Warlock Abilities
Otherworldly Patron
You have conducted a pact that allows you to commune with your patron. The patron must be a faerie, a celestial being, a devil, an eldritch monster, a star, or an undead horror.
Create Familiar
You are able to make a familiar of your choice that represents your patron. For example, someone pacting with a celestial being might have a small angelic like creature on their shoulder. The summoning ritual to create such an entity requires 1 hour of meditation in front of a candle. While summoned, there is a potential for your familiar to be destroyed as it has very low health, and it doesn't require food or nourishment to survive. While your familiar is summoned and within 30 feet of your location, you have the ability to see through its eyes. Specific to the warlock path, created familiars have the ability to commune with the creature the warlock has made a pact with. The conversations that occur with your familiar are up to your discretion and will not require mod input.
Pact of the Blade (Adamant Spanner)
You can bond with your weapon. Any time you lose it, you can always summon it back to you. Changing your weapon bond requires that you spend at least 1 full day with it. This item becomes unbreakable unless performed by magical means.
Pact of the Tome (Fireball)
Choose one path action spell marked with an (M) from bard, cleric, sorcerer, or wizard. You learn how to cast it.
Creates a ball of fire.
Force Distrust (P)
You have the ability to sow the seeds of chaos within an area around you. You can expend your patron's energy in a given place to make it more amenable to your desires. People with strong links to the divine can detect this, as well as pinpoint your location when it has been used.
Necromantic Touch (M)
You have the ability to touch something and drain its life force to benefit yourself, or the ability to touch something and drain your own life force to give it strength. Using this on an undead or already dead creature heals it while harming you. Careful, this is a good way to accidentally die.
Fog Cloud (M)
You can use magic to create an area of fog no bigger than 20 feet in radius, allowing you to move without detection by normal (nonmagical) means. The fog spreads around corners and fills up narrow passageways completely. A strong gust of wind at least 10mph in strength can disperse the fog.
Eldritch Blast (M)
You can use magic to create a force of energy that expels from your hands.
Darkness (M)
You can use magic to create an area of darkness 15 feet in diameter. The area cannot be seen through by any non-magical means.
Hideous Laughter (M)
You can use magic to distract a person by projecting horrible laughter inside their brain.
Cleric Abilities
Proselytize (P)
You are extremely good at spreading the word of your god to other people. Providing guidance to them can help them become more amicable to your cause.
Channel Divinity (M)
You feel the presence of your god with you and can use it to cause one of the following effects, up to two times per day:
• Prayer of Healing: Utilizing holy scripture brings up to four targets within 30' to at least half their health.
• Purify: Touching something that is desecrated will remove a curse placed on it
• Bless: Removes impurities from up to one gallon of water per day, making it both holy and clean for drinking/medical application.
• Turn Undead: Brandishing your order's holy scripture makes minor undead around you flee.
• Deadly Premonitions: Through Alex's unique connection with the Raven queen, this can also be used to receive one small death-related and plot-relevant prophecy, at a DC of 16 or above. Should this fail, a useless death-related prophecy (such as the swatting of a fly) will be received instead. One successful prophecy per interlude or mission.
Cure Wounds (M)
You can use magic to heal a person up to half their health. The target must be within touch range.
Spare the Dying (M)
If a person is close to the brink of death, you can use magic to touch them and stabilize them until further care can be provided.
Sanctuary (M)
Your magic allows you to consecrate an area 10' in diameter that acts as a safe haven for you and your party members. Undead creatures cannot pass through the perimeter, and creatures with an evil alignment will feel extreme unease as they cross through into the area.
Sage Abilities
Banishment (M)(P)(C)
You can use magic in an attempt to send one creature that you can see within range to another plane of existence. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.
Raise Dead (M)(P)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. Upon return, there is a cost associated with each revive (up to the targeted player to decide).
Spirit Guardians (M)(C)
You call forth spirits to protect you for up to 10 minutes. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. While active, anyone coming within the spell's effect radius will take massive radiant (if good) or necrotic (if evil) damage. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.
Storm Sphere (M)(C)
You use magic to create a 20-foot-radius sphere of whirling air, centered on a point you choose within 150 feet. Anyone initially caught in the sphere's location will take bludgeoning damage. While you're concentrating on this spell, you have the ability to make the sphere shoot lightning from its origin. Targets struck by the sphere's magic take heavy lightning damage. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.
Stoneskin (M)(P)(C)
You use magic to turn the target's flesh stone-like in appearance and touch for up to 1 hour. While enhanced in this fashion, all damage taken is reduced by half. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.