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Treasure

Gift of the Spirit

Gift of the Spirit

Blessing, rarity varies

“There are many gifts, but the same Spirit.”

-1 Corinthians 12:4

A gift of the spirit is not an item, but rather a spiritual blessing that is conferred upon a creature by the grace of God. Usually, but not always, a gift of the spirit is signified by a tongue of fire which appears to hover above the creature’s head. However, these tongues are fire are symbolic, and are not considered objects, as the true gift resides within the creature’s heart. Thus, an effect that would suppress a magic item (such as an antimagic field) has no effect on a Gift of the Spirit.

Receiving a Gift of the Spirit. Receiving a gift of the spirit happens instantaneously when the Spirit of God chooses to confer grace on a creature. A creature may request a specific gift, which might require it to perform an act of virtue (see page 6), but ultimately a gift cannot be “earned;” it can only be given to a creature that the Spirit of God deems to be worthy. A gift of the spirit then remains indefinitely, or until the creature disavows it.

Types of Gifts. Many types of gifts exist, each with distinct properties and rarities.

  • Wisdom (Very Rare). Wisdom illuminates the heart

and provides clarity of purpose. Your Wisdom score increases by 2, to a maximum of 25.

  • Understanding (Legendary). Understanding reveals

supernatural truths and enhances the understanding of scripture. You gain Truesight out to a range of 60 feet, and you have Proficiency in Religion. If you already had Proficiency in Religion, your Proficiency becomes Expertise.

  • Counsel (Very Rare). Counsel allows for quick and

efficient judgment in difficult situations. You can cast augury once per Short Rest without material components, and without expending a spell slot. Additionally, whenever you make a Wisdom (Insight) check to judge a creature’s intentions, you treat a roll of 14 or lower on the d20 as a 15.

  • Fortitude (Very Rare). Fortitude prepares you to

stand up for what is right in the face of suffering, both mental and physical. Your Constitution score increases by 2, to a maximum of 25.

  • Knowledge (Very Rare). Knowledge elevates the

mind to perceive the world as God perceives it. Your Intelligence score increases by 2, to a maximum of 25.

  • Piety (Legendary). Piety instills trust and inspires a

reliance on the will of God. Your Grace score (AGttB) increases by 2, to a maximum of 25. Additionally, whenever you make a roll to determine a random outcome, such as a roll on a Random Encounter table, a percentage check (like a Cleric’s Divine Intervention feature), or a “luck check” ( common house rule), you may roll twice and choose the more favorable outcome. Additionally, you learn one spell of 5th level or lower from the Cleric spell list. You always have this spell prepared, but it does not count against the spells you know.

  • Fear of the Lord (Legendary). Fear of the Lord

opens your mind to the vastness of the cosmos and the God that is above it all. You gain immunity to Psychic damage and are immune to being charmed, frightened, or possessed.

Azrael's Guide to the Apocalypse, printed pages 170, 171.