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Spell guidance
Spell guidance







The Barbarian had enough circumstantial boosts and the enemy had enough penalties that he made the ballsy play to risk it for the biscuit and try to Disarm the McGuffin staff out of the BBEG's hands - he hit a Crit Success against an APL+4 monster's second-best save, and Guidance won the session. Last session I got to see the mythical triple-Guidance omnibuff turn, and it was actually really fucking important. He uses it as a go-to combat buff, helping people set up for key tactical plays. In the game I GM, I gave the Cleric a "greater" Guidance that has a cooldown of only 10 minutes, just to see what would happen. Having one or two people in the party with Guidance prepared is like having an extra three floating Hero Points if you're on your game. It is a Channel through which you can obtain immeasurable amounts of information from important figures of ancient times, or receive important information from ancient times. I don't use it 100% efficiently because not everyone rolls a d20 in every scene, but that's still 2-3 checks per session that go from Fail->Success or Success->Crit. This binding was designed & created by Ash, is imbued with spells for Receiving Guidance and Visions from ancient peoples. I'd say we average 3-5 major scenes per session which are temporally far enough apart to abuse the cantrip.

spell guidance

In the game I play in, we have 5 party members and an animal companion, and we make a LOT of checks out of combat that can benefit from Guidance. With 4 party members, that's a 35% chance of it giving you a major advantage, assuming no NPCs, companions, summons, or breaks in the action.

spell guidance

On any given die roll, Guidance has a cumulative 10% chance per cast of it doing "something". Worst-case scenario: lets say you're in a dungeon crawl with no long rests all session. That +1 goes a long way, and it applies to a TON of stuff. It's one of the best cantrips in the game.









Spell guidance