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kismet_s_casting_101 [2023/11/19 22:32] kismet [6 Warlock Heritages] |
kismet_s_casting_101 [2023/11/19 22:44] kismet [Druid] |
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* //**The Egoist**// focuses on changing the physical properties of a creature, thing, or condition. | * //**The Egoist**// focuses on changing the physical properties of a creature, thing, or condition. | ||
- | * //**The Kineticist**// | + | * //**The Kineticist**// |
* //**The Nomad**// is a wanderer who can open portals to transport people and creatures. | * //**The Nomad**// is a wanderer who can open portals to transport people and creatures. | ||
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* //**The Telepath**// | * //**The Telepath**// | ||
- | ==== 6 Warlock Heritages ==== | + | ==== Warlock Heritages ==== |
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There are [[pantheon|Deities]] that provide access to divine [[pantheon|Domains]]. | There are [[pantheon|Deities]] that provide access to divine [[pantheon|Domains]]. | ||
- | To dedicate yourself to a deity as a cleric or paladin, you must be of an alignment | + | To dedicate yourself to a deity as a cleric or paladin, you must be of a resonance |
- | A **cleric** may choose a total of **two (2)** domains, one at level 1 and another at level 11. Each domain gives access to three additional spells | + | A **cleric** may choose a total of **two (2)** domains, one at level 1 and another at level 11. Each domain gives access to additional spells |
The feat **" | The feat **" | ||
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See //<help domains>// | See //<help domains>// | ||
- | |||
- | **Druids** gain access to one domain, chosen at level 1. See <help druid> for a list of available domains. | ||
- | |||
- | ==== Mysteries and Bloodlines ==== | + | Note that the spell domains and their respective powers are considered OOC information. |
+ | ==== Circles, | ||
- | Oracles and sorcerers gain additional spells and abilities based on their mystery or bloodline respectively. The spells | + | Oracles, druids |
==== 5 Useful Categories ==== | ==== 5 Useful Categories ==== | ||
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|Learn more: |[[cleric|Cleric]]| | |Learn more: |[[cleric|Cleric]]| | ||
- | Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your alignment | + | Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your resonance |
Clerics can hold their own in combat and could benefit from combat-oriented feats and a high strength score. | Clerics can hold their own in combat and could benefit from combat-oriented feats and a high strength score. | ||
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|Learn more: | |Learn more: | ||
- | Druids are champions of nature and gain access to magic either through a deity or through a mystical bond to nature itself. Though they vary greatly | + | Druids are champions of nature and gain access to magic either through a deity or through a mystical bond to nature itself. Though they vary in motives and resonances, they all work to uphold the natural balance of nature and abhor undead creatures. |
They can function as Pure Divine Casters if they choose to focus on feats that empower their magic. They have access to animal forms that grow in power and would benefit from a good combat stat (strength or dex) and feats that do not deactivate in shapeshifted form (as noted in the individual feat help file). | They can function as Pure Divine Casters if they choose to focus on feats that empower their magic. They have access to animal forms that grow in power and would benefit from a good combat stat (strength or dex) and feats that do not deactivate in shapeshifted form (as noted in the individual feat help file). |