Divine favor is an evocation spell that asks the favor of a deity in combat. the primary version of the spell granted the caster a better ability to successfully strike an enemy also as increasing the damage of said hit. The post Second Sundering version of the spell granted radiant damage to the casters strikes.
With your divine radiance, your prayer will empower. Your weapon will attack an additional deal 1d4 radiant damage on one hit but this may happen until the Divine Favor 5e spell end. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an additional 1d4 radiant damage on successful.
Divine Favor 5e
- Casting Time: 1 bonus action
- Range: Self
- Components: V S
- Duration: Concentration, Up to 1 minute
- Classes: Paladin
The cleric features a vital yet complex role within a party: healer, backup wizard, backup fighter, and a specialist in handling the undead. Divine Favor: the Cleric is a useful resource to anyone eager to play one among the oldest character classes in fantasy roleplaying, with many new options for the Pathfinder Roleplaying Game.
Designed by Stefen Styrsky, Divine Favor: the Cleric begins with a meaty section on making the foremost of the category, defying the traditional wisdom that its primary role is because of the party healer.
The book offers 9 new cleric archetypes that bring back life an upscale sort of style one could cash in of when playing this class. Enthrall others with the facility of your words as a charismatic, strike with holy fervor armored only with the facility of your faith as an enthusiast, battle the lords of the Abyss for the souls of their wretched victims as an exorcist, or do honor to your god through mastery of its favored weapon as a weapon-sworn cleric.
Following an area on new channeling variants, six new spells help build out the cleric’s role as party magic-user. For clerics whose gods are patrons of luck, wealth, or fortune, there’s fortune’s frown, lucky break, and lucky totem. Other spells include reading aid, manipulate symbol (which protects against a logo spell) and wind down (which decreases the duration of 1 ongoing spell or spell-like ability.)
This one’s pretty cool, and using it allows, for one minute, CHA bonus to be added to attack rolls with one specific weapon (you power-up the weapon, not the user). This doesn’t, I don’t think, apply to wreck, such a lot the pity. you furthermore may get 20′ radius light and therefore the weapon counts as magical, so, within the case you don’t manage to select up a magical sword somewhere, you’ll still harm creatures only suffering from magical weapons.
Turn the Unholy: This one has simply not come up yet within the Majestic Wilderlands. Wisdom saving throws for friends or the undead, or they need to remain quite 30′ far from you and can’t use reactions.
With a touch extra prep, a number of the opposite combat spells would be good, but as long as the victim/foe is understood and known to be liable to a specific damage type. So we’d like to use Sacred Weapon more often, and also Divine Favor for long fights. Beyond that, my use of spell slots for extra damage is the right call.