Holy Powers (5)

Explore a collection of Holy Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Death Ward

Death Ward: When a creature within 30 feet of the priest takes damage that would reduce it to zero hit points, the priest can use its reaction to instead set that creature's hit points to 10.


Divine Smite

Divine Smite: Immediately after hitting a target, the priest forces the target to make a DC 13 Constitution saving throw. On a failure, the target is Burning [5 (1d10) radiant]. A burning creature suffers 5 (1d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.


Heroism

Heroism: The priest inspires another friendly creature within 60 ft, granting it 10 temporary hit points. While those temporary hitpoints are active, the creature has advantage on saving throws and is immune to being frightened or charmed.


Mass Cure Wounds

Spellcasting: The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: Mass Cure Wounds


Word of Radiance

Word of Radiance: The priest utters a divine word and it shines with burning radiance. Each hostile creature within 10 feet must make a DC 13 Constitution saving throw or take 10 (3d6) radiant damage.