Conduit Abilities¶
Conduit Abilities
Your training and faith let you specialize in magic that buffs your allies, debuffs your foes, and allows you to hold your own in combat alongside your friends.
Signature Abilities
Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Blessed Light, Staggering Curse.)
Blessed Light
Burning radiance falls upon your foe, transferring some of their energy to a nearby ally.
One ally within distance gains a number of surges equal to the tier outcome of your power roll.
Drain
You drain the energy from your target to revitalize yourself or an ally.
Holy Lash
A tendril of divine energy shoots forth to draw in your foe.
Lightfall
A rain of holy light scours your enemies and repositions your allies.
You can teleport yourself and each ally in the area to unoccupied spaces in the area.
Sacrificial Offer
Divine magic tears at your foe and defends a nearby friend.
Choose yourself or one ally within distance. That character can impose a bane on one power roll made against them before the end of their next turn.
Staggering Curse
A blast of judgment disorients your foe.
Warrior's Prayer
Your quickly uttered prayer lends aggressive divine energy to a friend engaged in melee.
You or one ally within distance gains temporary Stamina equal to your Intuition score.
Wither
A bolt of holy energy saps the life from a foe.
Heroic Abilities
You make use of a number of heroic abilities, all of which channel piety to empower them.
3-Piety Ability
Choose one heroic ability from the following options, each of which costs 3 piety to use. (Quick Build: Violence Will Not Aid Thee.)
Call the Thunder Down
You ask your saint for thunder and your prayer is answered.
Font of Wrath
A brilliant column of holy light appears on the battlefield, striking out at nearby enemies.
You summon a spirit of size 2 who can't be harmed, and who appears in an unoccupied space within distance. The spirit lasts until the end of your next turn. You and your allies can move through the spirit's space, but enemies can't. Any enemy who moves within 2 squares of the spirit for the first time in a combat round or starts their turn there takes holy damage equal to your Intuition score.
Judgment's Hammer
Your divine fury is a hammer that crashes down upon the unrighteous.
Violence Will Not Aid Thee
After some holy lightning, your enemy will think twice about their next attack.
The first time on a turn that the target deals damage to another creature, the target of this ability takes 1d10 lightning damage (save ends).
5-Piety Ability
Choose one heroic ability from the following options, each of which costs 5 piety to use. (Quick Build: Curse of Terror.)
Corruption's Curse
Cursed by you, your enemy takes more damage from your allies.
Curse of Terror
Fear of divine judgment overwhelms your foe.
Faith Is Our Armor
The heroes' armor glows with golden light, granting divine protection.
You can target yourself instead of one ally with this ability.
Sermon of Grace
You inspire your allies with tales of your saint's great deeds.
Each target can spend a Recovery. Additionally, each target can use a free triggered action to end one effect on them that is ended by a saving throw or that ends at the end of their turn, or to stand up if prone.