Homebrew:Sanctum of the Shepherd: Difference between revisions

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{{spell info
{{spell info
|name={{PAGENAME}}
|name={{PAGENAME}}
|level=3
|level=4
|cast=a
|cast=1 Minute
|range=Touch
|range=5 feet (20 ft. {{sphere}})
|verbal=true
|verbal=true
|somatic=true
|somatic=true
|material=true
|material=true
|components=a dagger worth at least 1 cp
|components=adamantine or diamond powder worth at least 200 gp, which the spell consumes
|duration=Instantaneous
|duration=24 Hours
|school=necromancy
|school=abjuration
|effect=Healing
|effect=Buff
|description=You touch a dead creature that died within the last minute and transfer your life essence into it. The target returns to life with hit points equal to your current hit point total. You immediately drop to 0 hit points (which nothing can prevent) with two failed death saving throws, and you must immediately make a death save. You can't regain hit points or become stable until after you make this save.
|description=You create a 20-foot-radius sphere of faint, shimmering light centered on a point within range. You and a number of creatures of your choice up to your spellcasting ability modifier (minimum of 1 other creature) can absorb protective magic from the sphere. When any of the chosen creatures finish a long rest in
the area, the sphere vanishes, and those creatures gain a +1 bonus to AC for the remainder of the duration. Chosen creatures who don't finish a long rest in the sphere gain no benefit.
|paladin=true
|paladin=true
|cleric=true
|cleric=true
|wizard=true
|wizard=true
}}
}}

Revision as of 10:18, 6 August 2025

(OOC: This is an implementation of the Sanctum of the Shepherd spell from The Crooked Moon)

Sanctum of the Shepherd
Level Casting time Range/Area Components
4th 1 Minute 5 feet (20 ft. Sphere ) V, S, M *
Duration School Attack/Save Damage/Effect
24 Hours Abjuration None Buff

You create a 20-foot-radius sphere of faint, shimmering light centered on a point within range. You and a number of creatures of your choice up to your spellcasting ability modifier (minimum of 1 other creature) can absorb protective magic from the sphere. When any of the chosen creatures finish a long rest in the area, the sphere vanishes, and those creatures gain a +1 bonus to AC for the remainder of the duration. Chosen creatures who don't finish a long rest in the sphere gain no benefit.

* (adamantine or diamond powder worth at least 200 gp, which the spell consumes)

Available for:
  • Cleric
  • Paladin
  • Wizard