level: 4
type: ability

Found 59 matches

Versatile Signature
Level 4 Bard

Prerequisites: Polymath Muse

While most bards are known for certain signature performances and spells, you're always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that level from your repertoire.

Aura of Courage
Level 4 Champion

Prerequisites: tenets of good

You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.

Divine Health
Level 4 Champion

Prerequisites: tenets of good

Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead.

Mercy
Level 4 Concentrate Metamagic Champion

Prerequisites: devotion spell (lay on hands)

Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands.

Channel Smite
Level 4 Necromancy Cleric Divine

Prerequisites: harmful font or healing font

Cost: Expend a harm or heal spell.

You siphon the destructive energies of positive or negative energy through a melee attack and nto your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell.

The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).

Command Undead
Level 4 Concentrate Metamagic Cleric

Prerequisites: harmful font, evil alignment

You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result.

Critical Success The target is unaffected and is temporarily
immune for 24 hours.

Success The target is unaffected.

Failure The undead creature becomes a minion under your
control. The spell gains a duration of 1 minute, but it is
dismissed if you or an ally attacks the minion undead.

Critical Failure As failure, but the duration is 1 hour.

Directed Channel
Level 4 Cleric

You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.

Improved Communal Healing
Level 4 Cleric

Prerequisites: Communal Healing

You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional healing to someone other than yourself.

Necrotic Infusion
Level 4 Concentrate Metamagic Cleric

Prerequisites: harmful font, evil alignment

You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn.

If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6.

Form Control
Level 4 Manipulate Metamagic Druid

Prerequisites: Strength 14, Wild Shape

With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.