Patreon example for requests: The Llamakin and the Salivomancer

The Llamakin race and salivomancer class, are two examples of something a person wanted to have for D&D, and gave me instructions on what they wanted: they wanted something called a Llamakin, aka a human/Llama hybrid, and they wanted to have a class where they used herbs and other cocktails, along with their own ability to spit at enemies and allies to heal or hurt. This fits into an archetype, so I'd offer more options of course.

Here they are: The Llamakin, and the Salivomancer. Courtesy to Cubes and honorable mention to spec for the class and race idea.

Llamakin



Age
15 years: +1d4 (intuitive); +1d6 (self-taught); +2d6 (trained)

Aging effects
32 years (middle-aged); 50 years (old); 65 years (venerable); 65 + 3d12 years (Maximum)

Height and weight
Male: 4 ft. 10 in. + 2d10”; 110 + height modifier×5 lbs.
Female: 4 ft. 5 in. + 2d10”; 95 lbs + height modifierx4 lbs.

+2 constitution, +2 wisdom, -2 charisma: Llamakin are hardy and wise, but somewhat offputting.

Medium: Llamakin are Medium creatures and receive no bonuses or penalties due to their size.

Low-light vision: Llamakins see twice as far than normal in dim light.

Hardy: Llamakins gain endurance as a bonus feat, and gain a +2 bonus on saves against disease, weather effects, and poisons.

Furry: Llamakins gain +4 to fortitude saves to cold weather effects, and last twice as long before saves need to be made.

Speak with animals: Llamakins can speak with animals, as the speak with animals spell.

Sticky Tongue: Llamakin can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached. The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the Llamakin as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the Llamakin's hit points). Llamakin can release the creature as a free action, and can only have one creature attached to its tongue at a time.

Languages: Llamakins start with speaking Llamakin. Llamakins with high intelligence scores can learn common, dwarven, elven, and Zandali. 




The Salivomancer was something I considered to be an alchemist. It’s the herbs and chemicals to change their spit that got me. I also mixed in a bit of my monk mistweaver archetype into the class.



Salivomancer (Alchemist archetype)

Alignment: Any.

Hit die: d8.

Class Skills: Bluff, craft, diplomacy, disable device, disguise, escape artist, handle animal, heal, knowledge (nature), knowledge (religion), perception, perform, profession, sense motive, sleight of hand, spellcraft, survival, swim, use magic device.

Skill ranks per level: 4+int modifier.

Weapon and Armor Proficiency: Salivomancers are proficient with all simple weapons, and light armor, but no shields.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
2
3
4
5
6
1
0
2
0
2
Salivomancy, Salivation 1d6, brew potion, spit mutagen
1

2
1
3
0
3
Discovery
2

3
2
3
1
3
Salivation 2d6, affliction resistance +2
3

4
3
4
1
4
Discovery, Salival mist
3
1
5
3
4
1
4
Salivation 3d6
4
2
6
4
5
2
5
Discovery, affliction resistance +4
4
3
7
5
5
2
5
Salivation 4d6, swift alchemy
4
3
1
8
6/1
6
2
6
Discovery
4
4
2
9
6/1
6
3
6
Salivation 5d6, affliction resistance +6
5
4
3
10
7/2
7
3
7
Discovery
5
4
3
1
11
8/3
7
3
7
Salivation 6d6, Purity of body
5
4
4
2
12
9/4
8
4
8
Discovery
5
5
4
3
13
9/4
8
4
8
Salivation 7d6, Purity of soul
5
5
4
3
1
14
10/5
9
4
9
Discovery
5
5
4
4
2
15
11/6/1
9
5
9
Salivation 8d6, Persistent mutagen
5
5
5
4
3
16
12/7/2
10
5
10
Discovery
5
5
5
4
3
1
17
12/7/2
10
5
10
Salivation 9d6
5
5
5
4
4
2
18
13/8/3
11
6
11
Discovery, Instant alchemy
5
5
5
5
4
3
19
14/9/4
11
6
11
Salivation 10d6
5
5
5
5
5
4
20
15/10/5
12
6
12
Grand discovery
5
5
5
5
5
5

Salivomancy (Su): Salivomancers are not only masters of creating mundane alchemical substances such as salivomancer’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects using a mix of alchemical items, their salival energy, and other magical components. In effect, a salivomancer prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When a salivomancer creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, a salivomancer gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a salivomancer can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

A salivomancer can create two special types of magical items—extracts, and mutagens, which are transformative elixirs that the salivomancer drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the two. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the salivomancer’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

A salivomancer can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Salivomancer. In addition, he receives bonus extracts per day if he has a high Wisdom score, in the same way a wizard receives bonus spells per day. When a salivomancer mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the salivomancer’s possession, reactivating as soon as it returns to his keeping—a salivomancer cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so a salivomancer must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most salivomancers prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for a salivomancer to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the salivomancer doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. A salivomancer can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking salivomancer. The salivomancer uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (salivomancer extracts that duplicate divine spells never have a divine focus requirement). A salivomancer can prepare an extract of any formula he knows. To learn or use an extract, a salivomancer must have an Wisdom score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against a salivomancer’s extract is 10 + the extract level + the salivomancer’s Wisdom modifier. A salivomancer may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. A salivomancer begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Wisdom modifier. At each new salivomancer level, he gains one new formula of any level that he can create. A salivomancer can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. A salivomancer can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A salivomancer does not need to decipher writings before copying them.

If an extract has an area of effect (such as waves of fatigue), the salivomancer uses their natural ability to spit the extract into the cone for the spell.

Salivation (Su): In addition to magical extracts made through their herbs, salivomancers are adept at mixing their herbs and extracts to use their own biological energy to heal or injure. They mix and consume the herbs as a swift action, and deliver the ability as a standard action. At first level, they can deliver their ability through a melee touch attack such as the lick of a llamakin, or a kiss of a human. They can also deliver this through a ranged touch attack, spitting their saliva at the target at a range of 30 ft. This heals or injures for 1d6, plus 1d6 for every 2 levels following first. A successful fortitude save halves the damage done. The salivomancer may use this ability a number of times per day equal to their salivomancer level + their wisdom modifier. The DC for this ability is 10 + ½ the salivomancer’s level + their wisdom modifier.

This ability replaces bomb.

Brew Potion (Ex): At 1st level, salivomancers receive Brew Potion as a bonus feat. A salivomancer can brew potions of any formulae he knows (up to 3rd level), using his salivomancer level as his caster level. The spell must be one that can be made into a potion. The salivomancer does not need to meet the prerequisites for this feat.

Spit mutagen (Su): At 1st level, a salivomancer discovers how to create a powerful extract that he can imbibe in order to heighten his physical prowess at the cost of his personality, or mental prowess at the cost of his physical abilities. It takes 1 hour to brew a dose of spit mutagen, and once brewed, it remains potent until used. A salivomancer can only maintain one dose of spit mutagen at a time—if he brews a second dose, any existing spit mutagen becomes inert. As with an extract, a spit mutagen that is not in a salivomancer’s possession becomes inert until a salivomancer picks it up again.

When a salivomancer brews a spit mutagen, he selects one physical or mental ability score. It’s a standard action to drink a spit mutagen. Upon being imbibed, the spit mutagen causes the salivomancer to grow bulkier and more bestial, or weaker and more wise, granting him a +2 natural armor bonus (for physical scores) or +2 to caster level (for mental ability scores) and a +4 alchemical bonus to the selected ability score for 10 minutes per salivomancer level. In addition, while the mutagen is in effect, the salivomancer takes a –2 penalty to one of his ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. If it enhances intelligence, the penalty applies to constitution. If it applies to wisdom, the penalty applies to strength. If it applies to charisma, the penalty applies to dexterity.

A non-salivomancer who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the salivomancer’s level + the salivomancer’s Wisdom modifier) or become nauseated for 1 hour—a non-salivomancer can never gain the benefit of a mutagen, but a salivomancer can gain the effects of another salivomancer’s mutagen if he drinks it. (Although if the other salivomamancer creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever a salivomancer drinks a mutagen, the effects of any previous mutagen immediately end.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), a salivomancer makes an incredible alchemical discovery. Unless otherwise noted, a salivomancer cannot select an individual discovery more than once. Some discoveries can only be made if the salivomancer has met certain prerequisites first, such as uncovering other discoveries. Discoveries marked with an asterisk (*) do not stack. Only one such discovery can be applied to a saliva use. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the salivomancer’s level + their wisdom modifier.

Affliction Resistance (Ex): At 3th level, a salivomancer gains a +2 bonus on all saving throws against poison and disease. This bonus increases to +4 at 6th level, and then again to +6 at 9th level.

This replaces poison resistance.

Salival mist (Su): At 4th level, the salivomancer can form a mystical mist with their herbs and saliva, creating a soothing cloak of healing energy within 30 ft. of them. Those within the ability’s range when it is cast gain fast healing equal to the number of dice used for the healing or damage of the saliva ability. This healing lasts for 1d6 rounds. This ability can be used by using two of the daily uses of the saliva ability.

This replaces swift poisoning and poison use.

Swift Alchemy (Ex): At 5th level, a salivomancer can create alchemical items with astounding speed. It takes a salivomancer half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

This changes the level at which this ability is learned.

Purity of body (Ex): At 11th level, the salivomancer becomes immune to diseases, including magical and supernatural diseases.

Purity of soul (Ex): At 13th level, the salivomancer becomes immune to poison.

This changes the level at which this ability is learned.

Persistent Mutagen (Su): At 15th level, the effects of a mutagen last for 1 hour per level.

This changes the level at which this ability is learned.

Instant Alchemy (Ex): At 18th level, a salivomancer can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Grand Discovery (Su): At 20th level, the salivomancer makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many salivomancers, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.



Salivomancer discoveries

Acid saliva*: When the salivomancer generates their ability, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid spit take an additional 1d6 points of acid damage 1 round later. The salivomancer does not take damage from this acid.

Cleansing spit: When using salivation to heal, the salivomancer can remove the sickened condition. At 8th level, they can remove the nauseated condition.

Combine extracts: When the salivomancer creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract. A salivomancer must be at least 8th level before selecting this discovery.

Concentrate poison: The salivomancer can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the salivomancer has one dose of poison. The poison's frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.

Concussive spit*: When the salivomancer creates their saliva use, he can choose to have it inflict sonic damage. Concussive spit deals 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive spit are deafened for 1 minute unless they succeed at a Fortitude save. A salivomancer must be at least 6th level before selecting this discovery.

Dilution: Once per day, the salivomancer can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens. A salivomancer must be at least 12th level before selecting this discovery.

Dispelling spit: When the salivomancer readies their saliva, he can choose to have it dispel magic effects instead of dealing damage. Creatures that take a direct hit from a dispelling spit are subject to a targeted dispel magic spell, using the salivomancer's level as the caster level. This cannot be used to target a specific spell effect, and the salivomancer cannot use salivations while using this ability. The salivomancer must be at least 6th level before selecting this discovery.

Elixir of life: Once per day, the salivomancer can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the salivomancer who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the salivomancer himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the salivomancer's Wisdom modifier; if he does not die before that time expires, the effects of the elixir of life end. A salivomancer must be at least 16th level before selecting this discovery.

Enhance potion: A number of times per day equal to his Wisdom modifier, the salivomancer can cause any potion he drinks to function at a caster level equal to his class level.

Eternal potion: If a salivomancer drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent. A salivomancer must be at least 16th level and must possess the extend potion discovery before selecting this discovery.

Explosive saliva*: The salivomancer's saliva ability now has a splash radius of 5 feet. Creatures that take a direct hit from an explosive spit catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. Salivations only apply to the main target, and this can only be used with a damaging saliva.

Extend potion: A number of times per day equal to his Wisdom modifier, the salivomancer can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.

Fast expectoration: A salivomancer with this discovery can quickly create enough saliva to spit more than once in a single round. The salivomancer can prepare and spit additional times as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. A salivomancer must be at least 8th level before selecting this discovery.

Feral mutagen: Whenever the salivomancer imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the salivomancer's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the salivomancer is Small) and the bite attack deals 1d8 points of damage (1d6 if the salivomancer is Small). While the mutagen is in effect, the salivomancer gains a +2 competence bonus on Intimidate skill checks.

Force spit*: When the salivomancer generates their saliva, they can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force spit are knocked prone unless they succeed on a Reflex save. A salivomancer must be at least 8th level before selecting this discovery.

Frost saliva*: When the salivomancer readies their saliva, he can choose to have it inflict cold damage. Creatures that take a direct hit from frost saliva are staggered on their next turn unless they succeed on a Fortitude save.

Freeing salivation: When using salivation to heal, the salivomancer can remove the dazed condition. At 8th level, they can remove stunned if the duration is one round, or reduce the duration to one round if it is longer. At 16th level, they can remove paralyzed if the duration is one round, or reduce the duration to one round if it is longer.

Grand mutagen: The salivomancer's mutagen now grants a +6 natural armor bonus (for physical scores) and a +4 bonus to caster level (for mental scores, applies to damage dice of saliva), a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The salivomancer takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Spit mutagen). The salivomancer can instead grant a +8 alchemical bonus to a mental ability score (intelligence, wisdom, charisma), +6 to a second, and +4 to the third, with -2 penalties to strength, dexterity, and constitution. A salivomancer must be at least 16th level and must possess the greater mutagen discovery before selecting this discovery.

Greater mutagen: The salivomancer's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The salivomancer takes a –2 penalty on both associated mental ability scores as long as the mutagen persists. The salivomancer can instead grant a +6 alchemical bonus to a mental ability score (intelligence, wisdom, charisma), and +4 to a second, with -2 penalties to their associated ability scores. A salivomancer must be at least 12th level before selecting this discovery.

Infuse mutagen: When the salivomancer creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Wisdom damage to the salivomancer and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the salivomancer creates another mutagen. This allows a salivomancer to create different types of mutagens and keep them handy for emergencies. This does not allow a salivomancer to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.

Volatile saliva*: The effects of the smoke created by the magical herbs they use, a salivomancer's saliva, on impact, duplicates the effects of incendiary cloud, filling an area within the target’s space and all adjacent squares. A salivomancer must be at least 16th level and must possess the smoke spit discovery before selecting this discovery.

Infusion: When the salivomancer creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the salivomancer sets it down. As long as the extract exists, it continues to occupy one of the salivomancer's daily extract slots. An infused extract can be imbibed by a non-salivomancer to gain its effects.

Madness spit: The salivomancer's saliva does more than injure flesh—it injures the mind. A creature that takes a direct hit from a madness spit takes the normal saliva damage, plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the saliva by 2d6. The amount of Wisdom damage dealt by a madness spit is reduced by 1 for each madness spit that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. A salivomancer must be at least 12th level before selecting this discovery.

Poison spit*: The salivomancer's saliva emulates the poison ability, with their salivomancer level as caster level. A salivomancer must be at least 10th level before selecting this discovery.

Purifying spit: The salivomancer can grant their spit the effects of remove disease once per day. At 10th level, they can grant it neutralize poison once per day.

Restorative saliva (lesser): The salivomancer’s saliva, when acting to heal, also cures 1d4 ability damage of a chosen score from the target.

Restorative saliva (greater): The salivomancer’s saliva, when acting to heal, also cures all ability damage, 1d4 ability drain, or 1 negative level from the target. This discovery requires the restorative saliva (lesser) discovery, and 12th level.

Salivated mind: When the salivomancer heals with their salivation ability, they can remove the shaken condition. At 6th level, they can remove frightened. At 12th level, they can remove panicked.

Shock spit*: When the salivomancer generates the saliva for their attack, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock spit are dazzled for 1d4 rounds.

Smoke saliva*: When the salivomancer creates a bomb, he can choose to have it create a cloud of thick smoke when it makes contact. The effects of the smoke created by the magical herbs they use, a salivomancer's saliva, on impact, duplicates the effects of fog, filling an area within the target’s space and all adjacent squares.

Sticky saliva: The effects of the salivomancer's saliva are persistent and continue to damage or heal creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky saliva take or heal 1 damage per d6 rolled 1 round later. Saliva attacks that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. A salivomancer must be at least 10th level before selecting this discovery.

Stink spit*: The salivomancer's saliva can nauseate an enemy for 1 round per level of the salivomancer. A salivomancer must possess the sickening spit discovery before choosing this discovery.



Salivomancer extract list

1st LEVEL
air bubble
Alter winds
ant haul
Aspect of the falcon
aspect of the nightingale
bless
blessed fist
blessing of the watch
celestial healing
comprehend languages
cultural adaptation
cure light wounds
deathwatch
detect chaos/evil/good/law
detect charm
detect plants
detect the faithful
detect undead
divine favor
diagnose disease
endure elements
entropic shield
fairness
Feather step
firebelly
haze of dreams
hidden diplomacy
hide from undead
ice armor
infernal healing
ironbeard
Jump
know the enemy
Magic fang
magic weapon
marid’s mastery
mighty fist of the earth
moment of greatness
Monkey fish
obscuring mist
Pass without trace
poisoned egg
protection from alignment
read weather
recharge innate magic
remove sickness
rite of bodily purity
rite of centered mind
Speak with animals
stunning barrier
swallow your fear
tap inner beauty
Thunderstomp
Touch of the sea
touch of truthtelling
tracking mark
unbreakable heart
Wave shield

2nd LEVEL
aboleth’s lung
aid
air step
align weapon and fist
ancestral communion
ant haul (communal)
bear’s endurance
bestow weapon proficiency
blessing of courage and life
blessing of luck and resolve
book ward
bull’s strength
Cat’s grace
Certain grip
cloud of seasickness
cure moderate wounds
darkness
Determine depth
delay disease
delay pain
delay poison
detect magic (greater)
eagle’s splendor
endure elements (communal)
enemy’s heart
enthrall
Euphoric cloud
find traps
Fog cloud
Frost fall
ghostbane dirge
grace
Greensight
Gust of wind
heroic fortune
imbue with elemental might
ironskin
lay of the land
marching chant
Natural rhythm
owl’s wisdom
path of glory
pilfering hand
Plant voice
protection from alignment (communal)
protection from outsiders
protective penumbra
remove paralysis
resist energy
restoration (lesser)
sense fear
sense madness
shield of fortification
shield other
silence
soothing word
sound burst
Spider climb
status
stave off corruption
touch of mercy
undetectable alignment
visualization of the body
visualization of the mind
Fists of awe
Water walk
whispering lore
zone of truth

3rd LEVEL
Agonizing rebuke
Air breathing
Air walk
Aura of inviolate ownership
Aura sight
Badger’s ferocity
Blessing of the mole
Blessing of fervor
Bestow insight
Blood scent
Celestial healing (greater)
Channel the gift
Channel vigor
Cheritable impulse
Cloak of winds
Continual flame
Control water
Cure serious wounds
Daybreak arrow
Daylight
Deadly juggernaut
Deeper darkness
Delay poison (communal)
Detect anxieties
Detect desires
Discovery torch
Disrupt silence
Dismissal
Elemental speech
Feather step, mass
Final sacrifice
Find fault
Fractions of heal and harm
Freedom of movement
Glimpse of truth
Helping hand
Hurricane blast
Hydraulic torrent
Infernal healing (greater)
Inflict serious wounds
Irregular size
Life shield
Locate object
Lover’s vengeance
Magic circle against alignment
Magic fang, greater
Magic vestment
Mantle of calm
Meld into stone
Monstrous extremities
Neutralize poison
Paragon surge
Plant voice
Prayer
Protection from energy
Raging bubble
Remove blind/deaf
Remove curse
Remove disease
Resinous skin
Resist energy (communal)
Riversight
Sacred bond
Sands of time
See beyond
Severed fate
Shadowmind
Share language (communal)
Shield of darkness
Sky swim
Speak with dead
Spellcurse
Spotlight
Stunning barrier (Greater)
Thunderstomp, greater
Unravel destiny
Voluminous vocabulary
Water breathing
Water walk (communal)
Wrathful mandle

4th LEVEL
Air walk communal
Ancestral gift
Anti-incorporeal shell
Aspect of the stag
Aura of doom
Battle trance
Breath of life
Burst of glory
Burst with light
Calm air
Cleanse
Cloud shape
Cure critical wounds
Cure light wounds mass
Death ward
Dimensional anchor
Discern lies
Dispel alignment
Disrupting weapon
Divine power
Elemental body I
Enchantment foil
Firewalker’s meditation
Gift of the deep
Guardian of faith
Healing warmth
Imbue with spell ability
Instant restoration
Life bubble
Magic weapon greater
Master’s escape
Path of glory greater
Persistent vigor
Plague carrier
Planar adaptation
Protection from energy (communal)
Quieting weapons
Rags to riches
Repel vermin
Restoration
Ride the waves
Serenity
Shield of dawn
Shield of fort greater
Speak with haunt
Spell immunity
Spell resistance
Spit venom
Stoneskin
Tongues
True seeing
Undeath ward
Ward of the season
Ward shield

5th LEVEL
Ancestral memory
Astral projection lesser
Bear’s endurance (mass)
Break enchantment
Bull’s strength (mass)
Cat’s grace (mass)
Compelling rant
Cure moderate wounds (mass)
Dimensional fists
Eagle’s splendor (mass)
Elemental body II
Enlightened step
Fickle winds
Find the path
Flame strike
Ghostbane dirge (mass)
Heroic fortune (mass)
Locate gate
Owl’s wisdom (mass)
Plane shift
Reprobation
Spell immunity (communal)
Stoneskin (communal)
Tongues (communal)
Wind walk
Whip of ants

6th LEVEL
Age resistance, greater
Alleviate corruption
Antilife shell
Artificer’s curse
Cure serious wounds mass
Dust form
Dust ward
Eaglesoul
Elemental body III
Heal
Joyful rapture
Lunar veil
Mage’s decree
Regenerate
Restoration (greater)
Scouring winds
Waves of exhaustion

Comments

Popular posts from this blog

Custom Pathfinder Class: Mesmer

D&D 5e and Pathfinder race: Eredar (Draenei, Man'ari)

5e Homebrew Class - Priest/Priestess