Classes/Priest

Class Details:
Hit Die: d8

Type: Magic

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the priest.

Weapon and Armor Proficiency
Priests are proficient with all simple weapons.

If this is the character’s first level in a class, she gains proficiency with the favored weapon of her divine patron; if her divine patron’s favored weapon is a simple weapon, she gains a +1 class bonus on damage rolls with that weapon.

Casting (Su)
A priest may combine spells and talents to create magical effects, and chooses either Wisdom or Charisma as her Casting Ability Modifier. In addition if this is the priest’s first level in a casting class she gains a single discipline feat she qualifies for, and may choose her casting type. (See Casting Type on the Magic page)

If this is the character’s first level in a class, she also gains the Ritual Casting Initiate (Magic) feat as a bonus feat.

Caster’s Concentration
As a spellcaster, a priest gains ranks in the Concentration skill equal to her class level.

Spell Pool (Su)
A priest gains access to a magical source of energy known as a spell pool. This pool contains a number of spell points equal to her levels in casting classes + her casting ability modifier (minimum 1). This pool replenishes once per day after performing a ritual to her divine patron (See Deities and Divine Patrons). If the priest possesses levels in another class that allows different methods of replenishing her spell point pool (usually a long rest), she may use either method but may only replenish her pool once per day.

Implements (Su)
A priest may choose a holy symbol, religious text, or sacred relic as her implement.

Magic Talents (Su)
A priest gains 1 magic talent every level, each magic talent may be used to learn a new talent or new spell the priest qualifies for. In addition she gains a bonus spell (but not talent) every 4 BCB she gains from this class.

Religious Study
The priest selects a divine patron which she has devoted herself to, which grants spells and other supernatural powers to her. The priest gains ranks in the knowledge (religion) skill equal to her class level. Although the priest is not required to always unfailingly adhere to the teachings of her patron, failing to do so can cause the patron to withhold or deny the priest access to spells and class features until the priest appropriately repents for her actions.

Domains (Su)
At 1st level, the priest selects 2 domains (or subdomains) from among those possessed by her divine patron. These domains grant multiple bonuses to the priest, which can include additional skill ranks, miracles, bonus spells and magic talents, and other fantastic powers granted by her divine patron. Each domain will immediately grant a benefit to the priest upon being gained, and will also provide the priest access to a domain miracle and various Divine Boons as she gains class levels.

If the priest is a spontaneous spellcaster and this is not the priest’s first level in a casting class, she may not select a domain that grants an affinity talent or a bonus spell unless she already possesses that talent or spell. If the priest is a prepared spellcaster and this is not the priest’s first level in a casting class, she may select these domains but only gains knowledge of that talent or spell in her spell source rather than gaining a bonus slot to prepare that talent or spell.

For a list of available domains and subdomains, see Table - Domains & Subdomains.

Miracles (Su)
By praying for the priest’s divine patron to directly intervene on her behalf, the priest may perform minor miracles a number of times per day equal to ½ the priest’s class level plus her casting ability modifier (minimum 1).

The priest begins play knowing 2 miracles; 1 selected from the list of miracles available to all priests, and 1 granted by one of her selected domains. At 3rd level, the priest gains the miracle granted by her second domain. As the priest advances she may learn to perform additional types of miracles.

If a miracle calls for a save attack roll, the roll is made using 1d20 + ½ SPB + her casting ability modifier, and may add her implement’s enhancement bonus to the roll. Unless otherwise specified, performing a miracle is a standard action that requires the priest to be able to speak clearly and to either be holding her implement or to have a free hand, and does not provoke attacks of opportunity.

For a list of miracles available to all priests, see Table - Miracles.

Divine Boon
At 2rd level, and every 4 levels thereafter, the priest gains a Divine Boon. When the priest gains a new Divine Boon, she may select a boon that she qualifies for from any of the domains she has access to, or from the list of boons available to all priests.

For a list of boons available to all priests, see Table - Divine Boons.

Flock of the Faithful
At 4th level, the priest is fully recognized as a servant of her divine patron, and any creature can automatically identify her as such if that creature worships the same patron or succeeds at a DC 10 knowledge (religion) skill check (the priest may suppress this ability at will).

Members of the same faith are always willing to provide assistance to the priest unless they have a compelling reason not to do so, improving their starting attitude towards the priest by one step (up to Helpful) and the priest may request any non-dangerous, non-costly assistance without the need to make a Diplomacy check.

At 9th level, the priest may request costly assistance without a check if it is within the member’s means to provide it.

Curse Resistance (Su)
At 5th level, the priest gains resistance against magical maledictions. The priest gains spell resistance equal to double her class level against spells and effects with the Curse keyword. This stacks with other forms of spell resistance.

Proselytize
Starting at 8th level, the priest may make a Diplomacy check to request aid of any creature that goes against the creature’s values or its nature without automatically failing, as long as doing so is consistent with the values or nature of the priest’s divine patron; such requests have a DC modifier of +15. The priest may add ½ her class level to her Diplomacy check when making requests of members of the same faith.

Expanded Portfolio
At 11th level, the priest may select an additional domain (or subdomain) from among those possessed by her divine patron, gaining its Domain Benefit and Domain Miracle. If this domain grants ranks in a specific skill, the priest may retrain any ranks in that skill that she had previously invested.

Absolution
At level 12, when the priest performs her daily ritual to replenish her spell points she may also select a Divine Boon available from one of her domains that she meets the prerequisites for and gain that boon. She may change this boon each time that she performs her daily ritual.

At 19th level, the priest may select two boons and change one or both when she performs her ritual.

Time of Need
Starting 15th level, the priest’s many friends in high places (both in heaven and below) allow her to perform some rituals at reduced rates. When performing a ritual to restore life to a deceased creature, the priest need only pay half the normal cost in gold pieces to perform the ritual. She must still meet all other normal requirements to be able to perform the ritual.

Convert (Su)
Starting at 16th level, the priest’s sermons become so compelling that they inspire faith in the faithless. Any creature that listens to the priest espouse the glories of her patron (a full-round action that provokes attacks of opportunity) for at least 1 minute becomes the target of a Will save attack (as if using a Miracle), using the priest’s knowledge (religion) check result. On a success, the target converts, becoming a worshiper of the priest’s divine patron. Creatures that would suffer a negative effect for changing their divine patron (such as a priest who worships another patron) receive a +10 to their save roll. Creatures that have a strong moral opposition to the priest’s divine patron (such as converting a dwarf to worship a beardless elven god) receive a +5 to their save roll. Creatures which would be put in danger by the priest’s divine patron or its followers (such as converting an undead to worship the sun god) receive a +5 to their save roll. On a failure, the target cannot be affected by this ability again for 24 hours.

The priest’s divine patron fully welcomes any new converts. Creatures that possess features which are reliant upon a divine patron (such as priests and champions) may replace any features which they are no longer eligible for (such as domains and divine boons) with others which could be granted by their new divine patron.

Pilgrimage (Su)
At 17th level, as a full round action that provokes attacks of opportunity, the priest may transport herself and any willing creatures she is touching (as if using the Plane Shift ritual) to her divine patron’s home plane, or from her patron’s home plane to any other that could be reached with the Plane Shift ritual. The priest may use this ability a number of times per day equal to her casting ability modifier (minimum 1).

Divine Herald (Su)
At level 20, the priest attains a small measure of divinity of her own, and takes her place alongside the divine beings that serve her patron directly. She gains a +2 deific bonus to all ability scores, her creature type changes to elemental, with a subtype matching that of her divine patron, treating her divine patron’s home plane as her own, she no longer ages, and she no longer needs to eat, drink, or sleep (but must still breathe). She may still choose to count as her original creature type whenever it would be beneficial for her to do so.

Additionally, if she is slain while not on her home plane she may immediately choose to transport herself to a safe location on her home plane and, 1 hour later, returns to life as if she were the target of a True Resurrection ritual. Once this ability has been used it cannot function again for 1 year.

Table - Miracles
Below is a list of miracles that are available to all priests.

Table - Divine Boons
Below is a list of Divine Boons that are available to all priests.

Domains & Subdomains
Below is a list of domains and subdomains that a priest may select. Priests may only select domains or subdomains that are in her divine patron’s portfolio, and if she selects an alignment domain she must have that alignment herself. Subdomains modify their parent domains. A priest may not select both a domain and a subdomain separately, and if a divine patron grants only a domain (without a subdomain) or a subdomain (without its parent domain) the priest is limited to this selection. Some subdomains may modify multiple parent domains, the priest may select these subdomains only once even if she would have access to both parent domains, and if a divine patron grants access to only one parent domain to a subdomain, the priest must select this as the base domain that is being modified.

Subdomains
Subdomains may be selected if they are possessed by the divine patron. Each subdomain is associated with parent domains; if a divine patron grants a subdomain but none of its parent domains then the priest must select the subdomain and may not select the parent (but may decide which parent to use as the base, otherwise the priest must use a parent domain that the patron grants as the base). To gain a subdomain, the priest first gains the parent domain and then replaces any features gained with the features granted by the subdomain; if a subdomain has more than one parent domain the subdomain will replace different features depending on which parent domain it is gained from. A priest cannot select the same subdomain twice, even if she possesses multiple parent domains for the same subdomain.

Animal Domain
Domain Benefit: Priests of the animal domain gain ranks in the Knowledge(Nature) (Int) skill equal to their class level.

Domain Miracle:

Call to Heel: The priest may issue a divine command to animals within an area to compel obedience. The priest makes a Will save attack against all creatures with the animal type within a radius of 20 feet + 5 feet per 2 class levels centered on a point within 100 feet + 10 feet per class level. On a success, targets gain the Fascinated condition for as long as the priest concentrates to maintain this effect, or until they are otherwise freed from the condition. A creature that successfully saves, that is freed from the effect, or that leaves the area, becomes immune to this effect for the remainder of the duration. Animals that enter the area while the priest is concentrating to maintain the effect are immediately subject to a Will save attack.

At 7th level, the priest may center this area on herself and have the effect move with her, and the effect remains on each creature for 1d4+1 rounds after the priest ceases concentrating or the creature leaves the area of effect.

At 13th level, animals instead become Dominated for the duration of the effect.

Domain Boons:

Beast Skin

Benefit: The priest gains the Transformation spell as a bonus spell and the Natural Spell (Magic) feat as a bonus feat, and must select Beast Form as her first form talent (even if she does not meet the prerequisites). If she already possesses the Transformation spell, she instead gains the Beast Form talent; if she already possesses the Beast Form talent, she instead gains another Form talent, Alter talent, or magic talent that uses Transformation as a prerequisite but must meet the prerequisites for these talents (in either case, if the priest is a prepared caster she treats Transformation as a bonus spell for the purpose of her limit on prepared spells).

Call Beast

Benefit: The priest gains the Summon Companion spell as a bonus spell, and must select a companion with the Animal type (even if she does not meet the prerequisites). If she already possesses the Summon Companion spell, the priest instead gains the Extra Companion magic talent and must select a companion with the Animal type (if the priest is a prepared caster, she may treat Summon Companion as a bonus spell for the purpose of her limit on prepared spells). This companion may remain without concentration for up to 24 hours, but the priest must pay any additional spell points associated with the summoning as normal.

Thick Hide

Benefit: The priest’s skin grows thick and tough, increasing her natural armor bonus to AC by +1. This bonus stacks with other sources of natural armor, and increases by an additional +1 at 6th, 11th, and 16th level.

Cold Domain
Domain Benefit: Priests of the cold domain gain the Cold Affinity universal magic talent.

Domain Miracle:

Flash Freeze: The priest may pray for her divine patron to cover an area in a sheet of ice. This effect covers an area with a radius of 20 feet + 5 feet per 2 class levels centered within 100 feet + 10 feet per class level. The priest makes a Reflex save attack against all creatures in the affected area, on a success the creatures fall prone. Creatures within the area that attempt to move must succeed at an Acrobatics check (DC 10 + the priest’s CAM) or be unable to move (an additional degree of failure causes the creature to fall prone), and suffer a penalty to their CMD against maneuvers that would move them equal to the priest’s CAM. Prone creatures that attempt to stand must also succeed at an Acrobatics check to do so. The priest is immune to this effect. This effect lasts for 1 minute per class level, but the priest may dismiss it as a standard action.

At 7th level, the ice sheet is thick enough to support the weight of creatures of up to medium size, allowing those creatures to walk across surfaces that would not normally support their weight (such as a lake, a canopy of vines, or a crumbling ruin) and when doing so those creatures do not set off pressure-based floor traps. The ice also encases unattended objects within the area, preventing objects from being lifted from surfaces they are frozen to, and containers and doors from being opened. The ice has 1 hit point per class level, or can be broken with a Strength check (DC 10 + the priest’s CAM).

At 13th level, creatures of up to large size can be supported by the ice, and creatures that fall prone on the ice also gain the Entangled condition and are unable to move until they break free from the ice through either a Strength check or dealing damage to the ice (using the same hit points and DC as encased objects).

Keywords: Cold

Domain Boons:

Deep Freeze

Benefit: Any ice created by the priest gains hardness equal to her CAM and an additional number of hit points equal to her BCB.

Ice Body

Prerequisites: Priest 6

Benefit: As a swift action, the priest may transform her body and equipment into ice for a period of time. While in the form of ice, the priest has immunity to cold and gains DR 5/-, but also gains vulnerability to fire. Her natural attacks and melee weapon attacks in this form deal an additional 1d6 cold damage. The priest may end this effect as a free action on her turn. The priest may take on this form for a number of rounds per day equal to her class level; these rounds need not be consecutive. If the priest also possesses the Deep Freeze divine boon, she uses the higher of 5 or her CAM to determine the DR, and gains a number of temporary hit points equal to her BCB when she activates this ability.

Tundra Dweller

Benefit: The priest may move normally over non-magical snow-covered and icy surfaces without reducing her speed or needing to make an Acrobatics check to avoid falling prone. She may share this effect with a number of creatures within 20 feet up to her CAM. Additionally, the priest can live comfortably in even freezing temperatures and no longer needs to make Fortitude, Constitution, or Survival checks due to cold weather conditions and no longer takes nonlethal damage from cold weather (but can still take lethal damage from extreme weather conditions).

Dark Domain
Domain Benefit: Priests of the dark domain gain the Dark Affinity universal magic talent.

Domain Miracle:

Domain Boons:

Fade to Black

Benefit: The priest may spend a Reaction when targeted by an attack to fade into shadow and grant herself concealment (25% + 5% per 4 BCB miss chance) against that attack. This miss chance stacks with other concealment granted by dim light or darkness (up to a maximum of 50%). The priest may use this ability a number of times per day equal to ½ her MSB plus her CAM (minimum 1).

Lightless Gaze

Prerequisites: Darkvision, Priest 10

Benefit: The priest gains the See in Darkness special ability.

Earth Domain
Domain Benefit: Priests of the earth domain gain the Earth Affinity universal magic talent.

Domain Miracle:

Rock Slide: The priest may beckon earth and stone to move at her command. The priest may choose one unattended stone object of up to medium size within 30 feet + 5 feet per 2 class levels and command it to move (through sliding, rolling, or levitating) to any other space within range. This movement must be in a straight line. If the object moves through a space occupied by a creature or other obstruction the priest may roll a ranged touch attack and, on a success, the object’s movement stops and it deals 1d8 plus her CAM bludgeoning damage to that creature. On a miss, or if the priest chooses not to make the attack roll, the object continues toward the intended destination and may attempt additional attack rolls for other occupied spaces that it passes through (the object cannot pass through obstructions such as walls). The object may move through the spaces of allied creatures without obstruction. The damage and size of object that can be moved increases by 1 size category at 4th level and every 4 class levels thereafter (1d10 at 4th, 2d6 at 8th, 3d6 at 12th, 4d6 at 16th, and 6d6 at 20th).

At 7th level, in addition to stone objects, the priest may also command patches of earth and stone to tear themselves free and take flight. Rather than a single stone object, the priest may affect a 5-foot cube of nonmagical soil, clay, sand, or stone to move; this can include a patch of terrain or a part of a structure. This uses the same rules and deals the same damage, but gains a +4 size bonus on the touch attack roll and may attempt a Bull Rush combat maneuver as a part of the same action (with a CMB equal to the priest’s SPB + CAM + 4 size bonus). The priest may move the cube up to 5 feet in any direction before it begins its movement in order to avoid obstruction by the terrain it was pulled from.

At 13th level, the moved object (or terrain) may move to two points within range in the same action, but must still do so in a straight line from its starting location to the first destination, and from the first destination to the second. In addition, rather than stopping when it collides with a creature it may attempt an Overrun combat maneuver (using the same CMB as used for Bull Rush) to attempt to knock the creature prone and continue its movement.

Domain Boons:

Crag Form

Prerequisites: Priest 6

Benefit: As a move action, the priest may encase herself in a mass of stone. While encased in stone, the priest is immobile (is treated as having a speed of 0, a -5 dexterity modifier, and cannot take 5-foot steps), but gains a +10 natural armor bonus to AC, hardness equal to her BCB, and gains immunity to critical hits and the bleed status. She may end this effect as a move action, causing the stone to crumble into her space and adjacent squares within 5 feet per 10 SPB (minimum 5 feet) creating difficult terrain which lasts until the rubble is removed. While encased in stone the priest can speak normally and use mental or supernatural abilities but cannot take actions that require her to move her body or manipulate objects, and is treated as entangled when casting spells (requiring a concentration check against 15 + ½ the BCB of the spell attempted). The priest may use this ability a number of times per day equal to her CAM (minimum 1).

Scramble

Benefit: The priest may ignore nonmagical difficult terrain caused by stone, sand, or uneven earth. Additionally, the priest gains a climb speed equal to ½ her land speed when climbing a surface made of stone or earth (if she already possesses a climb speed, she gains a +10 bonus to that speed when climbing a surface made of stone or earth).

Stone Soldiers

Benefit: The priest gains the Summon Companion spell as a bonus spell, and must select a companion with the Constructed type (even if she does not meet the prerequisites). If she already possesses the Summon Companion spell, the priest instead gains the Extra Companion magic talent and must select a companion with the Constructed type (if the priest is a prepared caster, she may treat Summon Companion as a bonus spell for the purpose of her limit on prepared spells). This companion counts as a stone object for the purpose of interaction with spells, effects, and features. The priest may apply this benefit to any companions she possesses with the Constructed type (if she can summon multiple companions).

Mud Subdomain (Earth or Water)
Alternate Domain Miracle:

Mudslide: The priest may pray for a mudslide to wash away her foes, affecting all creatures and objects within a cone of 20 feet + 5 feet per class level. The priest makes a Reflex save attack against all targets, on a success the target is knocked prone. On an additional degree of success, the target is also pushed back to the end of the cone’s range (or to the nearest legal space). Objects in the area that are not firmly fixed in place are also subject to this effect. The affected area remains covered in mud until it dries (becoming dirt or clay), or the priest may cause the mud to dry immediately with a standard action.

At 7th level, the mud becomes extra sticky, causing the affected area to become difficult terrain. Creatures that fail their save gain the Entangled condition, which can be removed as a standard action by wiping away the mud.

At 13th level, the mud becomes extra slick, any creature that enters the affected area must succeed at an Acrobatics skill check (DC 10 + the priest’s CAM) or fall prone. Creatures that fall prone within the affected area gain the Entangled condition until the mud is removed with a standard action.

Keywords: Earth, Water

Electric Domain
Domain Benefit: Priests of the electric domain gain the Electric Affinity universal magic talent.

Domain Miracle:

Static Charge: The priest may touch an ally to charge it with electrical energy. While charged, the priest may spend a Reaction when the ally is struck by a melee attack to cause the energy to discharge, dealing electrical damage to the attacking creature equal to ½ the priest’s class level plus the priest’s CAM. A single charge allows a number of discharges equal to the priest’s CAM. After 1 minute, the charge fades and any unused discharges are lost.

At 7th level, on a discharge, the priest additionally makes a Fortitude save attack against the attacking creature. On a success, the creature gains the Dazed condition for 1 round. With two additional degrees of success, the creature is instead Dazed for 1d4+1 rounds.

At 13th level, the charge remains for 1 hour and, on a discharge, the electricity also arcs to non-allied creatures adjacent to the attacking creature.

Keywords: Electric

Entropy Domain
Domain Benefit: Priests of the entropy domain gain the Entropy Affinity universal magic talent.

Domain Miracle:

Domain Boons:

Chaotic Influence

Benefit: As an immediate action, after a creature has made an opposed roll but before the opposing roll has been made (such as an attack roll before an armor check roll, or a save attack before a save roll) the priest may force that creature to roll again and use the second result. This can be used as long as the creature initiating the opposed roll, or the creature that is the target of it, are within 30 feet of the priest. The priest may use this ability a number of times per day equal to her CAM (minimum 1).

Fire Domain
Domain Benefit: Priests of the fire domain gain the Fire Affinity universal magic talent.

Domain Miracle:

Conflagrate: The priest may activate this miracle as a swift action to cause fires within range to spread. The priest may target one source of open flame or one burning creature within a range of 100 feet + 10 feet per class level, and cause it to burst, affecting all creatures and flammable objects within 5 feet + 5 feet per 5 class levels. The priest makes a Reflex save attack against all affected targets (a target that is already burning does not need to make a new save), on a success the fire spreads to that target using the same ongoing damage and extinguish conditions as the original effect (including the original effect’s save attack result or save DC). All affected targets immediately take this burning damage, including the original source.

At 7th level, the priest may target a number of flame sources within range equal to her CAM. If a target is within range of multiple bursts, it is only required to make one save but you gain a +2 bonus to your save attack roll for each additional flame source beyond the first, the target uses the highest value of the ongoing damage between all flame sources, uses the harshest extinguish conditions, and on a success the immediate damage taken by the target increases by 2 points per additional source.

At 13th level, the range of this miracle increases to 1000 feet + 100 feet per class level.

Keywords: Fire

Domain Boons:

Cremate

Benefit: When the priest causes a target to catch on fire, she adds half her BCB to the damage taken each round.

Healing Domain
Domain Benefit: Priests of the healing domain gain the Cure spell as a bonus spell, even if they do not meet the prerequisites.

Domain Miracle:

Regrowth: The priest may cause allied creatures within 30 feet to heal rapidly for 1 minute. Affected creatures gain Fast Healing equal to the priest’s CAM (up to a maximum of her class level).

At 7th level, while this effect is active the Fatigued and Exhausted conditions are suppressed.

At 13th level, this miracle grants Regeneration, bypassed by magic, rather than Fast Healing.

Domain Boons:

Empowered Healing

Prerequisite: Priest 6

Benefit: Spells cast by the priest with the Healing keyword may be cast as if they were modified by the Empower Spell meta talent, even if the priest does not possess this talent or have it prepared. The priest need only spend 1 additional spell point to modify a spell in this way.

Healing Nova

Prerequisites: Healing Burst miracle

Benefit: The priest’s Healing Burst miracle heals 1d6 hit points per class level, rather than 1d6 hit points at every odd class level.

Snatch from the Edge

Benefit: The priest may apply healing to creatures that have died from hit point damage within 1 round. If the healing is enough to bring the creature’s hit points above its death threshold, the creature is instead treated as if it had been unconscious rather than dead, and it returns to life in the state appropriate for its current hit point total. If the priest also possesses the Life-Saving Cure spell talent, she may use that talent as normal up to 2 rounds from the creature’s death.

Superpowered Healing

Prerequisite: Empowered Healing, Priest 10

Benefit: The priest does not need to spend any additional spell points to apply the Empower Spell meta talent to spells with the Healing keyword.

Undo Harm

Prerequisites: Regrowth miracle

Benefit: As a reaction in response to a creature benefiting from the priest’s Regrowth miracle taking hit point damage, the priest may end the effect on that creature to reduce the damage by an amount equal to the Fast Healing amount multiplied by the number of rounds remaining on the duration (example: Fast Healing 3 with 6 rounds remaining would reduce the damage by up to 18 points). If the priest also possesses the Snatch from the Edge boon, she can instead choose to end the effect on a creature that has died within 1 round as a standard action to immediately heal that creature for that amount.

Medicine Subdomain (Healing or Knowledge)
Alternate Domain Benefit: Priests of the medicine subdomain gain ranks in the Medic (Wis) skill equal to their class level.

Alternate Domain Boons:

Medical Miracle

Benefit: As a full-round action that provokes attacks of opportunity, the priest may attempt a Medic skill check on a creature that has died within 1 minute. The DC of this check is equal to 10 + the creature’s current negative hit points. On a success, the creature gains a temporary negative level, the creature’s hit points are set to 1 point above their maximum negative hit points, and the creature is alive and stable but unconscious. The DC increases by 10 for each negative level, temporary or permanent, that the creature has. The creature must make a Fortitude save (using the same DC as was used to revive the creature) after 24 hours to remove the temporary negative level or it becomes a permanent negative level. If the creature receives long-term care (as described under the Medic skill), it gains a +5 bonus to this save after 8 hours of rest, or a +10 for a full day of rest.

Special: This boon replaces the Snatch from the Edge boon under the Healing Domain.