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Copy pathCOM_5ePack_EN5 - 65 - Priests Elemental Power.user
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523 lines (513 loc) · 33.2 KB
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="c5CFlames" name="Flames" description="Fire is one of the oldest symbolic powers of mankind, a powerful friend or a terrible foe. It wards away the dark, makes possible the creation of weapons and armor, and destroys old life to make way for the new. \n\nThis domain belongs to many deities, all of whom might have different perspectives on the meaning of fire, such as Vulcan, Vahram, and Loki.\n\n{b}Domain Spells{/b}\nAt the listed cleric level, you learn the spells associated with this domain. You always have these spells prepared, and they do not count against the total number of spells you can prepare each day.\n1st Burning Hands, Faerie Fire\n3rd Continual Flame, Scorching Ray\n5th Fireball, Revivify\n7th Fire Shield, Wall of Fire\n9th Flame Strike, Scrying" compset="CustomSpec" uniqueness="unique">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrDomain"/>
<tag group="Helper" tag="SpecUp"/>
<tag group="SpecSource" tag="cHelpClr"/>
<bootstrap thing="spContFlam">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="3"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spScorRay">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="3"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spFireball">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="5"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spFireShie">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="7"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spFlamStri">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="9"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spRevivify">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="5"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spScrying">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="9"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spWallFire">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="7"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spBurnHand">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spFaerFire">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="c5CAvtrFlm">
<autotag group="ClSpecWhen" tag="17"/>
</bootstrap>
<bootstrap thing="c5CEPBnsPr">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="c5CCDFlmQn">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="c5CCDHrtFl">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="c5CDvnStrk">
<autotag group="ClSpecWhen" tag="8"/>
</bootstrap>
<bootstrap thing="c5CFierySl">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="sp5CScryng">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="9"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
</thing>
<thing id="c5CFierySl" name="Fiery Soul" description="At 1st level, you learn one of the following cantrips: fire bolt, produce flame, or sacred flame. \n\nWhen you cast the chosen cantrip, it ignores the target’s resistance to fire damage." compset="ClSpecial">
<fieldval field="usrCandid1" value="thingid.spFireBolt | thingid.spProdFlam | thingid.spSacrFlam"/>
<fieldval field="abValue" value="1"/>
<usesource source="EN5_65"/>
<tag group="FeatureTyp" tag="Special"/>
<tag group="ChooseSrc1" tag="Thing"/>
<eval phase="PostLevel" priority="10000"><![CDATA[ ~ If not shown get out now!
doneif (tagis[Helper.ShowSpec] = 0)
~ If not disabled get out now!
doneif (tagis[Helper.Disable] = 1)
~ If cantrip chosen pull the "Class Allow Spell" tag
if (field[usrChosen1].ischosen <> 0) then
perform field[usrChosen1].chosen.pulltags[ClsAllowSp.?]
endif
~ Push allow spell tags to class and hero
perform root.linkage[table].pushtags[ClsAllowSp.?]
~ add 1 to number of cantrips allowed
root.linkage[table].field[cMaxKnCan].value += field[abValue].value]]></eval>
<evalrule phase="PostLevel" priority="10000" message="Must add chosen cantrip to cantrips known!" summary="Must add chosen cantrip to cantrips known!"><![CDATA[
validif (tagis[Helper.ShowSpec] = 0)
validif (tagis[Helper.Disable] <> 0)
var spellname2 as string
var searchexpr as string
var messnames as string
var foundone as number
@valid = 1
if (field[usrChosen1].ischosen <> 0) then
foundone = 0
searchexpr = "KnowSpell." & field[usrChosen1].chosen.idstring & " & SpellType.cHelpClr & Helper.Cantrip"
foreach pick in hero from BaseSpell where searchexpr
foundone = 1
perform eachpick.assign[Helper.Free]
nexteach
if (foundone = 0) then
spellname2 = field[usrChosen1].chosen.field[name].text
@valid = 0
endif
endif
if (@valid = 0) then
messnames = splice(messnames, spellname2, ", ")
@message = "You have selected the following cantrips for Fiery Soul but not added them to your Cleric cantrips known: " & messnames
endif]]></evalrule>
</thing>
<thing id="c5CEPBnsPr" name="Bonus Proficiency" description="At 1st level, you gain proficiency with martial weapons." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CCDHrtFl" name="Channel Divinity: Heart of the Flames" description="Starting at 2nd level, you can use your Channel Divinity to make your fires burn with unimaginable fury. When you roll fire damage, you deal maximum damage instead of rolling." compset="ClSpecial">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrChanDiv"/>
</thing>
<thing id="c5CCDFlmQn" name="Channel Divinity: Flame Quencher" description="Starting at 6th level, you can use your Channel Divinity to quench flames that assail you. As a reaction, you grant yourself and any other creatures that you choose within a 30-foot radius resistance to fire damage, which lasts until the end of your next turn, and immediately extinguish any nonmagical fires that you choose within the same 30-foot radius." compset="ClSpecial">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrChanDiv"/>
</thing>
<thing id="c5CDvnStrk" name="Divine Strike" description="At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. \n\nWhen you reach 14th level, the extra damage increases to 2d8." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CAvtrFlm" name="Avatar of Flames" description="At 17th level, you gain immunity to fire damage. In addition, if you are the target of a spell, effect, or attack that ignores fire immunity, you take only half damage." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CStone" name="Stone" description="While the earth is important to any worshipper of nature, there is more to it than the rich brown soil in which plants grow to feed animals which are fed on by other animals which then feed the soil in a glorious circle of life. Stone has a power all its own, a power of solidity and permanence.\n\nThis power might be strongly associated with the powers of law.\n\nPrimal gods of earth, such as Gaia or Geb, might offer such power to their followers, as might deities of mountains or caverns, such as those honored by peoples of the underworld.\n\n{b}Domain Spells{/b}\nAt the listed cleric level, you learn the spells associated with this domain. You always have these spells prepared, and they do not count against the total number of spells you can prepare each day.\n1st Entangle, Shield\n3rd Pass Without Trace, Shatter\n5th Meld into Stone, Spike Growth\n7th Stone Shape, Stoneskin\n9th Transmute Rock, Wall of Stone" compset="CustomSpec" uniqueness="unique">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrDomain"/>
<tag group="SpecSource" tag="cHelpClr"/>
<tag group="Helper" tag="SpecUp"/>
<bootstrap thing="spEntangle">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spMeldSton">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="4"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spPassTrac">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="2"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spShatter">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="2"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spShield">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spSpikGrow">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="3"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spStonShap">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="4"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spStoneski">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="4"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="sp5CEPCTra">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="5"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spWallSton">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="5"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="sp5CEntngl">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="c5CEPSBnsP">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="c5CCDStnFl">
<autotag group="ClSpecWhen" tag="6"/>
</bootstrap>
<bootstrap thing="c5CFistGrn">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="c5CRvrntSt">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="c5CSoulStn">
<autotag group="ClSpecWhen" tag="17"/>
</bootstrap>
<bootstrap thing="c5CStDvnSt">
<autotag group="ClSpecWhen" tag="8"/>
</bootstrap>
</thing>
<thing id="sp5CScryng" name="Scrying (Alternative)" description="You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\nKnowledge - Save Modifier Secondhand (you have heard of the target) - +5 Firsthand (you have met the target) - +0 Familiar (you know the target well) - -5 Connection - Save Modifier Likeness or picture - -2 Possession or garment - -4 Body part, lock of hair, bit of nail, or the like - -10 On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.\nOn a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.\n\nInstead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move." compset="Spell">
<fieldval field="sCompDesc" value="a golden brazier or other fire-containing focus, and the burning of 100 gp worth of rare incense, which is consumed by the spell."/>
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<usesource source="EN5_65"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sClass" tag="cHelpWlk" name="Warlock" abbrev="Warlock"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sLevel" tag="5" name="5" abbrev="5"/>
<tag group="sSchool" tag="Divination" name="Divination" abbrev="Div"/>
<tag group="sCastTime" tag="Minutes10" name="10 minutes" abbrev="10 minutes"/>
<tag group="sClass" tag="cHelpBrd" name="Bard" abbrev="Bard"/>
<tag group="sClass" tag="cHelpClr" name="Cleric" abbrev="Cleric"/>
<tag group="sClass" tag="cHelpDrd" name="Druid" abbrev="Druid"/>
</thing>
<thing id="sp5CEntngl" name="Entangle (Alternative)" description="Causes spars of stone to rise up and imprison those within the targeted area in a 20 foot square starting from a point within range; For the duration, these spars turn the ground in the area into difficult terrain.\n\nA creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling spars until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\n\nWhen the spell ends, the conjured spars disappear." compset="Spell">
<fieldval field="sRange" value="90 feet"/>
<fieldval field="sDuration" value="Concentration, up to 1 minute"/>
<usesource source="EN5_65"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sLevel" tag="1" name="1" abbrev="1"/>
<tag group="sSchool" tag="Conjur" name="Conjuration" abbrev="Conjur"/>
<tag group="sCastTime" tag="Action1" name="1 action" abbrev="1 action"/>
<tag group="sClass" tag="cHelpDrd" name="Druid" abbrev="Druid"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
</thing>
<thing id="c5CEPSBnsP" name="Bonus Proficiency" description="When you choose this domain at 1st level, you gain proficiency with heavy armor." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CRvrntSt" name="Reverent Stones" description="At 1st level, small stones instinctively clear from your path and rough stonework smooths itself beneath your feet. Areas of rock, stone, and\nsimilar debris are never treated as difficult terrain for you." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CFistGrn" name="Fist of Granite" description="At 2nd level, your fists begin to strike with the strength of stone. You gain proficiency with unarmed strikes, and your unarmed strikes do\n1d4 bludgeoning damage. Also, whenever you hit a creature with an unarmed strike, you can use a bonus action to attempt to grapple the target." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CCDStnFl" name="Channel Divinity: Stone to Flesh" description="Starting at 6th level, you can use your Channel Divinity to restore creatures who have been turned to stone. As an action, you can touch one creature with the petrified condition. That creature can make a saving throw against the DC of the attack which gave them the condition. On a success, the creature loses the petrified condition and returns to normal. On a failure, the creature still loses the petrified condition but gains another harmful condition, determined by a random roll. \n\nStone to Flesh Failure Result\n1d6 Condition Gained\n1–2 Blinded\n3–5 Unconscious\n6 Paralyzed" compset="ClSpecial">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrChanDiv"/>
</thing>
<thing id="c5CStDvnSt" name="Divine Strike" description="At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a\nweapon attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target. \n\nWhen you reach 14th level, the extra damage increases to 2d8." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CSoulStn" name="Soul of Stone" description="At 17th level, your flesh and bone take on the strength and stability of stone. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CWater" name="Water" description="Water is essential to all life, but it is also a primal, untameable force. In addition to deities of oceanic might like Poseidon and Aegir, this domain is also held by the gods of rivers and lakes, who are often imagined as being much friendlier to humanity than the hungry, wine-dark sea. \n\nThis domain might also be part of the portfolio of a god of sailors, marines, or fishermen, who grants mortals the understanding of how to use the waters for their own purposes.\n\n{b}Domain Spells{/b}\nAt the listed cleric level, you learn the spells associated with this domain. You always have these spells prepared, and they do not count against the total number of spells you can prepare each day.\n1st Create or Destroy Water, Purify Food and Drink\n3rd Mirror Image, Misty Step\n5th Water Breathing, Water Walk\n7th Control Water, Freedom of Movement\n9th Drowning, Scrying" compset="CustomSpec" uniqueness="unique">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrDomain"/>
<tag group="Helper" tag="SpecUp"/>
<tag group="SpecSource" tag="cHelpClr"/>
<bootstrap thing="spContWate">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="7"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spCreaor">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spFreeMove">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="7"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spMirrImag">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="3"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spMistStep">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="3"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spPuriFood">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spScrying">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="9"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spWateBrea">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="5"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spWateWalk">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="5"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="sp5CDrwnng">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="9"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="c5CWBnsPrf">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="c5CAthltcS">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="c5CCDRoarW">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="c5CEcholoc">
<autotag group="ClSpecWhen" tag="6"/>
</bootstrap>
<bootstrap thing="c5CPtntCst">
<autotag group="ClSpecWhen" tag="8"/>
</bootstrap>
<bootstrap thing="c5CBodyWtr">
<autotag group="ClSpecWhen" tag="17"/>
</bootstrap>
</thing>
<thing id="sp5CDrwnng" name="Drowning" description="You create an orb of water that engulfs a single creature within range. The creature targeted must make a Strength saving throw. On a failure, the target takes 2d8 bludgeoning damage. If it is Medium or smaller, it is also grappled, with an escape DC equal to your spell save DC. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water or does not have to breathe, such as constructs and the undead. \n\n{b}At Higher Levels{/b}. When you cast this spell using a spell slot of 6th level, the damage increases by 1d8 per spell slot level and you can affect Large or smaller creatures." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<fieldval field="sRange" value="120 feet"/>
<usesource source="EN5_65"/>
<tag group="sSchool" tag="Conjur"/>
<tag group="sComp" tag="V"/>
<tag group="sComp" tag="S"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sLevel" tag="5"/>
<tag group="sRange" tag="120"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpClr"/>
</thing>
<thing id="c5CWBnsPrf" name="Bonus Proficiency" description="At 1st level, you gain proficiency with water vehicles." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CAthltcS" name="Athletic Swimmer" description="At 1st level, you gain have a swimming speed equal to your land speed. You also gain proficiency with the Athletics skill and double your proficiency bonus when making any check related to swimming or remaining afloat." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CCDRoarW" name="Channel Divinity: Roar of the Waves" description="At 2nd level, you can use your Channel Divinity to speak in a voice as loud as the raging sea itself, startling the living creatures around you. As an action, you present your holy symbol and speak in a booming voice. Each living creature within 30 feet that can understand you and hear you must make a Wisdom saving throw. On a failure, that creature is frightened of you for 1 minute or until it takes damage." compset="ClSpecial">
<usesource source="EN5_65"/>
<tag group="StandardDC" tag="aWIS"/>
<tag group="abSave" tag="aWIS"/>
<tag group="abCategory" tag="ClrChanDiv"/>
</thing>
<thing id="c5CEcholoc" name="Echolocation" description="At 6th level, you gain blindsight out to 60 feet while on land, or up to 120 feet while underwater. Your blindsight does not function while you are\ndeafened." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CPtntCst" name="Potent Spellcasting" description="Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CBodyWtr" name="Body of Water" description="At 17th level, you gain the power to transform your body into a liquid form that retains your features and resembles your normal form. While\nliquid, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and immunity to poison damage and the\ngrappled, paralyzed, petrified, poisoned and restrained conditions. \n\nYou also gain vulnerability to fire and cold damage, as these damage types cause you to boil or freeze, and cease to be liquid.\n\nYou can activate this power as a bonus action; it persists until you take a long rest, take fire or cold damage, or end this effect as an action.\nYou must complete a long or short rest before you can use this feature again." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CWinter" name="Winter" description="Winter is a frightening time for most humans and humanoid peoples, who are terribly vulnerable to the effects of the cold, and so winter is often associated with the powers of death, as with the Algonkian Witiko, or Wendigo. This need not be universally true. Those who live in lands of perpetual ice and snow might view winter as neutral, or even a positive force, offering them the toughness that they need to survive anything life throws at them.\n\n{b}Domain Spells{/b}\nAt the listed cleric level, you learn the spells associated with this domain. You always have these spells prepared, and they do not count against the total number of spells you can prepare each day.\n1st Fog Cloud, Ray of Frost\n3rd Hold Person, Gust of Wind\n5th Sleet Storm, Slow\n7th Freedom of Movement, Ice Storm\n9th Hold Monster, Cone of Cold" compset="CustomSpec" uniqueness="unique">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrDomain"/>
<tag group="SpecSource" tag="cHelpClr"/>
<tag group="Helper" tag="SpecUp"/>
<bootstrap thing="spFogClou">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spFreeMove">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="7"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spGustWind">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="3"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spHoldMons">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="9"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spHoldPers">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="3"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spIceStor">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="7"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spRayFros">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="1"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spSleeStor">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="5"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spSlow">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="5"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="spConeCold">
<autotag group="Helper" tag="Free"/>
<autotag group="Helper" tag="Memorized"/>
<autotag group="BonusSplAt" tag="9"/>
<autotag group="SpellType" tag="cHelpClr"/>
</bootstrap>
<bootstrap thing="c5CWnBnsPf">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
<bootstrap thing="c5CIceShpe">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="c5CCDWintr">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="c5CWnDvnSt">
<autotag group="ClSpecWhen" tag="8"/>
</bootstrap>
<bootstrap thing="c5CHeartIc">
<autotag group="ClSpecWhen" tag="17"/>
</bootstrap>
<bootstrap thing="c5CIcestep">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
</thing>
<thing id="c5CWnBnsPf" name="Bonus Proficiency" description="When you choose this domain at 1st level, you gain proficiency with heavy armor." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CIcestep" name="Icestep" description="Also at 1st level, areas of snow, ice, and similar debris are never treated as difficult terrain for you." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CCDWintr" name="Channel Divinity: Winterward" description="At 2nd level, you gain the ability to use your Channel Divinity to protect yourself from the effects of cold, and to extend that shielding to your allies as well. \n\nAs a reaction, you can grant yourself and any other creatures that you choose within a 30-foot radius resistance to cold damage, which lasts until the end of your next turn, and permitting all creatures affected to automatically succeed on the saving throw to avoid gaining a level of exhaustion due to extreme cold for 1 hour." compset="ClSpecial">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrChanDiv"/>
</thing>
<thing id="c5CIceShpe" name="Channel Divinity: Iceshape" description="Starting at 6th level, you can use your Channel Divinity to shape ice into objects that obey your mental commands. This functions much like the spell animate objects, except that the animated ice sculptures you create have half of an animated object’s normal hit points and are vulnerable to fire damage. You can use this ability regardless of whether existing ice is present or not, as you are able to freeze moisture out of the air." compset="ClSpecial">
<usesource source="EN5_65"/>
<tag group="abCategory" tag="ClrChanDiv"/>
</thing>
<thing id="c5CWnDvnSt" name="Divine Strike" description="At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a\nweapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. \n\nWhen you reach 14th level, the extra damage increases to 2d8" compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
<thing id="c5CHeartIc" name="Heart of Ice" description="At 17th level, you can draw icy magic into your soul, infusing it with the essence of cold, warding you against outside influences, even emotional ones. As a bonus action, you can gain immunity to the charmed, frightened, and poisoned conditions, and end any such condition currently affecting you, with the immunity lasting until your next long rest. However, being unable to experience emotions has certain consequences, and you cannot benefit from inspiration or bardic inspiration while this immunity persists. \n\nYou must complete a long rest before you use this feature again." compset="ClSpecial">
<usesource source="EN5_65"/>
</thing>
</document>