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Summon Tutelary

Summon Tutelary

You can expend a use of Channel Divinity to cast find familiar as a ritual. When you cast the spell in this way, you can choose one of the normal forms for your familiar or one of the following special forms: Freelinking: Node title diamonion does not exist (see below), imp , pixie , quasit , or any Tiny creature of CR 1/2 or less.

Starting at 3rd level, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction

 

Empowered Tutelary


If you have the Summon Tutelary Channel Divinity option, you can choose one of the following options whenever you would otherwise gain an Empowered Turning feature.

 

  • Empowered Bond

Your familiar can use your spell save DC in place of its own whenever it forces a creature to make a saving throw.

 

  • Empowered Follower

Choose one of the following followers: diviner, healer, interpreter, or sage. Your familiar counts as an inexperienced version of that follower. You can select this option multiple times, either granting your familiar the abilities of a new inexperienced follower or increasing its experience level in a previously chosen follower type: (inexperienced to seasoned or seasoned to expert). “Followers” gained this way do not count against your follower maximum and do not require spending gold.

 

  • Empowered Guardian

Your familiar gains the ability to take the Attack action. Attacks made by or delivered through your familiar use your spell attack bonus and deal additional radiant or necrotic damage (chosen when you chose this feature) equal to your proficiency bonus.

 

  • Empowered Voice

So long as you are on the same plane of existence, you can communicate telepathically with your familiar, perceive through your familiar’s senses, and also speak through your familiar in your own voice (even if your familiar is normally incapable of speech).

Receive Vision

Receive Vision

Time seems to stop for you as your mind is flooded with a vision critical to your current task. As a reaction, you can reroll an Intelligence, Wisdom, or Charisma skill or tool check and use the higher result. You can use this ability after you roll, but before the Narrator reveals the results of the check.

Empowered Vision


If you have the Receive Vision Channel Divinity option, you can choose one of the following options whenever you would otherwise gain an Empowered Turning feature.

 

  • Critical Vision

You score a critical success on a roll of 19–20 when using Receive Vision. If you already have a feature that increases the range of your critical success, you instead increase your range by 1, to a maximum of 17–20. You can choose this option multiple times.

 

  • Deeper Vision

When you use Receive Vision, you also gain an expertise die on the check. You can select this option multiple times, increasing the size of the die you roll for temporary hit points by one step each time. For you, expertise dice used for this feature can be upgraded from d8 to d 12, exceeding the usual limit on expertise dice.

 

  • Expanded Vision

Choose Strength, Dexterity, or Constitution. You can use Receive Vision with skill or tools checks using this ability score. You can select this option multiple times, selecting a different score each time.

 

  • Lingering Vision

After using Receive Vision, you gain advantage on the next check you make using the same skill or tool within the next 24 hours or until you use Receive Vision again, whichever comes first. Each time you select this option, you increase the number of additional checks you gain advantage on by 1.

Divine Blessing

Divine Blessing

As an action, you can roll 2d8 and form a pool of hit points equal to the result. You can divide these hit points among living creatures you can see within 30 feet of you. In addition, for each d8 you forgo rolling, you can simultaneously cast bless on one creature you can see within 30 feet of you (including constructs and undead). You can target no more than three creatures with this feature, but you can provide both benefits to the same target. When casting bless in this way, you must still maintain concentration as usual and its effects end if you use this feature to cast bless a second time.

At 5th, 9th, 13th, and 17th levels in this class, you gain an additional d8 to use with this feature.

 

Empowered Blessing


If you have the Divine Blessing Channel Divinity option, you can choose one of the following options whenever you would otherwise gain an Empowered Turning feature.

 

  • Distant Blessing

The range at which you can use Divine Blessing increases by 30 feet. You can select this option multiple times.

 

  • Distribute Blessing

You can target one additional creature to use with Divine Blessing.

 

  • Greater Blessing

You gain an additional d8 when using Divine Blessing. You can select this option multiple times.

 

  • Timely Blessing

You can use Divine Blessing as a bonus action. If you do so, you can’t use your action to cast a spell other than a cantrip on the same turn.

Zombie Spit

Zombie Spit

Magical; hazard

Region: Dungeons, Haunted Lands, Underland Realms (caves, sites of spontaneous undead rising, sites frequently inhabited by undead)

Resembling a blackened patch growing on floors or walls, zombie spit is a particularly virulent black mold that responds well to certain necromantic magic. Simply being near zombie spit severely impacts one’s ability to breathe. Creatures who enter into an area within 30 feet of any zombie spit without holding their breath or taking similar precautions must succeed on a DC 14 Constitution saving throw or take 6 (2d6) necrotic damage and become poisoned for the next hour. This does not effect creatures that do not need to breathe.

Zombie Spit Tincture
Rare, inhaled, instantaneous, cost 1,500 gold
Distilled from noxious mold that grows in places with necromantic energy, this tincture is even more potent, though its effective range has decreased. A creature makes a DC 16 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 1 hour and takes 22 (5d8) necrotic damage, or half as much damage on a success.

Yarrow

Yarrow

Mundane; material

Region: Country Shire, Open Roads, Rolling Grasslands (open fields, sunny clearings)

The soft, fern-like foliage of this plant has natural coagulant properties. Adventurers who succeed on a DC 12 herbalist’s kit check may create a yarrow poultice, which functions similarly to a bandage.

Yarrow Poultice (10 gp). This pale green poultice helps stem bleeding in a pinch. You may use an action to apply this poultice to a wound on yourself or another creature to end ongoing slashing damage. Unlike other improvised bandages, this does not incur the risk of contracting a disease.

Wisteria

Wisteria

Mundane; boon

Region: Tangled Forest, Urban Township (forests near rivers or wetlands)

This large, fragrant flowering vine can be found both in the wilderness and in city centers, usually either climbing up trees or the walls of wealthy estates. Wisteria is more than just beautiful however, and its flexible vines are incredibly tough and sturdy. Creatures size Medium and smaller who utilize wisteria vines to climb up a vertical surface gain an expertise die to their Athletics check.

Puffball Mushroom

Puffball Mushroom

Magical; material

Region: Feywood, Unrelenting Marsh, Tangled Forest (caves, dense forests)

These globe-like mushrooms appear as Small- to Medium-sized white orbs that grow up from the ground. A DC 13 Survival check reveals that they are edible, but only when they are Small. Adventurers who successfully discern this information can harvest 2 Supply from such mushrooms. Medium mushrooms emit spores if a creature attempts to harvest it. Regardless of size, puffballs will emit a dense cloud of spores when kicked or otherwise disturbed. An adventurer may use an action to kick a puffball or otherwise hit it with a ranged attack or spell attack, triggering its spore cloud in a 10-foot radius (or a 15-foot radius if the puffball is size Medium). The spore cloud lasts for 1 minute unless cleared by gust or a similar spell. Creatures within the spore cloud gain the benefits of half cover for the duration.

Pepperberries

Pepperberries

Mundane; material

Region: Frozen Wastes, Lofty Mountains, (cold climates, craggy ground, taigas)

These small plants produce brilliant red berries that curiously resemble chili peppers. A DC 15 Nature or Survival check reveals that consuming these fruits produces a warming effect in the body that can help stave off the effects of freezing temperatures. Each pepperberry bush typically has 2d4 berries growing on it at a time.

Pepperberry  (5 gp). Eating this pungent berry warms you from the inside out, and after consuming it you gain an expertise die on saving throws against the effects of extreme cold for the next hour.

Lady's Favor

Lady's Favor

Magical; material

Region: Feywood, Tangled Forest (woodland clearings, sites of fey magic)

The delicate, white blooms of this flower are said to have an intoxicating scent that is said to charm even the most hardened of hearts. Though it grows wild in dense forest thickets, lady’s favor is also popular in urban cultivation and can be found in greenhouses, where it is secretly purchased by courtiers to increase their favor at court.

Lady’s Favor Flower (50 gp). While wearing this flower on your outer garments as a lapel or similar decoration, you gain an expertise die on Persuasion checks against creatures within 5 feet. Once a creature has been affected by the flower, this bonus does not apply to Persuasion checks against it again until it has been out of range of the scent for 1 hour.
Once plucked, a lady’s favor flower retains its enchanting scent for 1d4 hours

Lantern Flower

Lantern Flower

Magical; boon

Region: Feywood, Tangled Forest (woodland clearings, dense forest)

The translucent, bulbous orange flowers of these flowers hang from slender stems. Jewel-like in appearance during the day, lantern flowers spend most of their time absorbing sunlight. At night, their flowers give off a faint glow, producing an area of dim light in a 15-foot radius around them. Lantern flowers can’t be picked and retain this glowing ability. However, they tend to grow in fairly large areas. Creatures who complete a long rest in the light of a thicket of lantern flowers receive an expertise die on Perception checks to spot danger.

Pagination