Divine magic, as the name suggests, is the power of the gods, flowing from them into the world or brought upon in through sheer will. Divine casters are conduits for that power, manifesting it as miraculous effects. This power is not granted to everyone who seeks it, but only to those chosen to fulfill a high calling.
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world or brought upon in through sheer will. Divine casters are conduits for that power, manifesting it as miraculous effects. This power is not granted to everyone who seeks it, but only to those chosen to fulfill a high calling.
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===Divine Spellcasting Ability===
===Divine Spellcasting Ability===
Divine spellcasters use either Wisdom or Charisma as their spellcasting ability modifier, dependent on their source of power. You use your Wisdom or Charisma whenever a spell refers to your spellcasting ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based, as described above in the Proficiency introduction.
Divine spellcasters use either [[Wisdom]] or [[Charisma]] as their spellcasting ability modifier, dependent on their source of power. You use your [[Wisdom]] or [[Charisma]] whenever a spell refers to your spellcasting ability. You are always [[proficient]] with your own spellcasting, and the proficiency bonus is [[Proficiency#Level-based_Proficiency_Bonus|level-based]].
{{Formula|Divine Spellcasting Ability|8 + your proficiency bonus + your Wisdom or Charisma modifier}}
Divine foci can range from simple carved holy symbols to jeweled icons of the praised deity, but books are also a common foci and even natural objects like twigs, rocks or leaves from holy places. Whatever object is used, the wielder often has to have it in hand, to project its power.
Divine foci can range from simple carved holy symbols to jeweled icons of the praised deity, but books are also a common foci and even natural objects like twigs, rocks or leaves from holy places. Whatever object is used, the wielder often has to have it in hand, to project its power.
===[[Divine Domain]]s===
===Divine Domains===
Divine casters choose two domains related to their deity from the list of domains below. Each domain details their own spell list and once you gain a domain spell, you always have it prepared.
Divine casters choose two [[Divine Domain|domains]] related to their deity from the list of domains below. Each domain details their own spell list and once you gain a domain spell, you always have it prepared.
Divine casters also have access to the channel divinity options associated with their domains. These are shown in the list of domains and can be found detailed in the Divine Feats chapter under Feats.
Divine casters also have access to the [[Channel Divinity]] options associated with their domains.
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world or brought upon in through sheer will. Divine casters are conduits for that power, manifesting it as miraculous effects. This power is not granted to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn't rely on study or training. A divine caster might learn formulaic prayers and ancient rites, but the ability to cast spells relies on devotion and an intuitive sense of a deity's wishes or their internal ardor.
Divine casters are wide in their magic, from helpful magic of healing and inspiring their allies with spells that harm and hinder foes to provoking awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies.
Divine Spellcasting Ability
Divine spellcasters use either Wisdom or Charisma as their spellcasting ability modifier, dependent on their source of power. You use your Wisdom or Charisma whenever a spell refers to your spellcasting ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based.
Divine casters do not need to prepare their spells. They can cast all spells on their domain spell lists, as long as they can cast their spell level.
Divine Focus
Divine foci are a special items tethered to the source of a divine caster's power. Whether it is an icon dedicated to a deity, a personal object of great importance or just as a simple means to expel their divine power to the material plane.
Divine foci can range from simple carved holy symbols to jeweled icons of the praised deity, but books are also a common foci and even natural objects like twigs, rocks or leaves from holy places. Whatever object is used, the wielder often has to have it in hand, to project its power.
Divine Domains
Divine casters choose two domains related to their deity from the list of domains below. Each domain details their own spell list and once you gain a domain spell, you always have it prepared.
Domain Channel Divinity
Divine casters also have access to the Channel Divinity options associated with their domains.
As an action, you touch a creature or an object within reach. A creature must make a Reflex check, taking 5 × your level in acid damage on a failed check and half as much on a successful one. An object takes 5 × your level in acid damage.
Additionally, if the target carries or wears corrodable armor or weapons, it must make a Reflex check. On a failed save, one piece of armor or weapon of your choice takes a permanent and cumulative -1 penalty. Armor reduced to an AL of 10 or a shield that drops to a +0 bonus is destroyed. Weapons reduced to -5 to hit and to damage are destroyed.
As an action, a creature within 5 meters of you must make a Fortitude check, taking 3 × your level as bludgeoning damage and is pushed 5 × your level in meters on a failed save, or half as much on a successful one.
As a reaction, when you take damage from a spell or other magical effect from a creature within 3 meters of you, halve the damage. Streams of ethereal magic then arcs out from your body, and the creature who damaged you takes force damage equal to 2d10 + your level.
You augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.
When you cast a spell that deals damage to one or more creatures, you may add your divine spellcasting modifier to the damage. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). The creature can be restored to life only by means of a true resurrection or a wish spell.
Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.
As an action, you can brandish your holy symbol, facing a creature you can see within 10 meters of you. It must make a Fortitude save or the ice forming around it will encase it for 1 minute. While encased in this way a creature is incapacitated and its speed becomes 0, it is also immune to all damage while trapped. At the end of each of its turn it can try to repeat the Fortitude save, breaking free of the ice on a success.
Your touch can increase entropy and wither the life from living things.
As an action, make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d4 necrotic damage. If one of these dice rolls a 3 or a 4, roll two additional dice of one size larger (d6, d8, d10, d12, d20), rolling again if these dice rolls their maximum value, and so on.
This attack's initial damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your character level. Choose any creatures within 10 meters of you, and divide those hit points among them.
This feature can restore a creature to no more than half of its hit point maximum.
You can't use this feature on an undead or a construct.
As an action, you present your holy symbol, and any magical darkness within 10 meters of you is dispelled.
Each hostile creature within 10 meters of you must make a Fortitude contest. A creature takes radiant damage equal to 1d10 + your divine spellcasting modifier, per point of proficiency bonus on a failed check, and half as much damage on a successful one.
A creature that has total cover from you is not affected.