<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Naturemage</id>
	<title>Risenholm - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Naturemage"/>
	<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php/Special:Contributions/Naturemage"/>
	<updated>2026-05-06T14:48:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Druid&amp;diff=749</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Druid&amp;diff=749"/>
		<updated>2021-01-08T08:19:37Z</updated>

		<summary type="html">&lt;p&gt;Naturemage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Druids draw [[&amp;quot;Power&amp;quot;|Power]] from the primal energy lingering in all living things. They possess [[#Wildshape|shapeshifting abilities]] that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique [[#Spell List|spellbook]]. Their [[#Archetypes|Archetypes]] allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool). Wisdom also contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, [[#Druid Weapons|Weapons (Druid)]]&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Druids know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Resist Nature&#039;s Lure|Resist Nature&#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wildshape&#039;&#039;&#039; ===&lt;br /&gt;
A druid can transform themselves into beasts of the wild. By means of a successful &#039;&#039;Animal Handling&#039;&#039; check, the druid receives a totem of that form. Using this totem transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal&#039;s role as listed below. However, the druid cannot cast spells while wildshaped. Using the &#039;&#039;Wildshape&#039;&#039; feat itself will instantly transform the druid into whatever last shape they used.&lt;br /&gt;
&lt;br /&gt;
Using the totem again cancels the transformation, as does using the &#039;&#039;Wildshape&#039;&#039; feat, or another totem to take a new form. Losing the temporary hitpoints granted by the &#039;&#039;Wildshape&#039;&#039; will also revert the druid to their true form.&lt;br /&gt;
&lt;br /&gt;
This ability may be used once per rest per Druid level, and regains 3 uses when dispatching an opponent of &#039;&#039;Elite&#039;&#039; rating or higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Role&lt;br /&gt;
!Temp HP/Level&lt;br /&gt;
!Additional&lt;br /&gt;
|-&lt;br /&gt;
|Brute&lt;br /&gt;
|5 || +1AB&lt;br /&gt;
|-&lt;br /&gt;
|Skirmisher || 4 || +1d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Lurker || 3 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Controller || 3 || +2 Spell and [[General Mechanics Information#Maneuvers|Maneuver]] DCs&lt;br /&gt;
|-&lt;br /&gt;
|Soldier || 6 || +1 AC&lt;br /&gt;
|-&lt;br /&gt;
|Artillery || 3 || +4 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Grease|Grease]], [[Spells#Web|Web]], and [[Spells#Entangle|Entangle]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Venom Immunity&#039;&#039;&#039; ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Resist Nature&#039;s Lure&#039;&#039;&#039; ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare The Dying|Spare The Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm Person Or Animal|Charm Person Or Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Lash|Flame Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Animal|Hold Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Restoration|Lesser Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One With The Land|One With The Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Call Lightning|Call Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Animal|Dominate Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation Of Maggots|Infestation Of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Quillfire|Quillfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental Shield|Elemental Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom Of Movement|Freedom Of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall Of Fire|Wall Of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Awaken|Awaken]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inferno|Inferno]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vine Mine|Vine Mine]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Weapons ==&lt;br /&gt;
&lt;br /&gt;
The Druid may use the club, dagger, dart, quarterstaff, scimitar, sickle, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Invoker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;The land answers my call.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Invocation&#039;&#039;&#039;&lt;br /&gt;
| Once per round, you may use this feat to target a point and expend a use of [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]], creating an elemental invocation formed from the energies of the last harmful elemental spell you cast. Each round, this invocation will target the nearest enemy creature within 10m with an amount of elemental damage equal to 2d6 per level of the spell (Fortitude half), typed same as that of the invoking spell. The invocation triggers thrice, and inherits all [[General Mechanics Information#Metamagic|Metamagic]] that was used to cast the spell. If the invocation is within one of your persistent area spells (such as [[Spells#Entangle|Entangle]]), it also affects all creatures within that spell&#039;s area of effect for 1d6 damage per spell level. You may only have one &#039;&#039;Invocation&#039;&#039; at a time.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Leylines&#039;&#039;&#039;&lt;br /&gt;
| You may place a second &#039;&#039;Invocation&#039;&#039;. This draws a &#039;&#039;Leyline&#039;&#039; between that &#039;&#039;Invocation&#039;&#039; and any others you have placed within 10m. Creatures who pass through this &#039;&#039;Leyline&#039;&#039; are slowed by 90% for 3 rounds. Placing a new invocation will reset the duration of any existing invocations.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Convergence&#039;&#039;&#039;&lt;br /&gt;
| You may now place a third &#039;&#039;Invocation&#039;&#039;. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to the maximum spell DC associated with any of the three invocations.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Shifter&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Show my face? Which one?&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Master of Many Forms&#039;&#039;&#039;&lt;br /&gt;
| You may now learn a greater variety of forms, including vermin, beasts and magical beasts. You also now regain a use of [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] if you revert or change your form before losing the associated temporary hitpoints, provided it is a form you have not yet used since your last rest, or last slaying of a creature of &#039;&#039;Elite&#039;&#039; rating or higher.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Peak Performance&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]], the bonuses you receive from the creature role are doubled, as are the temporary hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Evershifting Form&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]] forms can no longer be dispelled. You may also now cast spells while transformed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wildspeaker&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Lend your ear to the wilds.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Beast Bond&#039;&#039;&#039;&lt;br /&gt;
| Your powerful bond with the wilds has granted you the benefit of a nature spirit taking beast form. Use this feat on yourself to choose your companion type (default wolf). You may summon this beast for free once per rest. Should the companion perish, it may be resummoned with this feat for the cost of one [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Fervent Ally&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Beast Bond&#039;&#039; creates a beast of &#039;&#039;Elite&#039;&#039; rating.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Nature Speaks&#039;&#039;&#039;&lt;br /&gt;
| Target your bonded beast once more with the &#039;&#039;Beast Bond&#039;&#039; feat. For the cost of one [[#Wildshape|&#039;&#039;Wildshape&#039;&#039;]], your ally gains the attributes of a &#039;&#039;Solo&#039;&#039; rated creature of its role for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Naturemage</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=736</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Cleric&amp;diff=736"/>
		<updated>2021-01-06T20:56:15Z</updated>

		<summary type="html">&lt;p&gt;Naturemage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics draw [[&amp;quot;Power|Power]] from their Devotion to a Deity. Their [[#Spells|spell selection]] is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Wisdom&#039;&#039;&#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool) and the potency of [[#Channel Divinity|Channel Divinity]] features.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8 (8 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Will&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom  (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Clerics know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Channel Divinity: Turn Undead|Channel Divinity: Turn Undead]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || &lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || &lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleric Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Metamagic: Conversion&#039;&#039;&#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a &#039;&#039;Channel Divinity&#039;&#039; pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 3 charges of &#039;&#039;Channel Divinity&#039;&#039; whenever an &#039;&#039;Elite&#039;&#039; rated enemy or higher is slain. Clerics receive the &#039;&#039;Turn Undead&#039;&#039; option for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity: Turn Undead&#039;&#039;&#039; ===&lt;br /&gt;
Undead within 10m of the Cleric are afflicted with Fear for one minute (Will, DC: 10 + Cleric Level + Wisdom Ability Modifier; Negates).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Inflict Minor Wounds|Inflict Minor Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare The Dying|Spare The Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bane|Bane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Doom|Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Light Wounds|Inflict Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Fear|Remove Fear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sanctuary|Sanctuary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Scare|Scare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Clarity|Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Person|Hold Person]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Moderate Wounds|Inflict Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Restoration|Lesser Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Silence|Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sound Burst|Sound Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stone_Bones|Stone Bones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Glyph Of Warding|Glyph Of Warding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Serious Wounds|Inflict Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Curse|Remove Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Searing Light|Searing Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dismissal|Dismissal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom Of Movement|Freedom Of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hammer Of The Gods|Hammer Of The Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inflict Critical Wounds|Inflict Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Battletide|Battletide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Circle Of Doom|Circle Of Doom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Slay Living|Slay Living]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warpriest&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;On the battlefield, every man is a believer.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Power&#039;&#039;. When you activate &#039;&#039;Power&#039;&#039;, the next applicable Cleric spell may gain additional effects. The effect is then consumed. At level 4, if you cast a spell which increases attack bonus ([[Spells#Bless|&#039;&#039;Bless&#039;&#039;]], [[Spells#Prayer|&#039;&#039;Prayer&#039;&#039;]]), Power grants the recipients a Divine damage bonus equal to the amount of attack bonus granted. You also now benefit from the effects of any [[Spells#Bless|&#039;&#039;Bless&#039;&#039;]] spells you cast.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Force&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Power&#039;&#039; feature may apply to the [[Spells#Aid|&#039;&#039;Aid&#039;&#039;]] spell. The target receives a damage shield that afflicts attackers with Divine damage. This damage is equal to the target&#039;s Constitution modifier plus one roll of their highest hit die (for example, a character with any Barbarian levels inflicts an additional 1d12 damage).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Obliteration&#039;&#039;&#039;&lt;br /&gt;
| Your &#039;&#039;Power&#039;&#039; feature may apply to the [[Spells#Battletide|&#039;&#039;Battletide&#039;&#039;]] spell. Enemies afflicted by the Slow effect of [[Spells#Battletide|&#039;&#039;Battletide&#039;&#039;]] cause an additional burst of damage when struck by an attack. This damage applies to all enemies within 2m of the struck target, for half the amount of Divine damage dealt in the attack (rounded up), to a maximum of half the Warpriest&#039;s Wisdom modifier (rounded down).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Chaplain&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Have faith.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Ministration&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, Ministration. When you activate this [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]], the next &#039;&#039;Cure Wounds&#039;&#039; or &#039;&#039;Healing Circle&#039;&#039; spell you cast will also apply a Regeneration effect equal to your Wisdom modifier, for a number of rounds equal to the spell&#039;s level.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Communion&#039;&#039;&#039;&lt;br /&gt;
| When &#039;&#039;Ministration&#039;&#039; takes effect on a target, a heal over time effect is created. Each round this effect will seek out the ally with the lowest current hit points within 10m of its current target, and apply your Wisdom modifier in healing to that ally. That ally then becomes the new target of this effect. If no injured allies can be found, the effect ends. This effect lasts a number of rounds equal to your Wisdom modifier. If the target of &#039;&#039;Communion&#039;&#039; receives fatal damage, their hit points will halt at 1, and any remaining healing from Communion will be applied, consuming the effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Confession&#039;&#039;&#039;&lt;br /&gt;
| When your &#039;&#039;Ministration&#039;&#039; is applied to a target, also grant a damage reduction shield with a threshold equal to your Wisdom modifier, and an absorption limit equal to the healing done. This shield lasts for one minute, and overwrites instances of itself.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Radiant&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I came not to bring peace.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Radiance&#039;&#039;&#039;&lt;br /&gt;
| You gain a new [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] option, &#039;&#039;Radiance&#039;&#039;. For one minute, your Cleric damage spells restore the first instance you have memorised but expended of that same spell after casting, including that same memorisation. Your [[Spells#Negative Energy Ray|&#039;&#039;Negative Energy Ray&#039;&#039;]], &#039;&#039;Inflict Wounds&#039;&#039;, [[Spells#Slay Living|&#039;&#039;Slay Living&#039;&#039;]], and [[Spells#Circle of Doom|&#039;&#039;Circle of Doom&#039;&#039;]] spells now deal Divine damage instead of Negative energy.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Brilliance&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is struck by one of your Cleric damage spells while you are under the effects of &#039;&#039;Radiance&#039;&#039;, they suffer the effects of Blindness for 1 rounds (Reflex, DC: Spell; Negates).&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Efflugence&#039;&#039;&#039;&lt;br /&gt;
| You may use &#039;&#039;Radiance&#039;&#039; again while under the effects of &#039;&#039;Radiance&#039;&#039;, extending the duration by another minute. For the remaining duration of &#039;&#039;Radiance&#039;&#039;, when you cast an area of effect Cleric damage spell, one round later the area is bathed in light. Any enemies within 10m of the spell&#039;s origin point suffer 1d4 Divine damage per point of your Wisdom modifier. If a single target spell is cast, the target instead suffers 1d4 damage per point of Wisdom modifier each round for the next 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Naturemage</name></author>
	</entry>
</feed>