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1st-Level Domain Feature

You gain a domain feature from your domain, as shown on the 1st-Level Censor Domain Features table. Additionally, you gain a skill from your domain, chosen from the skill group indicated on the table.

1st-Level Censor Domain Features Table
Domain Feature Skill Group
Creation Hands of the Maker Crafting
Death Grave Speech Lore
Fate Oracular Visions Lore
Knowledge Blessing of Comprehension Lore
Life Revitalizing Ritual Exploration
Love Blessing of Compassion Interpersonal
Nature Faithful Friend Exploration
Protection Protective Circle Exploration
Storm Blessing of Fortunate Weather Exploration
Sun Inner Light Lore
Trickery Inspired Deception Intrigue
War Sanctified Weapon Exploration
Blessing of Compassion

You exude a magic presence that can soothe those willing to socially engage with you. You gain an edge on any test made to assist another creature with a test.

Additionally, when you are present at the start of a negotiation, one NPC of your choice has their patience increased by 1 (to a maximum of 5), and the first test made to influence them gains an edge.

Blessing of Comprehension

You can interpret diagrams and charts even if you don't understand the language associated with them. You are considered fluent in all languages for the purpose of understanding the project source for any crafting or research project (see Chapter 12: Downtime Projects).

Blessing of Fortunate Weather

Each time you finish a respite, you can decide the weather conditions within 100 squares. Until you finish another respite, the weather conditions you establish follow you through any mundane outdoor locations. Choose one of the following types of weather, each of which grants a benefit to you and your allies:

Clear: You and your allies gain an edge on tests that use the Search or Navigate skills.

Foggy: You and your allies gain an edge on tests that use the Hide skill.

Overcast: You and your allies gain an edge on tests that use the Endurance skill.

Precipitation: When the ground is muddy or snowy, you and your allies gain an edge on tests that use the Track skill.

If you are in the same area as a creature using this or a similar feature who has chosen a different weather effect, the features negate each other where their areas overlap.

Faithful Friend

You have the following ability.

Faithful Friend

An animal spirit is drawn to you, sharing their senses with you and serving you faithfully.

Magic Main action
📏 Self 🎯 Self

Effect: You conjure a spirit that takes the form of any animal you have seen. The incorporeal animal has speed 5 and can fly, but can't physically interact with the world. While you are within 10 squares of the spirit, you automatically sense everything that type of animal would sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no action required). If the spirit takes any damage, they are dismissed and you take 1d10 psychic damage that can't be reduced in any way.

Grave Speech

You have the following ability.

Grave Speech

You commune with the lingering soul of the recently dead.

Magic Maneuver
📏 Melee 1 🎯 One dead creature

Effect: You can speak to the target if they are a creature who has died within the last 24 hours and who can speak a language you know, even if they are just a head. The target regards you as they would have in life, and you might need to make tests to influence them and convince them to speak with you. The trauma of dying can make a creature's memory of that event hazy, but the target otherwise knows all they knew in life. After 1 minute, the effect ends. You can't use this ability on the same creature twice.

Hands of the Maker

You have the following ability.

Hands of the Maker

You craft objects with the power of your mind.

Magic Maneuver
📏 Self 🎯 Self

Effect: You create a mundane object of size 1S or smaller. You can maintain a number of objects created this way equal to your Presence score. You can destroy an object created this way with a thought, no matter how far you are from it (no action required).

Inner Light

Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of a divine ritual. You place a ray of morning light into the chosen character's soul, granting them a +1 bonus to saving throws that lasts until you finish another respite.

Inspired Deception

The gods favor your thievery with magic. Whenever you make a test that uses a skill you have from the intrigue skill group, you can use Presence on the test instead of another characteristic.

Oracular Visions

Your deity rewards you with hazy visions of things to come. Each time you earn 1 or more Victories, you earn an equal number of fate points. Whenever you or a creature within 10 squares makes a test, you can spend 1 fate point to tap into a vision of the outcome, granting that creature an edge on the test. You lose any remaining fate points when you finish a respite.

Protective Circle

You can spend 10 uninterrupted minutes to create a protective circle on the ground large enough to hold one size 1 creature. The circle lasts for 24 hours, until you create another, or until you dismiss it (no action required). Only creatures you designate at the time of drawing the circle can enter and exit the area. While in the protective circle, a creature can't be targeted by strikes.

Revitalizing Ritual

Each time you finish a respite, you can choose yourself or one ally who is also finishing a respite to gain the benefit of a divine ritual. The chosen character gains a bonus to their recovery value equal to your level that lasts until you finish another respite.

Sanctified Weapon

As a respite activity, you can bless a weapon. Any creature who wields the weapon gains a +1 bonus to rolled damage with abilities that use the weapon. This benefit lasts until you finish another respite.