Cleric

"Each soul is a unique thread in a divine tapestry. It is my sacred duty to nourish these threads, as they are gifts given by the gods themselves. I tend especially to those threads that are frayed and in need of repairs." - Marcus Luxxor, disciple of Tovare
Having been raised in the orbit of a great religious order, piety is in your blood. As a child you strove to give alms and help the needy whenever you could manage. You sought out the wise counsel of the priests and clergy in your town, and you took their teachings to heart, meditating on the precepts of your deities both day and night. Now, as a righteous pillar of your religious community, you continue to follow the path you began as a child: in all that you do, you seek to venerate your gods and enact their will on the world around you.
You might pursue many clerical studies or focus your mind and soul upon mastering a single discipline, becoming an expert healer, righteous combatant, dedicated scholar, or a blend thereof. Regardless, you always have your divine icon at your side, a holy depiction of your god or your tenets. Your divine icon serves both as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.
Cleric Tracks
Divine Icons. You have at least one divine icon, which holds within it vestiges of holy power from the god or gods that you worship.
Exorcist. Stronger of will than your average clergyperson or preacher, you might make it your life’s mission to stare down the darkest demons of humanity and draw them out of unfortunate souls.
Piety. You work small miracles, healing injury and disease with a mere touch, or invigorating a season’s crops to bounty.
Theologian. You passionately study scripture and ancient texts, and how to illuminate manuscripts or scribe ornate icons with which you can spread the miraculous wonder of your faith.
Mythological Domain. Harker's Guide to Vampire Hunting. You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go.
Core Subclass Tracks
Cleric Entry Talent
After gaining the Cleric Entry Talent, you can take talents from any of the Cleric tracks.
Talent | PreReq | Description | Tags |
---|---|---|---|
Cleric Entry | Character Level 2 | When you take this entry talent, you gain the following abilities.
Devotee. Gain the Disciple of the Divine talent from the Divine Magic stack if you did not already have it. If you already have it, gain +1 Divine Power and +5 SP instead. CHA is your magic attribute. Divine Ward. Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until the start of that ally’s next turn. Divine Icon. You gain a special Divine Icon depicting a deity or moment of religious significance. Choose one deity and gain access to their three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon. Divine Power. Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. |
Class Entry, Cleric |
Note on Divine Icons
Gaining a deity’s Divine Icon is considered an enforceable contract with that deity. You are expected to uphold that deity’s ideals and conduct yourself in a fashion that the deity would find commendable. At your MC’s discretion, failure to obey your deity’s tenets might cause your deity to revoke access to their Icons.
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.
Exorcist Track

Talent | PreReq | Description | Tags | |
---|---|---|---|---|
Sense Planar | Cleric Entry | Gain the Sense Planar ability.
|
Cleric, Exorcist | |
Divine Ward II | Sense Planar, Holy Support | Your Divine Ward boosts your ally’s AR and physical defenses for the duration. | Cleric, Exorcist | |
Distant Ward | Divine Ward II
Incompatible: Divine Shield |
The range of your Divine Ward increases by +30 ft. | Cleric, Exorcist | |
Divine Shield | Divine Ward II
Incompatible: Distant Ward |
Your Divine Ward adds an additional +1 to your target creature’s relevant defenses. | Cleric, Exorcist | |
Sense Planar II | Exorcist 3 | Sense Planar recharges upon Recouping.
Gain the Identify Planar ability.
|
Cleric, Exorcist | |
Abjure Unholy | Sense Planar II, Holy Support II | Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.
|
Cleric, Exorcist | |
Distant Ward II | Abjure Unholy, Distant Ward | The range of your Divine Ward increases by +30 ft. | Cleric, Exorcist | |
Divine Shield II | Abjure Unholy, Divine Shield | Your Divine Ward adds an additional +1 to your target creature’s relevant defenses. | Cleric, Exorcist | |
Divine Ward III | Exorcist 6 | Divine Ward raises all defenses (AR, physical, and mental). | Cleric, Exorcist | |
Expert Exorcist | Divine Ward III, Holy Support III | You learn the Exorcism ritual if you did not already know it. Gain the Exorcist ability.
|
Cleric, Exorcist | |
Distant Ward III | Expert Exorcist, Distant Ward II | The range of your Divine Ward increases by +30 ft. | Cleric, Exorcist | |
Divine Shield III | Expert Exorcist, Divine Shield II | Your Divine Ward adds an additional +1 to your target creature’s relevant defenses. | Cleric, Exorcist | |
Abjure Unholy II | Exorcist 9 | Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes ½ CHA/Rest. | Cleric, Exorcist | |
Sense Planar III | Abjure Unholy II | Sense Planar has a range of 5 miles. When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, add your CHA to the damage. | Cleric, Exorcist | |
Unholy Scourge | Sense Planar III | Malicious planar entities fear your name, and towns bereaved by such entities know to seek you out when they need a skilled exorcist.
When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to Upcharge the exorcism, roll 2 times, instead of 4 times. When you use your Abjure Unholy spell, you may use Unholy Scourge
|
Cleric, Exorcist, Capstone |
Piety Track

Talent | PreReq | Description | Tags |
---|---|---|---|
Lay on Hands | Cleric Entry | Gain the Lay on Hands ability.
|
Cleric, Piety |
Monastic Horticulture | Lay on Hands, Holy Support | Gain +2 to Nature.
By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability
|
Cleric, Piety |
Lay on Hands II | Monastic Horticulturist | (1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. | Cleric, Piety |
Piety | Lay on Hands II | Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.
Gain the Piety ability.
|
Cleric, Piety |
Lay on Hands III | Piety, Holy Support II | Your Lay on Hands ability restores 2 additional HP | Cleric, Piety |
Wellspring of Health | Lay on Hands III | When you cast a divine spell that restores HP to a target, add your CHA to the amount healed. | Cleric, Piety |
Piety II | Wellspring of Health | Piety can cure common diseases as well. | Cleric, Piety |
Monastic Horticulturist II | Piety II, Holy Support III | Gain +2 to Nature.
Gain the Horticultural Blessing ability.
|
Cleric, Piety |
Piety III | Monastic Horticulturist II
Incompatible: Battle Medic |
Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.
Piety becomes 2/Week. |
Cleric, Piety |
Piety IV | Piety III | When you use Piety, you can instantaneously cure common or uncommon poisons or diseases. | Cleric, Piety |
Piety V | Piety IV | Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.
Piety becomes 3/Week. |
Cleric, Piety |
Miracle Worker | Piety V | You are heralded as a miraculous healer the world over. Any religious institution (besides extremists and cults) will happily house you. Clergy, kings, nobles, politicians, and generals seek your presence as they know you can work miraculous healing on behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles.
Gain the Miracle Worker ability.
|
Cleric, Piety, Capstone |
Battle Medic | Monastic Horticulturist II
Incompatible: Piety III |
Lay on Hands can be used with Reactive AP. If the target is Bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability). | Cleric, Piety |
Battle Medic II | Battle Medic | Lay on Hands only costs 1 AP. If the target is Bloodied, the target regains 2 additional HP from Lay on Hands (10 total unless you gain another bonus from a different ability). | Cleric, Piety |
Battle Medic III | Battle Medic II | If target has 0 HP, your Lay on Hands restores double the HP it otherwise would.
Gain the Relentless Healer ability.
|
Cleric, Piety |
Savior | Battle Medic III | You are known as a powerful healer and righteous fighter. Generals and military commanders seek to conduct themselves in an exemplary and honorable manner in an effort to recruit you to their cause.
You gain two abilities: Ambient Divinity and Divine Salvation.
|
Cleric, Piety, Capstone |
Support Talents
Talent | PreReq | Description | Tags |
---|---|---|---|
Holy Support | Cleric 2 | When you end your turn with 0 AP, gain 1 special Holy Support AP that acts as Reactive AP. You lose this AP at the start of your next turn.
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source. |
Cleric, Support, Special AP |
Holy Support II | Holy Support, Cleric 5 | Holy Support gives you 2 Support AP. | Cleric, Support, Special AP |
Holy Support III | Holy Support II, Cleric 8 | Holy Support gives you 3 Support AP. | Cleric, Support, Special AP |
Theologian Track

Talent | PreReq | Description | Tags |
---|---|---|---|
Ardent | Cleric Entry | Gain +6 Skill Points that you can spend on any skills with the knowledge tag. When you spend time researching in a well-resourced library or religious center, you uncover whatever information you are capable of learning in ½ the time it would normally take. (If required to roll INT, and you roll low, then you still might not find what you need, but whatever you do find takes ½ the time.) | Cleric, Theologian |
Apocrypha | Ardent | Choose an icon for which you have access. Gain additional magic (one spell, cantrip, chant, or ritual) based on that choice, which counts as divine for you even though the new magic will not be originally from the Divine Source.
Refer to the Apocrypha List section for the Icons and their corresponding magic. |
Cleric, Theologian |
Scriptorium | Apocrypha | Gain the Scriptorium ability.
|
Cleric, Theologian |
Iconographer | Scriptorium
Incompatible: Scrivener |
Gain the Iconographer ability.
|
Cleric, Theologian |
Iconographer II | Iconographer | When you create an Icon using your Iconographer ability, if you know a higher-power version of it (such as Provision II), you can inscribe that version onto the Icon. The creature can still only use the icon one time until they can recharge it, unless the Icon’s improved ability adds +1 usage of the Icon, in which case the creature can use it twice before needing to recharge it | Cleric, Theologian |
Scrivener | Scriptorium
Incompatible: Iconographer |
Gain the Scrivener ability.
|
Cleric, Theologian |
Scrivener II | Scrivener | You have grown more skilled at scribing your spell scrolls. It only costs you ½ the spell’s SPC to scribe it. | Cleric, Theologian |
Apocrypha II | Theologian 5 | Use your Apocrypha ability again, selecting a new Divine Icon for which you have access. | Cleric, Theologian |
Scriptorium II | Apocrypha II | When you use Scriptorium, you can also reselect which divine prayers you know. | Cleric, Theologian |
Scriptorium III | Scriptorium II | When you use Scriptorium, you can also reselect which divine rituals you know | Cleric, Theologian |
Apprenticeship | Scriptorium III, Iconographer II | Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.
Gain the Apprenticeship ability.
|
Cleric, Theologian |
Iconographer III | Apprenticeship | Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One icon must be entry-level without higher-power icon abilities, while the other can be an Icon one power level higher. Apprenticeship only works on one creature each time you Recoup, but you can pick which creature is your Apprentice each time. | Cleric, Theologian |
Iconographer IV | Iconographer III | Both Icons created by your Iconographer ability can be higher-power, and if you have bonded two creatures, they can trade or give one another the Icons at will by physically handing one another the separate Icons. When you use Apprenticeship, both creatures can benefit from the ability. | Cleric, Theologian |
Sola Scriptura | Scriptorium III, Scrivener II | (1/Recoup) When you cast a spell that you have scribed onto a scroll, if you are holding the scroll in your hand, then you can ignore all other Gesture, Verbal, and Visual requirements. | Cleric, Theologian |
Scrivener III | Sola Scriptura | Thanks to careful gilding and embossing techniques, it only costs you sc equal to 5x the spell’s SPC to scribe it. | Cleric, Theologian |
Scrivener IV | Scrivener III | By spending the necessary SP and material costs, you can scribe two scrolls. | Cleric, Theologian |
Illuminated Manuscript | Theologian 11 | (1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or icon. | Cleric, Theologian |
Scriptorium IV | Illuminated Manuscript | When you use Scriptorium, you can also reselect which cleric talents you know. | Cleric, Theologian |
Apocrypha III | Scriptorium IV | Repeatable. Use your Apocrypha ability again, choosing a new Divine Icon for which you have access. | Cleric, Theologian, Repeatable |
Iconographer V | Apocrypha III, Iconographer IV | Your Iconographer ability allows you to create three Icons now, none of which can be stronger than an Icon with the II suffix. You can bond them all to one creature, to two creatures, or to three creatures. Any bonded creatures can trade or give their icons to other bonded creatures at any point by physically handing them the Icon. | Cleric, Theologian |
Iconic Covenant | Iconographer V | You are revered as a legendary scholarly theologian who writes excellent icons that tell compelling stories deeply wrought with spiritual significance. Your work decorates many houses of prayer and many pious nobles proudly display your Icons in their homes.
Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag. Gain the Iconic Covenant ability.
|
Cleric, Theologian, Capstone |
Scrivener V | Apocrypha III, Scrivener IV | Gain +4 Skill Points that you can spend on any skills with the observation or knowledge tag.
Your spell scrolls no longer require you to expend any SP. |
Cleric, Theologian |
Holy Lectionary | Scrivener V | You are renowned as a tremendous scrivener who creates beautiful illuminated manuscripts and is deeply knowledgeable in religious matters. Your texts are often used in liturgical ceremonies throughout the land.
Your Scrivener scrolls last for 48 hours before losing magic. When you use your Scrivener ability, you can also use your Holy Lectionary ability
|
Cleric, Theologian, Capstone |
Divine Icon | Magic |
---|---|
Ambition | Sonorous Voice (occult chant) |
Austerity | Ignore Pain (psionic spell) |
Bravery | Cornered Frenzy (primal spell) |
Cultivation | Nature’s Bounty (primal spell) |
Darkness | Darkness (occult spell) |
Death | Grave Whisper (arcane cantrip) |
Decay | Decay (arcane spell) |
Fate | Sense Danger (psionic spell) |
Freedom | Levitate (psionic spell) |
Hedonism | Bountiful Joy (primal chant) |
Honor | Circle of Power (arcane spell) |
Knowledge | Scry (occult ritual) |
Light | Glimmer (primal chant) |
Love | Charm Person (psionic spell) |
Nature | Summon Beast (primal spell) |
Order | Arcane Swap (arcane spell) |
Redemption | Relaxing Presence (primal spell) |
Revenge | Cultic Revenge (occult chant) |
Salvation | Mage Armor (arcane spell) |
Serenity | Silence (occult spell) |
Wisdom | Detect Truth (psionic spell) |
Wrath | Boarish Savagery (primal spell) |
Divine Icon Track

Talent | PreReq | Description | Tags |
---|---|---|---|
Icons | Cleric 1 or Vessel 1 | Repeatable. Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to. | Divine Icon, Repeatable |
Polytheism | Cleric 1 | Repeatable. Choose one deity and gain access to their three Icons in addition to the ones that you can already access. Gain one Icon ability whose prerequisite is only that you have access to that Icon. | Cleric, Divine Icon, Repeatable |
Siphon Divinity | Vessel 1 | Repeatable. Choose one new Divine Icon. You gain access to that Icon and get one of its abilities. | Vessel, Divine Icon, Repeatable |
Divine Icon Abilities List
Ability | PreReq | Description | Tags |
---|---|---|---|
Ambition: Silver Tongue | Gain the Silver Tongue ability.
|
Divine Icon - Ambition | |
Ambition: Silver Tongue II | Silver Tongue | The bonus from Silver Tongue equals your CHA. | Divine Icon - Ambition |
Ambition: Vendetta | Gain the Vendetta ability.
|
Divine Icon - Ambition | |
Ambition: Vendetta II | Vendetta | Vendetta becomes CHA/Recoup. | Divine Icon - Ambition |
Ability | PreReq | Description | Tags |
---|---|---|---|
Austerity: Fasting | (1/Rest) You or one creature that you touch does not gain Fatigue for neglecting to eat or drink for the next 24 hours. Regardless of how many times you use this ability on the same target, any creature affected by this ability must eat and drink at least once per week in order to survive. | Divine Icon - Austerity | |
Austerity: Provision | Gain the Provision ability.
|
Divine Icon - Austerity | |
Austerity: Provision II | Provision | Provision becomes 2/Recoup. | Divine Icon - Austerity |
Austerity: Provision III | Provision II | Provision becomes CHA/Recoup. | Divine Icon - Austerity |
Ability | PreReq | Description | Tags |
---|---|---|---|
Bravery: Courage | Gain the Courage ability.
|
Divine Icon - Bravery | |
Bravery: Courage II | Courage | Courage becomes 2/Recoup. | Divine Icon - Bravery |
Bravery: Courage III | Courage II | Courage becomes 2/Catch Breath. | Divine Icon - Bravery |
Bravery: Courage IV | Courage III | Courage becomes CHA/Catch Breath. | Divine Icon - Bravery |
Ability | PreReq | Description | Tags |
---|---|---|---|
Cultivation: Legacy | (1/Week) When you leave a settlement and have one or more Goodwill there, immediately gain +1 Goodwill. | Divine Icon - Cultivation | |
Cultivation: Nurturance | Gain the Nurturance ability.
|
Divine Icon - Cultivation | |
Cultivation: Nurturance II | Nurturance | Nurturance lasts for 2d6 rounds. | Divine Icon - Cultivation |
Cultivation: Nurturance III | Nurturance II | Nurturance becomes 2/Recoup. | Divine Icon - Cultivation |
Ability | PreReq | Description | Tags |
---|---|---|---|
Darkness: Blinding Dark | Gain the Blinding Dark ability.
|
Divine Icon - Darkness | |
Darkness: Blinding Dark II | Blinding Dark | Blinding Dark becomes 2/Recoup. | Divine Icon - Darkness |
Darkness: Blinding Dark III | Blinding Dark II | Blinding Dark lasts until the end of your next turn. | Divine Icon - Darkness |
Darkness: Blinding Dark IV | Blinding Dark III | Blinding Dark becomes CHA/Recoup. | Divine Icon - Darkness |
Ability | PreReq | Description | Tags |
---|---|---|---|
Death: Last Rites | Gain the Last Rites ability.
|
Divine Icon - Death | |
Death: Last Rites II | Last Rites | One willing creature you touch also gains the Shield HP. | Divine Icon - Death |
Death: Gravemaster | Gain the Gravemaster ability.
|
Divine Icon - Death | |
Death: Gravemaster II | Gravemaster | Using Gravemaster, target two willing creatures (you still cannot choose yourself). | Divine Icon - Death |
Ability | PreReq | Description | Tags |
---|---|---|---|
Decay: Withering | Gain the Withering ability.
|
Divine Icon - Decay | |
Decay: Withering II | Withering | Withering becomes 2/Recoup. | Divine Icon - Decay |
Decay: Trembling | Gain the Trembling ability.
|
Divine Icon - Decay | |
Decay: Trembling II | Trembling | Trembling becomes 2/Recoup. | Divine Icon - Decay |
Ability | PreReq | Description | Tags |
---|---|---|---|
Fate: Minor Weal | When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP. | Divine Icon - Fate | |
Fate: Destiny's Touch | (1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point. | Divine Icon - Fate | |
Fate: Prophetic Glimpse | When you finish Taking a Rest, choose a number between 1 and 20. The first time you roll that number on a d20 roll, gain 1d4 Shield HP. | Divine Icon - Fate | |
Fate: Prophetic Glimpse II | Prophetic Glimpse | Use your Prophetic Glimpse ability when you finish Recouping. | Divine Icon - Fate |
Ability | PreReq | Description | Tags |
---|---|---|---|
Freedom: Uncontainable | Gain the Uncontainable ability.
|
Divine Icon - Freedom | |
Freedom: Uncontainable II | Uncontainable | Uncontainable becomes CHA/Recoup. | Divine Icon - Freedom |
Freedom: Unstoppable | Gain the Unstoppable ability.
|
Divine Icon - Freedom | |
Freedom: Unstoppable II | Unstoppable | Unstoppable also allows you to cancel Staggered. | Divine Icon - Freedom |
Ability | PreReq | Description | Tags |
---|---|---|---|
Hedonism: Gluttony | Gain the Gluttony ability.
|
Divine Icon - Hedonism | |
Hedonism: Gluttony II | Gluttony | Gluttony becomes CHA/Catch Breath. | Divine Icon - Hedonism |
Hedonism: Bloodlust | Gain the Bloodlust ability.
|
Divine Icon - Hedonism | |
Hedonism: Bloodlust II | Bloodlust | Bloodlust becomes 2/Recoup. | Divine Icon - Hedonism |
Ability | PreReq | Description | Tags |
---|---|---|---|
Honor: Vow of Enmity | Gain the Vow of Enmity ability.
|
Divine Icon - Honor | |
Honor: Binding Oath | Gain the Binding Oath ability.
|
Divine Icon - Honor | |
Honor: Binding Oath II | Binding Oath | You do not become Charmed by the other creature. | Divine Icon - Honor |
Honor: Binding Oath III | Binding Oath II | Binding Oath becomes CHA/Recoup. | Divine Icon - Honor |
Ability | PreReq | Description | Tags |
---|---|---|---|
Knowledge: Debate | Gain the Debate ability.
|
Divine Icon - Knowledge | |
Knowledge: Debate II | Debate | Debate becomes CHA/Rest. | Divine Icon - Knowledge |
Knowledge: Divine Recollection | Gain the Divine Recollection ability.
|
Divine Icon - Knowledge | |
Knowledge: Divine Recollection II | Divine Recollection | Divine Recollection becomes 2/Recoup. | Divine Icon - Knowledge |
Ability | PreReq | Description | Tags |
---|---|---|---|
Light: Cleareye | Gain the Cleareye ability.
|
Divine Icon - Light | |
Light: Reveal | Gain the Reveal ability.
|
Divine Icon - Light | |
Light: Reveal II | Reveal | Reveal becomes 2/Recoup. | Divine Icon - Light |
Light: Illumine | Gain the Illumine ability.
|
Divine Icon - Light |
Ability | PreReq | Description | Tags |
---|---|---|---|
Love: Sacrificial | Gain the Sacrificial ability.
|
Divine Icon - Love | |
Love: Enrapture | Gain the Enrapture ability.
|
Divine Icon - Love | |
Love: Enrapture II | Enrapture | Enrapture becomes 2/Rest. | Divine Icon - Love |
Love: Enrapture III | Enrapture II | Enrapture causes a target creature to become Enthralled, instead of Charmed. | Divine Icon - Love |
Ability | PreReq | Description | Tags |
---|---|---|---|
Nature: Blossom | You can cast the Bloom primal chant. | Divine Icon - Nature | |
Nature: Blossom II | Blossom | (1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. | Divine Icon - Nature |
Nature: Survivor | Gain the Survivor ability.
|
Divine Icon - Nature | |
Nature: Survivor II | Survivor | Survivor becomes 2/Recoup. | Divine Icon - Nature |
Ability | PreReq | Description | Tags |
---|---|---|---|
Order: Even the Scales | Gain the Even the Scales ability.
|
Divine Icon - Order | |
Order: Even the Scales II | Even the Scales | You may choose which of those conditions each creature removes. | Divine Icon - Order |
Order: Rebalance | Gain the Rebalance ability.
|
Divine Icon - Order | |
Order: Rebalance II | Rebalance | When you use Rebalance, you can touch two willing creatures to let them take the average of their HP (your own HP is unaffected and not used in the calculation). | Divine Icon - Order |
Ability | PreReq | Description | Tags |
---|---|---|---|
Redemption: Repentance | Gain the Repentance ability.
|
Divine Icon - Redemption | |
Redemption: Redeeming Fervor | Gain the Redeeming Fervor ability.
|
Divine Icon - Redemption | |
Redemption: Redeeming Fervor II | Redeeming Fervor | When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration. | Divine Icon - Redemption |
Redemption: Redeeming Fervor III | Redeeming Fervor II | Redeeming Fervor becomes 2/Recoup. | Divine Icon - Redemption |
Ability | PreReq | Description | Tags |
---|---|---|---|
Revenge: Aggressive Taunt | Gain the Aggressive Taunt ability.
|
Divine Icon - Revenge | |
Revenge: Vengeful | Gain the Vengeful ability.
|
Divine Icon - Revenge | |
Revenge: Vengeful II | Vengeful | Vengeful becomes “Each time you hit it before the end of your next turn.” | Divine Icon - Revenge |
Revenge: Vengeful III | Vengeful II | Vengeful costs 0 Reactive AP. | Divine Icon - Revenge |
Ability | PreReq | Description | Tags |
---|---|---|---|
Salvation: Rescue | Gain the Rescue ability.
|
Divine Icon - Salvation | |
Salvation: Rescue II | Rescue | Rescue becomes 2/Recoup. | Divine Icon - Salvation |
Salvation: Rescue III | Rescue II | Rescue’s range increases by 30 ft. | Divine Icon - Salvation |
Salvation: Rescue IV | Rescue III | Rescue becomes CHA/Recoup. | Divine Icon - Salvation |
Ability | PreReq | Description | Tags |
---|---|---|---|
Serenity: Levelheaded | Gain the Levelheaded ability.
|
Divine Icon - Serenity | |
Serenity: Levelheaded II | Levelheaded | Levelheaded becomes CHA/Rest. | Divine Icon - Serenity |
Serenity: Keep your Wit | Gain the Keep Your Wit ability.
|
Divine Icon - Serenity | |
Serenity: Keep your Wit II | Keep your Wit | Keep Your Wit becomes 2/Recoup. | Divine Icon - Serenity |
Ability | PreReq | Description | Tags |
---|---|---|---|
Wisdom: Aphobia | Gain the Aphobia ability.
|
Divine Icon - Wisdom | |
Wisdom: Astute | Gain the Astute ability.
|
Divine Icon - Wisdom | |
Wisdom: Astute II | Astute | Astute becomes CHA/Rest. | Divine Icon - Wisdom |
Wisdom: Astute III | Astute II | The bonus from Astute becomes +5. | Divine Icon - Wisdom |
Ability | PreReq | Description | Tags |
---|---|---|---|
Wrath: Rage | Gain the Rage ability.
|
Divine Icon - Wrath | |
Wrath: Rage II | Rage | The damage from your Rage ability becomes +4. | Divine Icon - Wrath |
Wrath: War Cry | Gain the War Cry ability.
|
Divine Icon - Wrath | |
Wrath: War Cry | War Cry | War Cry becomes 2/Recoup. | Divine Icon - Wrath |
Additional Subclass Tracks
Mythological Domain Track
Source: Harker's Guide to Vampire Hunting
Woven within the tales of the gods are mentions of mythological beasts aiding them on their endeavors. As a cleric of the mythological domain, you have been gifted similar aid. You have the ability to summon creatures of a mythological nature with your soul’s Essence, granting you extraordinary skills. You are a vessel for these entities, carrying them inside of you wherever you go. Summoning them means laying your soul bare, making you more vulnerable, but in return you gain divine gifts that will aid you on your journey. It’s a symbiotic relationship, mutually beneficial for both parties. You can take comfort in knowing that you will never be truly alone as long as you keep your faith.
Inside you are four different mythological entities: A falcon (Avian), a wolf (Predator), a beetle (Insect), and a snake (Reptile). You may discuss with your DM to change the animals to suit your character, as long as they fit the category. Avians, Predators, and Reptiles are the size of the animal they represent, while Insects range in size from that of a large beetle to a housecat. A creature’s specific appearance is up to you, and may even change each time it is called forth.
Avian: The Avian is generally perceptive, level-headed, and disciplined. They follow orders well and do not make rash decisions, even under pressure. They keep their judgment to themselves, though if you have bonded with your Avian properly, you will be able to tell when they’re silently judging something or someone.
Predator: The Predator is generally protective, assertive, and loyal. They put other people’s safety first and are often eager to jump into combat. They are friendly towards you and anyone you deem an ally, but will need a little while to trust them, worried that they might hurt you somehow. Occasionally they might let their guard down and demand some affection.
Insect: The Insect is generally crafty, curious, and eager. They don’t easily back away from new things and if you’re someone who likes to take a risk with creative solutions, your Insect companion will likely be happy to assist.
Reptile: The Reptile is generally confident, surreptitious, and clever. They like to glean information about others by watching them or by eavesdropping. They’re not as action- oriented as the other entities and prefer to watch and wait, thinking things through more properly. They often act a little cold, but if you choose to bond with them more, they will develop a soft spot for you.
Talent | PreReq | Description | Tags |
---|---|---|---|
Animal Spirit | Cleric Entry | You may spend 2 AP to call forth one of the four spirits that dwells within you. This spirit takes on a corporeal form within 5 ft of you. It remains for 2 minutes or until you dismiss it early for 1 AP. It also vanishes if you die. Spirits summoned in this way have no HP and cannot be targeted by attacks.
On each of your turns, the spirit may act; this may be at the start of your turn, end of your turn, or during your turn. When it acts, it may move up to its speed, then take one action of its choice. Any number of times on your turn while the spirit is within 120 ft of you, you may spend 1 AP to allow the spirit to act again, choosing from any of its actions that do not make an attack roll against another creature. You may only have one spirit active at a time. You may summon spirits in this way 2/Recoup. In the animal spirit stat blocks, X = your magic attribute. |
Cleric, Mythological Domain |
Avian
Tiny, Small, or Medium. Celestial Speed 10 ft, Fly 30 ft Actions Move. The Avian can move up to its speed. Talons. Reach 5 ft Natural Weapon. +X vs REF. Hit: 1d4+X sharp Airlift. The Avian picks you or a willing creature within 5 ft of it. The Avian then moves up to its speed, carrying the target creature with it and dropping it at the end of this movement. |
Insect
Diminutive, Tiny, or Small. Celestial Speed 20 ft, Climb 20 ft, Fly 20 ft Actions Move. The Insect can move up to its speed. Swarm. Reach 5 ft Natural Weapon. +X vs WILL. Hit: Target creature is Shaken until the end of its next turn. Hivemind. The Insect telepathically sends you a brief mental image of what it can see based on its current location. |
Predator
Medium or Large. Celestial Speed 40 ft Actions Move. The Predator can move up to its speed. Pounce. Reach 5 ft Natural Weapon. +X vs AR. Hit: 1d6+X sharp, then make a secondary attack: +X vs FORT. Hit: Target creature falls Prone. |
Reptile
Small, Medium or Large. Celestial Speed 20 ft, Swim 20 ft Actions Move. The Reptile can move up to its speed. Savage Bite. Reach 5 ft Natural Weapon. +X vs AR. Hit: 1d8+X sharp Intercede. The Reptile chooses one creature within 5 ft of it. The next time that creature is the target of an attack roll before the end of your next turn, the attacker suffers 3 TD. |
Talent | PreReq | Description | Tags |
---|---|---|---|
Primal Affinity | Animal Spirit | Repeatable. Gain two chants, invocations, and/or spells from the following list of primal magic. This talent gives you +1 Primal Power each time you take it.
Chants: Bloom, Catclaw, Commune with Beast, Fleetfoot, Instinctive Attack, Springstep Invocations: Photosynthesis, Predict Weather, Reorient, Warden’s Navigation Spells: Animal Bond, Avianism, Boarish Savagery, Bullish Strength, Hunter’s Quarry, Nighteye, Padfoot, Piscism, Polymorph, Summon Beast, Summon Monster |
Cleric, Mythological Domain, Repeatable |
Spirit Enhancement | Animal Spirit | Repeatable. Gain one enhancement for an animal spirit from the following list. Each enhancement can be gained by each creature type only once.
Beacon: The spirit type that you chose gains the Beacon action, allowing it to shed dim light for 10 ft, or bright light for 10 ft and dim light for 10 ft, or to stop shedding any light. Pack Tactics: The spirit type that you chose grants +1 TA to you and your allies whenever attacking a creature within 5 ft of your spirit. Protective: The spirit type that you chose may spend its action to give +1 AR to one creature of its choice within 5 ft of it. Radiant Strikes: The spirit type that you chose adds +1d4 radiant damage to its attacks. Speedy: The spirit type that you chose increases each of its speeds by +5 ft. |
Cleric, Mythological Domain, Repeatable |
Manifest Mythology | Animal Spirit | When you finish Taking a Rest, choose one of your four animal spirits. That spirit is especially watchful over you. Until you use this feature again, you gain +2 Skill Points in three skills, based on the spirit you selected.
Avian: Appraising, Intuiting, Perceiving Insect: Any one crafting skill, Foraging, Forced March Predator: Nature, Sneaking, Tracking Reptile: Deceiving, Intimidating, Savoir Faire |
Cleric, Mythological Domain |
Spiritual Summons | Manifest Mythology | Gain the Spiritual Summons ability.
|
Cleric, Mythological Domain |
Spell Link | Spiritual Summons | You may cast prayers and spells as though they originate from your animal spirit, provided that your animal spirit is within 120 ft of you. This costs the animal spirit’s action in addition to the magic ability’s normal APC. | Cleric, Mythological Domain |
Morph | Spell Link | Gain the Morph ability.
|
Cleric, Mythological Domain |
Animal Spirit II | Morph | You may have two animal spirits active at one time, and they may be the same or different types. If you would summon a third animal spirit, choose which previous spirit disappears. | Cleric, Mythological Domain |
Manifest Mythology II | Animal Spirit II | You may use Manifest Mythology upon completing a Recoup. The bonus to your skills increases to +4. | Cleric, Mythological Domain |
Bestial Awareness | Manifest Mythology II | When you Catch your Breath, you may spend 5 SP to become supernaturally aware of the natural world around you. You learn if the number of creatures with the abominable, beast, fiend, monstrosity, and/or undead tags within a 2 mile radius of you is less than typical, more than typical, or typical.
Additionally, gain +4 Skill Points that you may spend on any skills with the observation or survival tag. |
Cleric, Mythological Domain |
Team Effort | Bestial Awareness | When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use its Move action. | Cleric, Mythological Domain |
Overwhelm | Team Effort | Gain the Overwhelm ability.
Your Overwhelm ability’s range, target defense, and damage depends on which animal spirit is active. The Overwhelm ability originates from you or your animal spirit. X = your magic attribute. Avian: 15 ft Cone Natural Weapon: +X vs REF. Hit: 6d4 radiant damage. Miss: ½ damage Insect: 10 ft Radius Natural Weapon: +X vs WILL. Hit: 6d4 radiant damage. Miss: ½ damage Predator: 30 ft Line Natural Weapon: +X vs FORT. Hit: 6d6 radiant damage. Miss: ½ damage Reptile: Reach 5 ft Natural Weapon: +X vs ANT. 6d8 radiant damage. Miss: ½ damage |
Cleric, Mythological Domain |
Spiritual Summons II | Overwhelm | Spiritual Summons becomes 1⁄2 CHA/Rest. When you use Spiritual Summons, you or a creature that you touch gains Shield HP equal to the number of talents you have with the mythological domain tag. | Cleric, Mythological Domain |
Manifest Mythology III | Spiritual Summons II | You may use Manifest Mythology upon a Recoup. The bonus to your skills increases to +6 and can now exceed your +20 skill cap. | Cleric, Mythological Domain |
Animal Spirit III | Manifest Mythology III | Animal Spirit becomes 1⁄2 CHA/Recoup (min 2).
You may have three animal spirits active at one time, and they may be the same or different types. |
Cleric, Mythological Domain |
Team Effort II | Animal Spirit III | Team Effort becomes: When you have multiple animal spirits active and you spend 1 AP to command a spirit to use one of its actions, each other spirit may use one of its actions that does not involve making an attack roll. | Cleric, Mythological Domain |
Mythological Myriad | Team Effort II | Your connection with mythological animals is unparalleled. You are almost never seen without one.
You may now spend 1 AP to allow your animal spirit to make its attack. You may have a number of animal spirits active at one time equal to 1⁄2 your CHA.
|
Cleric, Mythological Domain, Capstone |