As an action, you raise your holy symbol and a sphere of twilight emanates from you. The sphere is centered on you, has a 30 foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including yourself) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 + your cleric level.
-or-
You end one effect on it causing it to be charmed or frightened.
As an action, you raise your holy symbol and say a quick prayer rebuking the dead. Each undead creature that can see or hear you within 30 feet of you must make a WIS saving throw. On a failed save, the creature is turned for 1 minute of until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. Turned creatures can't take reactions.
A turned creature can only take the Dash action, or spend its turn trying to end a condition which prevents it from moving away from you. If it cannot move, it may use the Dodge action only.
As an action you raise your holy symbol and call upon your deity for assistance. You may use this ability an amount of time as defined below. You regain all uses of this ability upon a long rest where you pray to your deity. See individual cards for effects.
lvl 2+
Once
lvl6+
Twice
lvl 18+
Thrice
As an action you may share your darkvision with a number of creatures equal to your WIS modifier within 10 feet of you. This effect lasts for 1 hour. You may not use this ability again until you complete a long rest unless you expend a spell slot of any level.
As an action you give a willing creature you touch advantage on their next initiative roll (you may choose yourself).
This effect ends when an initiative roll is made or when this ability is used again.
You may use this ability any number of times but only one creature benefits from this at a time.
You can breathe air and water.
You have resistance to cold damage (you take half damage of this type).
Aquatic animals can understand you (creatures with a swim speed are aquatic).
You have advantage on saving throws to avoid or end the charmed condition.
You have proficiency in perception.
You don't need to sleep and magic cannot force you to sleep.
You can finish a long rest in 4 hours if you spend it meditating in a trance-like state.
When you complete a trance you may choose two tool or weapon proficiencies you don't have. You gain those proficiencies until your next trance by leaning on the shared knowledge and memories of your people.
You can see in dim light as if it were daylight, and darkness as if it were dim within 300 feet. You discern colors as shades of grey.
You can spend 1 Ki point to take the Disengage or Dash action as a bonus action on your turn. Your jump distance is doubled for this turn.
Immediately after making you take the attack action on your turn you may spend 1 Ki point to make 2 additional unarmed attacks as a bonus action.
You may spend 1 Ki point to take the dodge action as a bonus action this turn.
You may use either DEX or STR for the purposes of making an unarmed attack roll or attack using a Monk weapon.
You roll 1d4 for damage of unarmed attacks instead of the static damage. This dice changes according to the monk table.
After you make an unarmed melee attack or attack with a Monk weapon, you may use a bonus action to immediately make an additional unarmed attack.
Martial arts die:
Your AC is equal to 10 + WIS modifier + DEX modifier while you are not wearing any armor.
You get +10 to your walking speed while you are not wearing any armor.
--At 9th lvl--
You can move along vertical surfaces and liquid without falling during the movement.
Your walking speed increases by 10.
When you use the Dash action you ignore difficult terrain.
After making a melee attack against a creature on your turn, you don't provoke opportunity attacks by moving away from that creature for the rest of your turn.
You get +5 to your initiative rolls.
You can't be surprised while conscious.
Other creatures don't get advantage from attacking you while they are unseen.
While you are raging, gain the following benefits:
Damage dealt with melee weapons receives a bonus as defined in the table below.
You have advantage on STR ability checks and saving throws.
You have resistance to bludgeoning, slashing, and piercing damage.
You cannot cast spells or concentrate while raging.
Your rage ends if you are knocked unconscious or if you end your turn and haven't attacked a hostile creature since your last turn or taken damage since then. You may also end your rage as a bonus action.
RAGE bonus: RAGE counts: Used:
When you make your first attack each round you may choose to attack recklessly. If you do, each attack you make with a melee weapon is made with advantage. Until your next turn creatures attacking you do so with advantage.
You have advantage on DEX saving throws against effects you can see such as traps and magical effects with visual components.
You do not gain this effect while blinded, deafened, or incapacitated.
You have proficiency in athletics.
You count as 1 size larger for the purposes of determining carrying capacity and the weight of things you can pull/push/drag/lift.
You have resistance to cold damage (you take half damage of this type)
You naturally acclimate to high altitudes.
You inspire a creature (player or NPC) that can hear you within 60 feet. They gain bardic inspiration which can be spent to add an additional 1d6* to an ability check, attack, or saving throw roll made by that creature within the next 10 minutes. The user may choose to add to their roll at any time before it is determined whether the roll succeeds or fails.
You may use this ability a number of times equal to your CHA modifier. You regain all uses of this ability after completing a long rest.
Your dice type changes from 1d6 to d8 at lvl 5, d10 at lvl 10, and d12 at lvl 15.
Dice Type: Max uses: Used:
You may use your music to soothe your party while taking a short rest. Your music rejuvenates and encourages the party.
Your party rolls an additional 1d6 when rolling their hit dice to determine the amount of hp recovered by the short rest.
You may add 1/2 of your proficiency modifier to rolls you make using skills you are not already proficient in.
You have a flying speed equal to your walking speed. You cannot fly while wearing medium or heavy armor.
You have proficiency in stealth
You can see in dim light as if it were daylight, and darkness as if it were dim within 120 feet. You discern colors as shades of grey.
(Favored terrain: Forests,) When you make a WIS or INT check related to your favored terrain you double your proficiency bonus if you are using a skill you are proficient in.
While travelling for more than an hour in your favored terrain you gain the following benefits:
Difficult terrain doesn't slow your group's travel
Your group can't become lost except by magical means
Even when you are engaged in another activity while travelling you remain alert to danger
If you are travelling alone you move stealthily at a normal pace
When you forage you find twice the amount of food
While tracking other creatures you also learn their exact numbers, size , and how long ago they passed through.
Choose additional terrain types at 6th and 10th lvl
You have advantage on your WIS (Survival) checks to track your favored enemies as well as on INT checks to recall information about them.
You know celestial (language)
Favored enemies:
Celestials
Gain additional favored enemies at 6th and 14th lvl and learn their language
You don't need to sleep and magic cannot force you to sleep.
You can finish a long rest in 4 hours if you spend it meditating in a trance-like state.
When you complete a trance you may change your season
When you complete a trance you may choose two tool or weapon proficiencies you don't have. You gain those proficiencies until your next trance by leaning on the shared knowledge and memories of your people.
Autumn: Immediately after you teleport up to 2 creatures of your choice within 10 feet of you that you can see must make a WIS saving throw or be charmed by you for 1 minute (or until you or your companions deal it any damage)
Winter: When you teleport, one creature of your choice within 5 feet of you that you can see must succeed on a WIS saving throw or be frightened of you until your next turn.
Spring: You can touch one willing creature within 5 feet of you. That creature teleports instead of you.
Summer: After you teleport each creature of your choice within 5 feet of you takes fire damage equal to your proficiency modifier.
You magically teleport up to 30 feet away to a space you can see.
You may use this ability a number of times equal to your proficiency modifier. You regain all uses of this ability when you finish a long rest.
When you reach 3rd lvl you gain an additional effect based on your season, if the effect requires a saving throw the DC of that saving throw is equal to
8 + proficiency bonus + WIS modifier.
You have advantage on saving throws to avoid or end the charmed condition.
You have proficiency in perception.
You can see in dim light as if it were daylight, and darkness as if it were dim within 60 feet. You discern colors as shades of grey.