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Temple, City

Items   Adventuring Gear
  • Holy Symbol, Amulet (5 GP)
  • Holy Symbol, Emblem (5 GP)
  • Holy Symbol, Reliquary (5 GP)
  • Holy Water (25 GP) - As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 GP worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
  • Incense (1 Block) (1 SP)
Magic Items   Potions and Oils
  • Potion of Healing (50 GP) - Drinking the potion restores 2d4 + 2 HP.
  • Potion of Healing, Greater (250 GP) - Drinking the potion restores 4d4 + 4 HP.
  • Potion of Healing, Superior (2500 GP) - Drinking the potion restores 8d4 + 8 HP.
  • Potion of Restoration (250 GP) - Drinking the potion cures either one disease or one of the following conditions: Blinded, Deafened, Paralyzed, and Poisoned.
  • Potion of Restoration, Greater (1000 GP) - Drinking the potion cures either one disease or one of the following conditions: Blinded, Charmed, Deafened, Paralyzed, Petrified, and Poisoned. Alternatively, it can end one effect reducing the drinker's ability scores or hit point maximum.
Services   Religious
  • Blessing (10 GP) - For the next 24 hours, you can add 1d4 to one attack roll, ability check, or saving throw or deal an extra 1d4 radiant damage to a hit with a weapon attack.
Spellcasting
  • Cure Wounds (Level 1) (25 GP)
  • Cure Wounds (Level 2) (50 GP)
  • Cure Wounds (Level 3) (100 GP)
  • Divination (250 GP)
  • Greater Restoration (250 GP)
  • Lesser Restoration (50 GP)
  • Remove Curse (100 GP)

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