Domain Blessings

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The domain blessings are listed below. The format lists the domain first and then the name of the blessing after the hyphen. In all cases, "F" refers to the Faith level of the Priest. Anointing blessings require one use of oil and a combined action to apply directly to the target creature. Action blessings cost one power but do not require oil and are invoked as an action or a reaction. Each priest is granted three domain blessings, one for each of the domains of their god. See Gods and Powers for the list of gods and their corresponding blessings.

Domain Blessings

Beasts - Hunter’s Instinct

The creature gains +F to tracking checks and low light vision for ten minutes.

Birds - Watchful Eyes

The creature gains +F to perception checks and their visual acuity range is doubled for ten minutes.

Chaos - Twist Fortune

Within the next ten minutes the creature may reroll one die but must accept the new result.

Craft - Crafter’s Hands

Anointing an item repairs F points of damage or grants the item +F to a single attack or check if made within the next ten minutes.

Curses - Mark of Misfortune

As an action, the priest points at a creature within close range (25’) and curses them. The creature suffers –F to their next skill check or attack roll if made within the next 10 minutes.

Death - Veil of the Grave

The priest anoints a creature with funerary oil. For the next ten minutes, the creature becomes invisible to mindless undead, who will ignore them unless attacked. The creature also gains +F when resisting spirit drain or similar undead abilities.

Decay - Breath of Rot

The priest exhales a cloud of corrupting breath toward a creature within 10 feet. Make a spell attack roll. On a hit, the creature suffers 1-6 + F rot damage.

Plant creatures and ordinary plants take double damage.

Dreams - Dream Visitor

Before sleeping, the priest performs a brief ritual and focuses on a person they know. If that person also sleeps during the same night, the priest may enter their dreams and speak with them for up to ten minutes.

Both participants experience the dream as vivid and real, and each will remember the conversation clearly upon waking.

Earth - Stone’s Throw

The priest levitates a small stone or chunk of natural earth within 10 feet and hurls it at a creature within close range (25’). Make a spell attack roll. On a hit, the creature suffers 1–6 + F crushing damage.

his blessing only functions if unworked stone or natural earth is present nearby.

Fate - Fate’s Blessing

The priest invokes the unseen threads of destiny. For the next ten minutes, any creature within close range (25') who spends Luck gains +F to the final result of that roll.

This effect applies to any creature, ally or foe.

Fire - Walk Through the Flames

The priest anoints a creature and invokes the blessing of living fire. For the next ten minutes, the creature gains +F damage resistance against fire. The blessed feel the warmth of fire but not its hunger.

Growth - Grappling Vines

The priest calls upon the vitality of the earth. Vines erupt from natural ground within close range (25') and attempt to seize a creature. Make a spell attack roll. On a hit, the creature is grappled by the vines.

Escaping the vines requires a successful combat check at minus one Edge against the priest’s Charisma. The vines wither away after F rounds or immediately once the creature escapes.

This blessing only functions if natural earth or plant life is present.

Hedonism - Breath of Euphoria

The priest exhales a warm, intoxicating breath toward a living creature within 10 feet. Make a spell attack roll. On a hit, the creature creature is overcome with euphoric sensation and suffers –F to attack rolls and skill checks for F rounds.

Healing - Healing Hands

The priest anoints a living creature with sacred oil, restoring 3 + F health points.

This blessing may also stop bleeding, converting up to half of the healing into the removal of bleeding damage instead of restoring health.

Ice - Icicle

The priest summons a shard of divine ice and hurls it at a creature within close range (25'). Make a spell attack roll. On a hit, the creature suffers 1–6 + F piercing/magic damage.

Insects - Whispering Swarm

The priest calls nearby insects and speaks with them. For the next ten minutes, insects within close range (25') will gather around the priest and answer simple questions about what they have seen or sensed nearby.

The insects can reveal:

  • the presence of creatures
  • recent disturbances
  • hidden movement
  • sources of food, rot, or blood

Insects cannot understand complex ideas, but they can communicate basic impressions and directions.

The priest gains +F to detect anything hidden in the radius (creatures, ambushes, traps, entrances, etc.) within the duration and area of the blessing.

Justice - Pronounce Judgment

As an action, the priest loudly condemns a creature within close range (25'), invoking the authority of divine law. Make a spell attack roll against the creature’s Magic Defense.

On a success, the creature becomes shaken, suffering –F to attack rolls and skill checks for F rounds.

The priest must clearly declare the judgment so the creature can hear it.

Knowledge - Insight

The priest invokes divine understanding. The creature gains +F to their next knowledge, investigation, or lore-related check made within the next ten minutes.

Additionally, the priest may ask the Gamemaster one simple question about an object, symbol, language, or piece of lore, which the deity may answer in a brief or symbolic manner.

Law - Ordered Mind

The priest invokes the power of divine order and anoints a willing creature. For the next ten minutes, the creature gains +F when resisting fear, confusion, charm, or magical effects that impair judgment or control.

While under this blessing, the creature’s thoughts remain clear and disciplined, making it difficult for chaos or deception to cloud their mind.

Life - Vital Surge

The priest invokes the power of life itself and anoints a living creature. The creature gains temporary health equal to 2 + F for the next ten minutes.

These temporary health points are lost first when the creature takes damage and disappear when the blessing ends.

Loss - Echo of Absence

The priest meditates on what has been lost. For the next ten minutes, the priest can sense recent loss within close range (25').

This may reveal:

  • creatures that have recently died
  • hidden or unattended corpses
  • objects that were removed but had long been present
  • places where something significant once existed but is now gone

The priest does not see the past directly, but instead perceives a lingering echo of absence, often felt as a faint emotional impression or subtle pull toward the missing presence.

Love - Bond of Devotion

The priest anoints two willing creatures, binding them in divine connection for the next ten minutes.

While bonded:

  • Each gains +F to assist or cooperative actions involving the other
  • Once per round, when one bonded creature takes damage, the other may choose to share the burden, taking up to F of that damage instead

The bond ends early if either creature is downed.

Magic - Disrupt Magic

As an action or reaction, the priest invokes unstable magic at a creature within close range (25') that is casting a spell or maintaining an active magical effect that is F level or lower. Make a spell attack roll against the creature’s Magic Defense. This will only work once per creature per day.

On a success, the spell is disrupted and fails, or an active magical effect on the creature is suppressed until the end of their next turn.

Protection - Guardian Ward

The priest anoints a creature with oil. The creature creature gains +F divine defense bonus for ten minutes.

Secrets - Unveil the Hidden

The priest invokes hidden knowledge and focuses on their surroundings. For the next ten minutes, the priest gains +F to checks made to detect hidden objects, traps, doors, or concealed creatures.

In addition, the priest may immediately sense the presence of something concealed or deliberately hidden within close range (25'), though not its exact location.

Shadow - Cloak of Shadow

The priest anoints a creature with oil, shrouding them in darkness. For the next ten minutes, the creature gains +F to stealth and stalk checks.

While the creature is in deep shadow or darkness, they are effectively invisible to creatures that rely on sight, provided they are not actively attacking or drawing attention to themselves.

This effect ends early if the creature makes an attack.

Storm - Storm Strike

The priest anoints a weapon with crackling energy. For the next ten minutes, the next successful attack made with that weapon deals +F electricity damage. The strike produces a loud crack of thunder that can be heard nearby.

Once this effect triggers, the blessing ends.

Strength - Unyielding Might

The priest anoints a creature and invokes divine strength. For the next ten minutes, the creature may gain +F Edge on a single strength-based action or combat maneuver.

This must be declared before the roll is made.

Sun - Blinding Radiance

The priest invokes a burst of divine sunlight, filling a 5’ +5’/F radius centered on themselves.

The priest makes a single Spell Attack and applies the result against each creature in the area.

  • On a success, creatures are blinded for 1 round. Critical successes double the duration.
  • Undead creatures affected by this light also suffer daylight exposure as appropriate.

Creatures aware of the attack can spend a reaction to close their eyes and avoid the effect.

Creatures already without sight are unaffected.

Transformation - Borrowed Visage

The priest anoints a creature and reshapes their appearance. For the next ten minutes, the creature may alter their face, voice, and superficial features to resemble another humanoid of similar size and shape.

This effect does not change equipment, abilities, or physical capabilities, but grants +F to deception or disguise checks made to maintain the illusion.

Creatures who closely interact with the creature may attempt to see through the disguise at the GM’s discretion.

Travel - Roadstride

The priest anoints a creature and invokes the blessing of the open road. For the next one hour, the creature increases their fast travel speed by +F mph while traveling on a road or clear path.

This blessing does not reduce fatigue

Trickery - Misdirect

The priest anoints a creature or object and invokes divine deception. For the next ten minutes, the creature may, as a reaction, impose –F Edge on a single attack or perception check made against them or something they carry.

This must be declared before the attack or check is rolled.

War - Press the Advantage

The priest anoints a creature and invokes the rhythm of battle. For the next ten minutes, the first time the creature successfully hits an enemy with an attack, each ally gains +F to their next attack against that same enemy before the end of the next round.

This bonus does not stack with itself. The blessing ends at the end of that round.

Water - Flowing Current

The priest gestures, conjuring a surge of water. Choose a medium or smaller creature within close range (25’). The priest makes a Spell Attack against the creature’s Defense Bonus.

  • On a success, the creature is pushed up to 5 feet + 5 feet per F in a direction of the priest’s choice.
  • If this movement would force the creature into a hazard or off a ledge, they may take a reaction if available.
  • This forced movement must follow a continuous path and cannot move a creature through solid barriers.

This movement does not provoke reactions.