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Opening the archive
Aspect Codex
Faith is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Faith has 42 powers ready for character sheets, including 41 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
41 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Faith has 42 powers ready for character sheets, including 41 with VTT hooks.
Faith defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Touch one willing creature. Once before the effect ends, the target can roll 1d4 and add it to one ability check of its choice.
Radiance erupts from you. Creatures of your choice in the emanation must make a CON save, taking 4 (1d6) radiant damage on a failed save.
Choose up to three willing creatures within range. Until the effect ends, each target may roll 1d4 and add it to attack rolls and saving throws.
Until the effect ends, your weapon attacks and unarmed strikes deal an extra 1d4 radiant damage on a hit.
A shimmering field surrounds one creature of your choice within range. The target gains +2 AC for the duration.
After you hit a creature with a melee weapon attack or unarmed strike, the target takes an extra 9 (2d8) radiant damage. If the target is a Fiend or Undead, it takes 13 (3d8) radiant damage instead.
Touch one willing creature. Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have disadvantage on attack rolls against the target, and the target cannot be charmed, frightened, or possessed by them.
Choose one creature within range. Until the effect ends, a creature that targets it with an attack or harmful power must make a WIS save. On a failed save, the attacker must choose a new target or lose the attack or power.
Touch one creature and end one disease or one blinded, deafened, paralyzed, or poisoned condition affecting it if the effect is Tier 2 or lower.
After you hit a creature with a melee weapon attack or unarmed strike, the target takes an extra 7 (2d6) thunder damage and must make a STR save or be pushed 10 ft. away from you and knocked prone.
Choose creatures of your choice within range. For the duration, each target has advantage on WIS saving throws and death saving throws, and regains the maximum possible hit points from healing.
You emit an aura. While in the emanation, you and allies of your choice deal an extra 1d4 radiant damage when hitting with a weapon attack or unarmed strike.
Mark an immobile surface you touch, creating a 30-ft. radius ward. Aberrations, Fey, Fiends, Monstrosities, and Undead in the area have disadvantage on ability checks and attack rolls. When one enters the area for the first time on a turn or starts there, it must make a WIS save or become frightened until the start of its next turn.
Touch one creature that died within the last minute. The target returns to life with hit points equal to your current hit point total. You drop to 0 hit points, gain two failed death saves, and immediately make a death save. You cannot regain hit points or become stable until after making that save.
Touch one creature. The first time the target would drop to 0 hit points before the effect ends, it drops to 1 hit point instead and the effect ends. If the target would die instantly without taking damage, that death is negated and the effect ends.
Ask a god or divine servant one question about a specific goal, event, or activity likely to occur within 7 days. You receive a truthful but limited answer as a short phrase, omen, or vision.
A Large spectral guardian appears in an unoccupied space within range. When a hostile creature enters within 10 ft. of it for the first time on a turn or starts there, the creature must make a DEX save, taking 20 radiant damage on a failed save, or half as much on a success. The guardian vanishes after dealing 60 total damage.
Choose one creature you can see within range. The target must make a WIS save, taking 36 (8d8) radiant damage on a failed save, or half as much on a success. Fiends and Undead make the save with disadvantage and take maximum damage on a failed save.
You emit an aura. You and allies of your choice in the emanation have advantage on saving throws against powers and magical effects. If an affected creature succeeds on a save against a magical effect that deals half damage on a success, it takes no damage instead.
Ask a deity or divine proxy up to three questions that can be answered yes, no, or unclear. A short phrase may be given if a one-word answer would be misleading.
Celestials, Elementals, Fey, Fiends, and Undead have disadvantage on attack rolls against you. As an action while this effect lasts, touch one creature to end possession, charm, or fright caused by one of those types, or force one such creature within 5 ft. to make a CHA save or return to its home plane.
Touch one weapon. It becomes magical, sheds bright light in a 30-ft. radius, and deals an extra 2d8 radiant damage on a hit. As a bonus action, end the effect to force creatures of your choice within 30 ft. to make a CON save, taking 18 (4d8) radiant damage and becoming blinded for 1 minute on a failed save, or half damage with no blindness on a success.
Conjure a feast that takes 1 hour to consume and serves up to twelve creatures. For 24 hours after a creature finishes the feast, it is immune to frightened and poisoned, has resistance to poison damage, and its hit point maximum increases by 2d10.
Touch one creature that died within the last minute. It returns to life with 1 hit point. This cannot restore a creature that died of old age or whose body is missing vital organs.
Create a 30-ft. radius holy zone centered on a point within range. Allies in the area have advantage on death saving throws, and Fiends and Undead treat the area as difficult terrain. When a Fiend or Undead starts its turn there, it must make a WIS save, taking 27 (6d8) radiant damage on a failed save, or half as much on a success.
When a creature you can see within range takes damage, reduce the damage by 6d8 + your WIS modifier. If this reduces the damage to 0, the target also regains hit points equal to your WIS modifier.
Create a temple on ground within range, fitting in an unoccupied cube up to 120 ft. on a side. Choose Celestials, Elementals, Fey, Fiends, or Undead as opposing types. Chosen types must make a CHA save to enter; on a failure, they cannot enter for 24 hours. Healing powers restore extra hit points equal to your WIS modifier inside the temple.
Creatures of your choice within range must make a CHA save. On a failed save, a target with 50 hit points or fewer suffers an effect based on current hit points: 0–20 dies, 21–30 is blinded, deafened, and stunned for 1 hour, 31–40 is blinded and deafened for 10 minutes, and 41–50 is deafened for 1 minute. A Celestial, Elemental, Fey, or Fiend that fails is returned to its home plane for 24 hours.
When a creature you can see within range fails a saving throw, add your WIS modifier to the roll, potentially turning the failure into a success. If the save was against a Fiend, Undead, or curse effect, add your proficiency bonus as well.
Your Faith powers ignore resistance to radiant damage. Once per turn when you deal radiant damage to a Fiend or Undead, add your WIS modifier to the damage roll.
Creatures of your choice in the emanation have advantage on saving throws, and attack rolls against them have disadvantage. When a Fiend or Undead hits an affected creature with a melee attack, the attacker must make a CON save or be blinded until the end of its next turn.
Choose up to six creatures within range. End one blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, or cursed effect on each target if the effect is Tier 8 or lower. Each target regains hit points equal to 4d8 + your WIS modifier.
For the duration, you gain resistance to radiant and necrotic damage, a flying speed of 40 ft., and once per turn when you deal radiant damage or restore hit points, add your WIS modifier to one roll.
Radiance falls in a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a WIS save, taking 55 (10d10) radiant damage on a failed save, or half as much on a success. Fiends and Undead that fail are also frightened until the end of their next turn.
Perform a sacrament involving up to twelve willing humanoids in an area covered by the Deep Haze. Each participant is sanctified. When the ritual ends, the GM creates a hostile shadow or wraith tied to each participant’s inner darkness.
Request direct aid from a deity or divine proxy. The GM chooses the form of aid, which should be comparable to a Tier 8 or lower Faith power or a direct narrative intervention appropriate to the deity.
Touch one creature that has been dead for no longer than 200 years and did not die of old age. If the soul is willing and free, the creature returns to life with all hit points, missing body parts restored, and major diseases, curses, and poisons removed.
Spectral allies fill the emanation. Allies of your choice in the area gain advantage on attack rolls and saving throws. Hostile creatures that start their turn in the area must make a WIS save, taking 44 (8d10) radiant damage on a failed save, or half as much on a success.
For the duration, you gain immunity to radiant and necrotic damage, a flying speed of 60 ft., and your Faith powers ignore radiant immunity and resistance. Once per turn when you restore hit points or deal radiant damage, add 2d8 to the roll.
Choose up to six creatures within range. Each target regains 88 (16d10) hit points, ends all conditions affecting it that are Tier 10 or lower, and gains resistance to all damage until the start of your next turn.
Radiance detonates in a 60-ft. radius centered on a point within range. Creatures of your choice in the area must make a WIS save, taking 88 (16d10) radiant damage on a failed save, or half as much on a success. Fiends and Undead that fail are destroyed if reduced to 0 hit points by this damage.
Request an extraordinary divine intervention. The GM chooses the exact outcome, which may duplicate any Faith power, undo a disaster, restore a community, sanctify a region, or create a major narrative effect consistent with the deity or divine source.
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