Divine in Sword Coast Legends is an Ability tree for the Cleric Class. Divine abilities represent the power of the gods channeled directly through their followers. They involve such miracles as fire from thin air. pillars of flame shooting up from the ground, and even the power to split the very earth itself. Values listed at -1 Wisdom Modifier.


Divine Abilities


produce_flame-icon.png Produce Flame


  • Effect: A flickering flame appears in your hand, which you quickly hurl at an enemy in range. On a hit, the target takes 2-8 Fire damage
  • Type: Cantrip - Ranged
  • Range: 18 Yards
  • Cooldown: 2 Seconds
  • Requirements: None
  • Cost: None
  • Ranks: IV


warding_flare-icon.png Warding Flare


  • Effect: You conjure a flare of divine light in the face of an enemy. The creature must make a DC 9 Constitution save or be blinded and have disadvantage on their attacks for the next 30 seconds.
  • Type: Direct Effect
  • Range: 18 Yards
  • Cooldown: 120 Seconds
  • Requirements: Level 5
  • Cost: 2 Points
  • Ranks: I

flamestrike-icon.png Flamestrike


  • Effect: A vertical column of divine fire roars down from the heavens in a location you specify. Each creature within 2 yards must make a DC 9 Dexterity saving throw. A creature takes 5-23 Radiant damage and 5-23 Fire damage on a failed save, or half as much damage on a successful one.
  • Type: Ranged Area of Effect
  • Range: 18 Yards
  • Cooldown: 200 Seconds
  • Requirements: Warding Flare & Level 9
  • Cost: 3 Points
  • Ranks: II

regenerate-icon.png Regenerate


  • Effect: You touch a creature and stimulate it's natural healing ability. The target regains 37-49 hit points. The target will then regain 60 hit points over the next 60 seconds.
  • Type: Direct Effect
  • Range: 8 Yards
  • Cooldown: 280 Seconds
  • Requirements: Level 13
  • Cost: 3 Points
  • Ranks: II


earthquake-icon.png Earthquake


  • Effect: You create a seismic disturbance at a point on the ground that you designate. An intense tremor rips through the ground, expanding out 5 yards and lasting 24 seconds. The ground in the area becomes difficult terrain. Each creature on the ground in the area must make a DC 9 Dexterity saving throw. On a failed save, the creature is knocked prone and takes 6-29 Bludgeoning damage.
  • Type: Ranged Area of Effect
  • Range: 18 Yards
  • Cooldown: 280 Seconds
  • Requirements: Level 15
  • Cost: 3 Points
  • Ranks: I



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