#here's a writeup of the divine wards in case anyone wants them!
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"This is not a fair fight, and it never was."
Divine Prowess (lower): After making a skill check, double the result. After calculating all bonuses, double all passive skills.
Divine Resistance (lower): They gain 5 legendary resistances. After rolling a saving throw, double the result. Immune to all nonmagical damage, weapon damage from non-artifact weapons, and damage and effects from spells of 6th level or lower. They gain two elemental damage immunities and four elemental damage resistances of their choice.
Divine Awareness (lower): They gain truesight, blindsight, and 120ft tremor-sense. They can speak and understand all languages, can read all writing, and can communicate telepathically with any creature they can see. Immune to the charmed, frightened, stunned, blinded, and deafened conditions.
Divine Vigor (lower): At the beginning of their turn, they regain all limited use class features. Immune to exhaustion. Their speed is doubled. They gain 3 legendary actions.
Divine Vitality (higher): At the beginning of their turn, if they have not taken damage since their last turn, regenerate all hit points. All death saves are nat20s, and any hit points granted by spells they cast is multiplied by 10. Immune to the paralyzed, petrified, and poisoned conditions. Immune to disease. Their maximum hit points are multiplied by 10.
Divine Magic (higher): Once per turn, they can cast one cleric or paladin spell from a domain they grant, of any level, without using a spell slot. After calculating all bonuses, double the spell save DC, range, area of effect, and duration of all spells.
Divine Potency (higher): All damage dealt by their spells and weapons is multiplied by 10. After rolling an attack roll, double the result. After calculating all bonuses, double AC. Ranged weapon ranges are doubled.
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