options between damage and other options. 3 3 You learn a single enigmatic word connected to the creature’s fate in that time frame. Range touch; Targets 1 weapon you’re wielding Holding your weapon aloft, you fill it with divine energy. Heightened (+1) Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1. You gain these abilities as a cleric. Uncommon Cleric Emotion Enchantment Fortune Mental. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. Your reflexes are Lightning fast. Skill feats have the skill trait. Your allies also gain this resistance while they are within the area. You can dismiss this Spell. After the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. You combine holy energy with Positive energy to damage demons, devils, and their evil ilk. If your next action is to use your divine font to cast a 3-action heal or harm spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. — Failure The creature takes full damage and falls prone. Trigger An ally within 30 feet takes damage. | Starjammer SRD A cantrip is a special type of spell that doesn’t use spell slots. When your deity blesses your warlike acts, you can extend that favor to your allies. At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. Trigger You take damage from an enemy or a hazard. Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. Critical Success The target is unaffected and is temporarily immune for 24 hours. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Divine Focus (DF) A divine focus component is an item of spiritual significance. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell). 2* A creature is unaffected on a success. — If you need to look up a cleric feat by name instead of by level, use this table. Prerequisite(s) Healing font, good alignment. When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. 5th At 5th level and every 5 levels thereafter, you boost four different ability scores. 3 5 5 — Success The target’s darkvision or low-light vision is suppressed for 1 round. 5 3 Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result. The creature can attempt to resist the spell as normal. Choose one of the following words, which indicates the type of people involved and type of event you learn about. Failure As success, but the penalty is –2. — You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. The GM attempts a secret counteract check against each illusion that is at least partially within the area. Pathfinder 2E. Heightened (+1) The damage increases by 1d12. At 3rd level and every 2 levels thereafter, you gain a skill increase. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a cleric. The doctrines presented in this book are cloistered cleric and warpriest. You raise your religious symbol and create a blinding flash of light. 3 One of you will become confused, but which it’ll be depends on the target’s Will save. — You choose the specific type of food. You twist the forces of fate to make a moment dire or uneventful, with no in-between. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. Range touch; Target 1 creature; Duration 1 minute. If you do, the radius of your light increases by 10 feet. — 3 This action has the trait corresponding to the chosen alignment component. You rarely settle for being in just one place. Ability Boosts 5th Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you aren’t a living creature, you gain no benefit from this feat. Requirements Your most recent action dealt damage to a target. Residual energy from your domain spells bolsters your defenses. Heightened (+1) The stone’s damage increases by 1d6. Uncommon Cleric Emotion Enchantment Mental Visual. The blessings of your god make your feet faster and your movements more fluid. You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). When you cast Positive luminance, any other Positive luminance spell you already had in effect ends. Great Deals. — You can do this with harm if you have harmful font or heal if you have Healing font (or both if you have Versatile Font). If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. You ensure a secret remains safe from prying spies. If you don’t remove the effect that provided the condition, the condition returns after the spell ends. Depending on what type of bloodline you have as a sorcerer, you have access to different spell lists other than Arcane which has no access to healing spells. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Find your devotion impressive, even if they don’t understand it. 3 | Fudge SRD For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells. After a battle or hazard, you might heal anyone who was hurt. You swiftly deflect incoming flames. 3 Creatures in the area are concealed and gain fire resistance 10. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. If the target is unconscious when you Cast this spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted above. Range 120 feet; Targets the triggering creature. Each creature and unattended object in the area takes 1d8 Sonic damage. Monks are extremely MAD, and despite Pathfinder 2e's generous number of Ability Boosts you simply can't be good at everything that the Monk can do. 12 — 3 — 3 At 1st level, you select a doctrine and gain the benefits of its first doctrine. Choose a location within 100 feet of the target that the target can see. Critical Success The target is unaffected and aware you tried to charm it. With elemental forces, you make your emblazoned symbols more potent. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. 3 A massive deluge of life energy causes the undead to fall apart. This penalty applies only if the target is being encouraged to advance its own ambitions. Undead harmed by your Positive energy might flee, compelled by an innate aversion to the force opposite undeath. Game Accessories. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature’s abilities. Prerequisite(s) expert in your deity’s favored weapon Striking out against your enemies draws praise and protection from your deity. — Each ally can use your saving throw modifier instead of its own against the triggering spell. If the weapon has a Striking Rune, this instead increases the number of dice from the Striking Rune by 1 (to a maximum of 3 extra weapon dice). Hobby Products. Cast [one-action] somatic; Duration until the end of the current turn. Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Uncommon Cleric Emotion Enchantment Incapacitation Mental, Range touch; Targets 1 humanoid creature that could find you attractive. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. | 13th Age SRD Check out this new Pathfinder 2e SRD site with the complete Pathfinder second edition rules, database search, tools, and more! Sorcerer: Sorcerers are extremely different in pathfinder 2e. 3 Success The beam deals full damage, and the target is dazzled for 1 round. The spell otherwise functions at its actual level. Any auras or emanations you had are restored as long as their duration didn’t run out while you were dispersed. Your proficiency rank for Will saves increases to master. With soothing song or tales, you lull the target into an enchanting dream. Success The target is sickened 1, but if it spends an action to end the condition, it succeeds automatically. 3 Login View Cart. You can't cast this spell if you don't have a deity or if your deity is true neutral. 3 Critical Failure You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water. Failure As success, but the target is affected instead of you, spending its first action each turn confused. 3 A life of evil has made you a nexus for your deity’s vile power. It becomes flat-footed and fascinated by its daydreams. — You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. If it succeeds, it’s no longer blinded, but its darkvision or low-light vision remains suppressed. The Lady of Graves (alignment: N; divine font: heal), Turn Undead (2nd), Selective Energy (6th), 1st fear, mindlink, heal spells from divine font If you’re a warpriest, you balance between casting spells and attacking with weapons— typically the favored weapon of your deity. Minions can use 2 actions per turn and can’t use reactions. Your body fills with physical power and skill. Trigger You and at least 1 ally are about to roll initiative. Make a spell attack roll against the target. Your heal or harm targets both creatures. Cast [one-action] somatic; Duration 1 minute. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional Healing to someone other than yourself. You can Dismiss the spell; if you do, it returns automatically after 1 minute. Your weapon serves as the special material component of banishment, causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment. If you use a hostile action against the target, the spell ends. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You stoke the righteous anger within yourself and an ally. You easily banish creatures with your weapon. Divine and Primal have Heal and Occult has Soothe. 3 If your deity’s favored weapon is uncommon, you also gain access to that weapon. Heightened (7th) If you have master proficiency in Crafting, the item grants a +2 item bonus instead. Trigger An enemy misses you with a melee attack. You bring a weapon into metaphysical concordance with your deity’s beliefs. Special You can select this feat a second time, choosing your deity’s other alignment component. — If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s. Uncommon Cleric Enchantment Incapacitation Mental. If anyone picks up the cloak after it’s been removed by the original target, the cloak evaporates and the spell ends. 4. You quiet the target’s voice, preventing it from giving away valuable secrets. ! 5 In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. Trigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in. — Once the target casts the spell, mystic beacon ends. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant. When you pull forth positive or negative energy, you also create a smaller pocket of that energy. Make a spell attack roll. You go to extreme lengths to support your allies, even when it means bringing harm to yourself. Each time you Cast a Spell from your spell slots, you automatically Sustain this spell and grant its target resistance to damage from spells until the start of your next turn. | PF2 SRD. You don’t have any particular spell prepared in that slot until you cast it. When you use this action, you touch a weapon. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. 3 3 The target becomes distracted and suggestible, inundated by vivid daydreams. Prerequisite(s) one or more domain spells. Your deity blesses base metals to transform them into Precious materials. — The radius is 15 feet, and you can’t increase it. 331 2.0 Traditions divine Cast somatic, verbal Range 30 feet; Targets 1 creature. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity’s good graces. Stocking over 80,000 different board, card and war games, miniatures, hobby supplies, toys, collectibles, books and puzzles; Meeplemart is Canada's Game & Geek culture superstore! The target gains a +1 status bonus to saving throws. Uncommon Cleric Darkness Evocation Shadow, Range touch; Targets 1 willing creature; Duration 1 minute. War Games. A palm-sized raw fruit or vegetable appears in your open hand. You can use perfected mind against a given effect only once. When you cast the spell, the target falls unconscious if it wasn’t already. Success The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (usually with Identify Magic). You can Dismiss the spell; if you do, it returns automatically after 1 minute. Failure The creature is blinded for 1 round and dazzled for 1 minute. Range 100 feet; Targets A creature you dealt damage to on your most recent action. If the creature fails a second time while taking this penalty, the penalty increases to –2. You utter a liberating word of power that frees a creature. You can use these ability boosts to increase your ability scores above 18. Because you’re a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch. — Success The target believes you’re in the designated location and can’t see you in your actual location. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. 2* Critical Success The stone deals double damage. Target that creature with a 1-action version of the same spell. Meeplemart. Your proficiency rank for Perception increases to expert. A blazing band of fire arcs through the air. Heightened (+2) The resistance increases by 5. You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple. Waning Moon The target gains a +1 status bonus to AC and saving throws. Range 30 feet; Targets 1 willing living creature; Duration 1 minute. Vital Beacon Spell 4 Healing Necromancy Positive Source Core Rulebook pg. General Feats 3rd You shine a ray of moonlight. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. If it critically fails, it is your minion for 24 hours. 3 Geek Culture & Toys. Divine Font. You draw the life force out of your enemies to heal your own wounds. 3 This damage increases to 3 if you’re a master, and to 4 if you’re legendary. Still, with the tempest curse you gain electric arc, widely regarded the best damage cantrip in the game, and some high-damage revelation spells. If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. Critical Success The creature is unaffected and temporarily immune for 1 hour. You can roll your check twice and use the better result. Critical Failure As success, but the duration is 1 minute, and the target is also blinded for the duration. You can cast a cantrip at will, any number of times per day. Range 60 feet; Targets the creature that would take fire damage. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual. Prerequisite(s) deity with a simple favored weapon, trained with your deity’s favored weapon. Your choice must match one of your deity’s alignment components. | GumshoeSRD Casters tend to offer more support and control than firepower in 2E, and this is also true for the oracle, which, despite its strong focus powers, still has only access to divine spells. You can prepare only harm spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier. The target regains additional Hit Points from healer’s blessing only the first time it regains HP from a given Healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once. Heightened (5th) The bonus to saves increases to +2, or +3 against emotion effects. 11 Area 15-foot emanation; Duration sustained up to 1 minute. The target gains a +1 status bonus to the triggering saving throw. Alertness 5th, Premonition of Avoidance [reaction] Feat 1, Premonition of Clarity [reaction] Feat 14, Pathfinder Core Rulebook (Second Edition), Treasury of Winter (Pathfinder Second Edition), Ancestral Anthologies Vol. You’re continuously surrounded by a bless spell with a spell level equal to half your level (rounded up). — If the target had the dying condition, coming back from dying due to this Healing doesn’t increase its wounded condition. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. 6th This is cumulative with any good damage the weapon already deals (such as from a holy Rune). The target gains fire resistance 15 against the triggering effect. 3 5 5 For borderline cases, you and your GM determine which acts are anathema. If your next action is to cast harm or heal from your healing or harmful font to restore Hit Points to a single ally, you can channel your own vitality along with the spell. Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Instead, I'll focus on spells which may not have obvious uses, spells which are good enough that they should be considered staple options, or spells that are complicated and might need extra guidance on how to use them effectively or on why you should avoid them even if they sound great. 3 — Failure As success, but the duration is 1 minute. Pathfinder 2nd Edition is HERE!!!! | 3.5e SRD — When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. You gain temporary Hit Points equal to the triggering creature’s level plus your Wisdom modifier. This fast Healing ends if the creature is knocked unconscious. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained. Cela vient en plus du fait qu'ils peuvent aussi préparer des sorts de heal dans leurs emplacements standards (comme les druides et les sorciers divins d'ailleurs). Trigger You fail a saving throw against a mental effect. You surround yourself in a veil of confidence. Skill feats have the skill trait. Success The target is stupefied 1 until the end of your current turn. Critical Failure The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18. You snatch creatures from the jaws of death. 5 If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn. The number is equal to 1 + your Charisma modifier. 3rd Choose whether the spell’s area is a 15-foot emanation or a 15-foot cone when you cast it. 5 When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. However, every Divine Caster other than Oracle needs to buy a Divine Focus. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity’s favored weapon. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect. This scaling keeps cantrips a reliable source of damage output at any level, though you'll still want to rely on leveled spells when they suit the situation rather than counting on cantrips as your only source of damage output. In Focus Spells (p. 300): Some abilities allow you to increase the Focus Points in your pool beyond 1. Prerequisite(s) harmful font, Command Undead, evil alignment. Prerequisite(s) harmful font or Healing font, deity that allows clerics to have both fonts. En 2007, c’est le drame, Paizo perd la licence (comprenez par-là, l’autorisation) pour publier son magazine dans l’univers de Wizards of the Coast / Hasbro Paizo, plutôt que de laisser tomber, lance sa propre marque deux ans plus tard son propre jeu, sa propre gamme, son propre jeu de rôle intitulé… Pathfinder, du jeu de rôle très proche mécaniquement à DnD … Each target regains 3d6 Hit Points. Your faith provides temporary protection in addition to Healing. Heightened (7th) You can allow everyone to see through illusions you succeed against, not just yourself. 1*† If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. You can exclude any creatures you choose from the effects. 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