9th-Level Domain Ability¶
9th-Level Domain Ability
Choose one of your domains. You gain a heroic ability from that domain, as shown on the 9th-Level Conduit Domain Abilities table.
9th-Level Conduit Domain Abilities Table
| Domain | Ability |
|---|---|
| Creation | Divine Dragon |
| Death | Word of Final Redemption |
| Fate | Bend Fate |
| Knowledge | Word of Weakening |
| Life | Radiance of Grace |
| Love | Alacrity of the Heart |
| Nature | Thorn Cage |
| Protection | Blessing of the Fortress |
| Storm | Godstorm |
| Sun | Solar Flare |
| Trickery | Night Falls |
| War | Righteous Phalanx |
Alacrity of the Heart
You speak inspiring words to a friend and spur them to incredible feats.
The target has an additional main action they can use on their next turn, and gains 3 of their Heroic Resource.
Bend Fate
The gods know you must prevail, and they bless your fate.
Until the end of the encounter or until you are dying, each of the target's power rolls has its outcome improved by one tier.
Blessing of the Fortress
A magic circle extends out from you, barring foes from getting close.
Until the end of the encounter or until you are dying, no enemy can approach within 5 squares of you by moving or by being force moved by any enemy. Targets can be force moved closer to you by you or your allies, or can move closer because of your movement.
Divine Dragon
From nothing but divine will, you create a powerful ally.
You conjure a size 4 dragon that appears in an unoccupied space within distance. The dragon has speed 6 and can fly, stability 4, 100 Stamina, immunity all to fire damage, and uses your characteristics. The dragon disappears at the end of the encounter, if their Stamina drops to 0, or if you are dying.
On subsequent turns, you can use a main action to command the dragon to breathe magic fire in a 3 cube within 1 square of them. Make the following power roll targeting each enemy in the area.
Godstorm
You summon a divine storm that remains under your control.
A raging storm fills the area until the end of the encounter or until you are dying. At the start of each of your turns, you can move the storm up to 5 squares (no action required). On subsequent turns while the storm is active, you can use a maneuver to make its power roll.
Night Falls
You summon darkness that thwarts only your foes.
Until the end of the encounter or until you are dying, the area is filled with magic darkness that your enemies can't see through, but you and your allies can.
Radiance of Grace
Intense light is emitted from your body, healing your allies.
You can target yourself instead of one ally with this ability. Each target can spend any number of Recoveries, can end any effects on them that are ended by a saving throw or that end at the end of their turn, and can stand up if they are prone.
Righteous Phalanx
A wall of spinning swords and knives appears where you wish.
The wall lasts until the end of the encounter or until you are dying, and can be placed in occupied squares. Creatures can enter and pass through the wall. Each enemy who enters the area for the first time in a combat round or starts their turn there takes 15 damage.
Solar Flare
You call down a sphere of fire that burns your foes to ash.
Thorn Cage
Vines burst forth from the ground and bind your foe, slowly closing around them.
While restrained this way, the target takes 10 damage at the start of each of your turns.
Word of Final Redemption
Your death will fuel our victory.
The target dies.
Before the target dies, you can look at their stat block and force them to use one ability that is a main action or a maneuver. If the ability costs a Heroic Resource or Malice, the creature can use it without any cost. For the purpose of using this ability, your allies and enemies are the target's allies and enemies, and you decide who the ability targets.
Word of Weakening
You utter a divine word that makes a foe brittle.
While weakened this way, the target has damage weakness 10.