Cleric
You are a devotee of a Higher Power, you are able channel their Powers through your belief and willpower.
Starting HP : 1d10 + CON
HP Per Level/Resting (HD) : 1d10
Equipment
Every Cleric starts with torches, rations, a toolkit of their choice, and the following:
- Armor - choose 1
- Padded Cloth Vestments (Light Armor) + Small Round Shield (Small Shield)
- Chain Armor (Medium Armor)
- Weapon - choose 1
- Any one-handed melee weapon
- Any two-handed melee weapon
Class Features
Powers
Level 1 Feature
Clerics start with 1 Mana and use WIS as their Spellcasting Attribute. See rules for Spellcasting.
Clerics are not subject to risk of Arcane Feedback when using their Mana for Powers.
Clerics start with the following Powers. Powers may require investment of Mana and function as specific spells to use or will instead be permanent passive abilities.
Powers | Description |
---|---|
Rebuke | Target [Sum] enemies. Each target must make a DR12 + [Mana] WIS Test. On a failure, they will flee in fear. |
Replenish | Target [Mana] allies, who regain [Sum] HP each, not exceeding their maximum HP. |
Bless | Target [Mana] allies they want to bless. The total value of [Sum] becomes a Pool of points that those blessed can tap into at will when making Tests until the next Rest. The moment before an ally needs to roll a Test, they can use up a number of points from the Pool to temporarily raise a single Attribute. |
Advanced Powers
At Level 2, 5, and 7 you learn one additional Power of your choice.
Powers | Description |
---|---|
Mediator | +[Mana] on a reaction roll. |
Sturdy | Roll with Advantage when testing CON to avoid damage from poison or being Paralyzed. |
Mantra of Sealing | Up to [Mana] Close targets attacks deal [Sum] additional damage for their next attack. |
Divine Protection | The caster selects [Dice] targets, who now have 3 AP for the next [Dice] attacks they suffer. |
Shapechange | Change form into an animal for up to [Sum] Minutes you have seen with [Mana] d8 HP and WIS Skill. |
Smite | Charge your weapon with divine purpose, dealing [Sum] Bonus Damage for the next [Dice] attacks. |
Favor | Expend a Mana to instantly regain 1d10 HP. |
Miracle | Expend a Mana as a reaction to revive an ally who has fallen OofA with 1 HP. |
Soul Heal
Level 3 Feature
When using a Power, you may heal 1 Close target, including yourself, WIS HP.
Favored Devotee
Level 6 Feature
Every turn, you may grant an ally 1d4 points of Luck.
Leveling up
Roll to see if Attributes increase, roll twice for WIS or one Attribute that your Background gave you a bonus in.
Gain 1 Mana at Level 2, 5, and 7
Higher Powers
To cast Powers, one needs to have made been granted the ability through devotion or oaths to a Higher Power. This Higher Power can be a god, a concept (vengeance, chaos), or an abstract construct (nature).
Higher Powers tend to have one or two domains, such as courage, death, darkness, earth, life, fire, balance, glory, joy, inspiration, music, the sea, shadows, or animals.
A Higher Power also has Enemies of Faith: those deemed abhorrent, heretical or “evil”, such as the unjust and criminal, the greedy, demons, the undead, abominations, dragons, or those harming nature.
They also have a preferred form of Worship: specific rituals, acts, prayers, and frequency.
Higher Power Options
Higher Powers are not limited to the below list, feel free to use these or work with the GM to make your own unique option.
d10 | Higher Power | Domains | Description |
---|---|---|---|
1 | Auoua, Keeper of Mysteries | Night, Knowledge, Fate | Depicted as a woman with the head of an Eagle Owl with wide yellow eyes reminiscent of a harvest moon. The pattering of their feathers depends on the phase of the moon. Worshiped by many thieves and mages. AKA. Lady of the Moon, The Wise Owl, Pale One |
2 | Njǫrd, Lord of Wind and Waters | Water, Storms | Depicted as both a narwhal and as a bearded lord. Worshiped and prayed to by many who take to the seas. Sailors hope to end up in his undersea hall, Erenhelion, when they die. AKA. Stormfather, King of Deep Waters. |
3 | Calico, The Lucky | Luck, Travel, Lies | Depicted as a cat with two heads. No temple or formal worship structure, but is often prayed to for good fortune or when wishing bad luck on enemies. AKA. The Laughing God. |
4 | Gaia, Earth Titan | Nature, Stone | Worship of Gaia takes many forms and is given many names. Gaia's most famous followers are nature worshipers known as Druids. AKA. She of Forests and Mountains |
5 | The Shepherd | Harvest, Death, Seasons | One of the most worshiped dieties. Worshiped around the beginning and end of seasons with many festivals in their names. Depictions depend on the season and range from a child (Spring) to an old hermit (Winter). AKA. The Green One, Old Man Winter |
6 | Sulis, Mother of the Sun | Fire, Life, Light | Depicted as a mature woman in golden plate armor often holding a flaming spear. Worship involves a formal heirarchy of saints and bishops with many temples scattered through the land. AKA. Prime Saint |
7 | Arenheir, The Wolf | Glory, Wrath | God of Berserkers and Champions, depicted as a giant wolf. Worshipers seek battle and glory as worship, many a monster hunter worship him. AKA. The Wolf Titan |
8 | Iudex Silverwing | Oaths, Law, War | Depicted as a silver toned dragon. Worshipers form several orders of holy paladin, oathbound to protect law and order. AKA. The Judge. |
9 | Maakar, They of The Forge | Craft, Inspiration, Art | A diety rarely depicted in a single form but often represented by a chisel or hammer. Worshipers include master artisans and smiths. AKA. The Crafter. |
10 | Hearthe | Relationships, Shelter, Fertility | A Goddess of the home, many have a small shrine to Hearthe that they pray to at family celebrations (weddings, births, etc.). Though humble, her devotees travel the land to help with "small" problems. |