Spells
& Additional Resources
(Level + Wis mod + Prof = 25)
------------ R ------------
Identify ✔
Phantom Steed (Hoof Broccoli)
--------- Primal ---------
------------ C ------------
------------ 1 ------------
Jump - R (got it from a book)
Instant Replay
Transient Bulwark
Wild Cunning - R
Burnt Offering - R
------------ 2 ------------
Augury - R ✔
Barkskin +2 AC
------------ 3 ------------
Meld into Stone - R
Feign Death - R
Water Breathing - R
Water Walk - R
Polybrachia
------------ 4 ------------
Divination - R
------------ 5 ------------
------------ 6 ------------
------------ 7 ------------
------------ 8 ------------
------------ 9 ------------
Channel Divinity
Faith Healing: As an action, you can present your holy symbol and touch a willing humanoid creature to mend its wounds. The creature rolls a number of d8s equal to half your level (rounded down) and regains that many hit points + your Wisdom modifier. This feature has no effect on undead or constructs.
Turn Undead: As an action, you can present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any 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. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Selune's Intervention
Divine Intervention Cleric feature lmao. Roll equal or lower than your level to win.
Selune's Wisdom
You can cast Augury at will as an action, and it does not count against your number of prepared spells. The random reading chance no longer goes up automatically, instead you make a {DC 20 survival check) and it only increases on a failure.
Selune's Vitality
You can heal a creature within 90 feet for 1d4 points per spell slot expended. This ability also stabilizes them.