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Cleric

HP Per Level: 7.

Keywords: Cleric, Spellcaster, Divine Magic. A cleric also gains the keyword “Dedicated - Domain” (“Domain” is replaced by their Domain’s name).

Clerics are powerful divine spellcasters who channel miracles with the power of their beliefs. They draw strength from the tumultuous, roiling storm of divine energy that was left behind by the Ragewar known as the “Divine Tempest”. Many of them are members of formal religions or at least represent a formal study of theological texts and practices.

Cleric Proficiencies

  • Weapons
  • All Simple Weapons (Professional)
  • Domain’s Favored Weapon (Professional)
  • Caster Weapons (Professional)
  • Defense: Professional
  • Armors: Light, Medium
  • Saves
  • Fortitude Save (Skilled)
  • Reflex Save (Skilled)
  • Will Save (Professional)
  • Spellcasting: Professional
  • Bonus Language: You learn 1 of the following languages: Accursed, Cosmic, Exalted, or Gravespeech.
  • Option: You may change your Fortitude save to Professional in exchange for making your Will save Skilled.
  • Oaths: You get an extra oath, as defined by your domain.

Cleric Skills You are Professional in 1 of the following skills: Academia, Arcane Lore, Medicine, or Politique. In addition, you are Exceptional with Religion.

Level Class Features
1 Signature: Chosen, Spellcasting, Domain
2 (Feat)
3 Blessing
4 (Honor)
5 (Ability Score Increase)
6 Channel Energy
7 (Feat)
8 Blessing
9 (Honor)
10 (Ability Score Increase)
11 Prayer of Return
12 (Feat)
13 Blessing
14 (Honor)
15 (Ability Score Increase)
16 Armor of Faith
17 (Feat)
18 Blessing
19 (Honor)
20 Capstone: Miracle Worker, (Ability Score Increase)

Class Features

Signature Ability: Chosen (1st Level)

You have been granted a great power; whether you use it responsibly depends on who granted it to you.

Benefit: You become Exceptional in Spellcasting.

Sidebar: Caster Weapon Proficiency Remember! Your proficiency with weapons with the caster quality (like staves and wands) is equal to your proficiency in Spellcasting!

Spellcasting (1st Level)

Benefit: You can cast spells drawn from the divine spell list. You have 5 + your Wisdom modifier in mana to cast cleric spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your cleric Spellcasting is based on your Wisdom.

You start with 3 spells of your choosing from the divine spell list and the spell “Cleanse Corruption”. At 3rd level, and every odd level thereafter, you gain 1 new spell from the divine spell list.

Domain (1st Level)

Benefit: Choose which domain you draw divine power from.

Channel Energy (6th Level) You can flood the area around you with divine energy.

Benefit: Once per round you can take 1 action to release an explosion of energy in a 30 ft radius that deals 1d6 points of damage per 2 levels + your highest mental ability score modifier. Enemies get a Reflex save (DC 10 + your proficiency in Religion) and if successful they take no damage.

The nature of this energy is indicated in your domain’s entry; it can either deal damage or heal. If it causes damage, the kind of damage is also indicated. If your domain causes healing instead of damage, this effect instead heals the amount listed. Deeper Rules Line of Effect: You need to have line of effect to any creature within 30 feet. You do not need line of sight however.

Prayer of Return (11th Level) You beseech the Divine Tempest to restore life, or grant unlife, to the fallen.

Benefit: You can cast either resurrect or create undead as an innate (Religion) spell once per long rest. This takes 3 actions (rather than the normal time of a ritual).

  • Boost: You can spend a Hero Dice to cast one of those spells additional times per long rest.

Armor of Faith (16th Level) You are so adept at channeling the power of the Divine Tempest that divine power no longer harms you.

Benefit: You are immune to Divine damage.

Capstone: Miracle Worker (20th Level) Miracles are like pimples, because once you start looking for them you find more than you ever dreamed you'd see.

Benefit: Once per long rest, you request direct intervention from the domains or their agents. Make a Legendary DC (40) Religion check. If you succeed, a great power provides direct aid with your current issue. The GM is the final arbiter of what form this aid takes, but it should be significant.

Gods, Domains, and Their Blessings The Storyteller

  • Follower Oath: “I swear to always make things as interesting and dramatic for The Storyteller as I can.”
  • Favored Weapon: Double Sword.
  • Symbol: World in a Bottle (Often Carry things like Ships in a Bottle or other dioramas in them)
  • Channel Energy: Damage (Magic).

Blessings

Interesting Times (3rd Level): The Storyteller gives their clerics both a blessing and a curse - they live extremely interesting lives. They experience the highest highs and the lowest lows. You add 3 extra Hero Dice to your pool at the start of each session. The GM adds an extra 2 to theirs. If multiple clerics of The Storyteller are in the same party, this effect stacks. Jokers Wild (8th Level): You gain a Free Hero Dice on Bluff and Stealth checks. Bolt of Inspiration (13th Level): As an action you can hurt a literal bolt of inspiration at any ally within 30 feet of you. It hits automatically if the ally is willing, causing your Wisdom modifier in magic damage but granting them a Hero Dice they must use before the end of their turn. This can be used as a reaction if an ally fails a check (applying the Hero Dice retroactively). Damn The Odds (18th Level): Whenever you roll a 6 on a Hero Dice, roll again and add the result to the initial dice roll. This may trigger any number of times on a given roll but only once per dice.

Healing Domain

  • Follower Oath: “I will never turn down an earnest request for aid.”
  • Favored Weapon: None. (A healing domain cleric cannot take abilities that require a favored weapon.)
  • Symbol: A Caduceus.
  • Channel Energy: Healing.

Worship: Followers of the healing domain offer healing and succor to those who are suffering the most. They see self-sacrifice and charity as necessary aspects of life and will never turn down a genuine request for help. They are granted the ability to magically heal creatures for their worship. Using this freely, even on enemies who swear off violence, is seen as the highest calling.

Blessings

Full Heal (3rd Level): When you heal an allied creature with a divine spell, you can spend 1 Hero Dice to cause it to heal an Absolute amount of healing. This can only be done once per short rest. Strong Medicine (8th Level): When you use Channel Energy to heal, the d6s become d8s. Caduceus (13th Level): When you heal a creature they are automatically cured of all Impaired conditions they have. Angel of Mercy (18th Level): Allies within 30 feet of you automatically return to 1 HP at the start of their next turn if they were below it.

Infinity Domain

  • Follower Oath: “I will seek to understand infinity, the fundamental forces of the universe, and universal truths.”
  • Favored Weapon: Nunchaku
  • Symbol: An ouroboros twisted into an infinity symbol.
  • Channel Energy: Damage (Force).

Worship: “Infinity” is a nebulous and somewhat abstract domain. It represents the fundamental forces of the universe like space and time. Those who worship it are often scientists, philosophers, or other abstract thinkers. Their form of faith often revolves around proving and experimenting with these fundamental forces as well as educating others.

Blessings

Distortion (3rd Level): You create a subtle shift in local space-time around you, causing glancing blows to miss instead. Creatures now need to have their attack roll exceed your AC to hit you, instead of being able to hit you by meeting your AC. Additionally, add haste to your list of divine spells known. Loop* (8th Level): When an enemy creature within 30 feet of you takes an action you can, as a reaction, create a time paradox that forces them to immediately repeat that action to the best of their ability. A Will save (DC 10 + Religion proficiency) negates this effect. A creature can only be affected by your loop class feature once per long rest. Warp Space (13th Level): Spells and ranged attacks must travel an extra 30 feet to hit you. This has no impact on melee or touch spells. If this would create so much space that you’re no longer in their range, their action fails (and is still spent). Time Control (18th Level): Add time stop to your list of divine spells known. Additionally, you can affect other creatures during the duration of a time stop spell.

*Deeper Rules (Loop) To the Best of Their Ability: The creature obviously isn’t under the exact same circumstances so they may not be able to do it exactly the same, but they should attempt to do so in spirit. Unable to Take the Action: If the creature is unable to take the action (such as casting a spell while out of mana) they simply waste the action. Actions Remaining: Be mindful of how many actions they have left. If you force them to try to repeat something that takes 2 actions (such as casting a spell), chances are they’ll simply waste a single action.

Sidebar: Clerics Don’t Always Have Absolutes Clerics don’t always have access to Absolute damage, skill checks, or attack rolls like other classes. They often get weirder abilities that can create interesting situations. For example, while the healing cleric gets to heal for an Absolute amount, the infinity cleric can abuse the time stop spell in ways that will frustrate your enemies and chain together with abilities from your other (non-cleric) class.

Mystery Domain

  • Follower Oath: “I will seek the unknown and explore it, even if it is dangerous or hazardous to my health.”
  • Favored Weapon: Stave.
  • Symbol: A Blind Eye
  • Channel Energy: Damage (Mental).

Worship: Those who seek the mysteries plumb the depths of the unknown for new truths and hidden knowledge. They seek wisdom in strange and forbidden places, uncovering what was lost and discovering new information. They have a reputation for rather recklessly experimenting with things, often to the dismay of others (putting their arm in a previously unknown trap, letting themselves get bit by an unknown creature, drinking an unknown potion, etc). Those who follow the mystery domain do so by ritualized research, recitations of ancient scripts, the communing with unknowable beings from beyond time and space, and acquiring forbidden knowledge. Mystery clerics have a complex relationship with The Storyteller: on the one hand they both love a good mystery but on the other hand The Storyteller likes limits on what people know…

Blessings

Divine Knowledge (3rd Level): You learn 2 languages of your choice, and add 1 spell from the arcane or nature spell list to your list of spells known as a divine spell. Glorious Madness* (8th Level): When you fail a Will save you may spend a Hero Dice to ignore that effect. Instead, you enter a state of a sort of madness that grants you an obscene sort of clarity, gaining Detect (magic) and Detect (illusion) but only being able to speak in cryptic lines and pretentious mutterings. This state (known as “Glorious Madness”) lasts for the same duration of the effect you are avoiding. You cannot use this if you’re already blessed with Glorious Madness. Forbidden Knowledge (13th Level): 5 times per short rest you gain an Absolute bonus on a Spellcasting check to use a metamagic effect or a Religion check. Grand Apocrypha (18th level): When you finish a long rest, you may choose a single spell from any spell list and temporarily add it to your list of spells known. The spell is treated like a divine spell. You count as knowing this spell until you finish another long rest (you lose all knowledge of how to cast the spell after the long rest).

*Deeper Rules (Glorious Madness) Permanent Madness: You can use Glorious Madness permanently by using it to avoid a permanent effect. This can be good, you get permanent Detect (Magic) and Detect (Illusions). After 24 hours of this you can be cured by a Cleanse Corruption spell. The DC to cure it is Heroic (30) DC. Absolutes: Yes, this can be used to effectively negate something with an Absolute Will save DC. You take the effect but instead of the intended effect you instead become gloriously mad. Is it worth it? That’s up to you!

Sun Domain

  • Follower Oath: “I shall not let an undead or unholy creature go unpunished.”
  • Favored Weapon: Longsword.
  • Symbol: A fiery sun.
  • Channel Energy: Damage (Fire).

Worship: Followers of the sun domain are crusading warrior-priests, seeking to expunge the wicked and corrupt from the world. They view the burning sun as a purifying force, one able to wipe away the impurities of the world. They tend to have a very black and white view on morality.

Blessings

Cleansing Fire (3rd level): When you deal fire damage to a creature, you may convert it to life damage. You may not use this ability to heal creatures, only to damage creatures harmed by healing effects such as undead. Additionally, add fireball to your list of divine spells known if you didn’t know it already. Exorcism (8th Level): You gain cleanse corruption as an at-will innate (Religion) spell. Burn The Wicked (13th level): When you deal fire or life damage to an undead or unholy creature, you may spend 1 Hero Dice to deal Absolute damage to them. Solar Majesty (18th Level): The area within 120 feet of you turns to day. Any room is treated as if it were bathed in natural sunlight. This ability automatically bypasses any sort of magical darkness, overcoming it. You may suppress or activate this ability as an action.

War Domain

  • Follower Oath: “I will never turn down a challenge issued in good faith.”
  • Favored Weapon: Greataxe.
  • Symbol: A stormcloud with an axe through it.
  • Channel Energy: Damage (Electricity).

Worship: Followers of the war domain see combat and challenge as the only true form of worship. While this is often literal deadly combat, arguments, debates, competitive displays of artistry, and other kinds of challenges are also acceptable forms of worship. A war domain cleric must push themselves to be better today than they were yesterday by overcoming their limits. They are sagacious voices on the battlefield, offering guidance and compassion to those faced with life-or-death situations and are often sought out as tacticians and for blessings before battle.

Blessings

War-Priest (3rd level): You are Exceptional with your favored weapon (typically a greataxe). Additionally, you gain the martial keyword. Spirit of Competition (8th Level): As an action you may declare a challenge against a creature. For the next minute, any time that creature hits you or beats you in a skill check you get a Free Hero Dice on your next d20 roll. You may only challenge a given creature once per long rest. Divine Might (13th Level): 3 times per short rest, you can spend a Hero Dice to deal Absolute damage on a successful attack with your favored weapon. While doing so you must yell a slogan, prayer, or statement reflecting your faith. Blessing of the Storm King (18th level): You are immune to electricity damage and gain Resist physical damage 10.

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