Cleric

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Marcus Luxxor, disciple of Tovare

"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 benefits.

Devotee. Gain the Disciple of the Divine talent 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. Gain the Divine Ward ability.

  • 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

Exorcist Track Progression
Exorcist Track Progression
Talent PreReq Description Tags
Sense Planar Cleric Entry Gain the Sense Planar ability.
  • Sense Planar (2/Rest). You sense the presence of creatures with the avadri, celestial, eldritch, fae, or fiends tag within 1 mile of you. You sense their exact numbers and distance from you. You cannot sense their exact identities. You can maintain this sense for up to 10 minutes if you do nothing else other than non-strenuous walking, talking, or light activity.
Cleric, Exorcist
Divine Ward II Sense Planar, Holy Support Your Divine Ward now 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

Divine Ward now increases your ally’s AR and physical defenses by +3 for the duration. Cleric, Exorcist
Sense Planar II Exorcist 3 Sense Planar recharges upon Recouping.

Gain the Identify Planar ability.

  • Identify Planar (2/Rest). When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish).
Cleric, Exorcist
Abjure Unholy Sense Planar II, Holy Support II Gain the Abjure Unholy divine spell. You can innately cast this unique spell 2/Rest.
Abjure Unholy

Tags: Divine, Spell, Warding

APC: 5

Range: 60 ft

Requires: Verbal, Gesture

Duration: 10 mins

Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block Line of Sight but does block Line of Effect. The cylinder is solid to the touch, preventing passage into or out of the circle. Spells, effects, and abilities that include a physical source of damage (such as arrows, fire, or acid) cannot penetrate this barrier.

A creature within the barrier can attempt to escape as part of their move by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.

When you cast this spell, choose a creature tag: avadri, celestial, eldritch, fae, or fiend. Creatures with that tag that are stuck in your circle can only attempt to escape if you have taken damage since your last turn, and must roll 2d20 and take the lower when trying to escape.

You may choose to end the spell early for 0 AP.

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 Divine Ward now increases your ally’s AR and physical defenses by +4 for the duration. Cleric, Exorcist
Divine Ward III Exorcist 6 Divine Ward now applies to all defenses (AR, physical, and mental). Cleric, Exorcist
Expert Exorcist Divine Ward III, Holy Support III You learn the Exorcism divine ritual if you did not already know it. Gain the Exorcist ability.
  • Exorcist (1/Rest). When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.
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 Divine Ward now increases your ally’s defenses by +5 for the duration. Cleric, Exorcist
Abjure Unholy II Exorcist 9 Abjure Unholy can be a 10 ft radius (choose each time you cast it) and becomes 1⁄2 CHA/Rest. Cleric, Exorcist
Sense Planar III Abjure Unholy II Sense Planar has a range of 5 miles. When you deal radiant damage to a creature with the avadri, celestial, eldritch, fae, or fiend tags, 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 unless you upcharge. 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.

  • Unholy Scourge (1/Rest). All creatures in your Abjure Unholy circle take 4d10 radiant damage at the start of each of their turns.
  • Level 30: You can choose any creature tag for Abjure Unholy.
Cleric, Exorcist, Capstone

Piety Track

Piety Track Progression
Talent PreReq Description Tags
Healing Hands Cleric Entry Gain the Healing Hands ability.
  • Healing Hands (CHA/Rest). Spend 2 AP to touch a creature and restore 3 HP to that creature.
Cleric, Piety
Monastic Horticulturist Healing Hands, Holy Support Gain +2 Nature.

By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.

  • Monastic Horticulture (1/Month). Select a field of crops up to 2.5 acres. These crops become immune to nonmagical blights, poisons, diseases, and insects. They still grow and produce food at their normal rate, but the food they produce is high-quality and delicious.
Cleric, Piety
Holy Touch Monastic Horticulturist Gain the Holy Touch ability.
  • Holy Touch (1/Rest). While Recouping, you can use Healing Hands one time without expending a use.
Cleric, Piety
Piety Holy Touch Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.

Gain the Piety ability.

  • Piety (1/Week). You may touch a creature suffering from a common poison and instantaneously cure it.
Cleric, Piety
Divine Hands Piety, Holy Support II Your Healing Hands ability now restores 5 HP. Cleric, Piety
Wellspring of Health Divine Hands When you cast a divine spell that restores HP to a single target, add your CHA to the amount healed. Cleric, Piety
Piety II Wellspring of Health Piety also cures common diseases. Cleric, Piety
Monastic Horticulturist II Piety II, Holy Support III Gain +2 Nature and the Horticultural Blessing ability.
  • Horticultural Blessing (1/Week). When you spend at least 1 week in a settlement, and you have used Monastic Horticulture on a field that will produce crops, you can bless the crops. The crops will produce an extra 2d10 rations’ worth of food each day for the next week. Rations produced in this way become spoiled after 24 hours.
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 Piety also cures uncommon poisons and 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 divine 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.

  • Miracle Worker (1/Rest). You may touch a creature suffering from any poison or disease and instantaneously cure them, if the poison or disease was magical you become Sickened for 24 hours. Furthermore, whenever you arrive in a new town you gain 1d12 disciples that follow you around while in town and do basic favors and errands for you. Each time you leave a town, you may choose to take one of these disciples on as an apostle. They will follow you around indefinitely and have the stats of any NPC of ML 3 or lower. You may have a number of apostles up to your Cleric level.
  • Level 30: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.
Cleric, Piety, Capstone
Battle Medic Monastic Horticulturist II

Incompatible: Piety III

If the recipient of your healing from Healing Hands is Bloodied, they gain +3 HP. Also, you may now use Healing Hands as a reactive action. Cleric, Piety
Battle Medic II Battle Medic Healing Hands becomes 1 AP to use. Also, if the recipient of your healing from Healing Hands is Bloodied, they now gain +4 HP. Cleric, Piety
Battle Medic III Battle Medic II If a target has 0 HP, your Healing Hands restores double the HP.

If you roll Initiative and have no uses of Healing Hands, regain one use of Healing Hands.

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.

  • Ambient Divinity (CHA/Rest). When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you spent on that spell.
  • Divine Salvation (1/Rest). When a creature within 60 ft of you is reduced to 0 HP, you may spend 1 Reactive AP to heal them for 100 HP. You become Helpless until the end of your next turn after doing this.
  • Level 30: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.
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 Gain +1 Holy Support AP. Cleric, Support, Special AP
Holy Support III Holy Support II, Cleric 8 Gain +1 Holy Support AP. Cleric, Support, Special AP

Theologian Track

Theologian Track Progression
Theologian Track Progression
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 half the time it would normally take. Cleric, Theologian
Apocrypha Ardent Choose an icon for which you have access. Gain an additional magical ability based on that choice. This ability counts as divine when you cast it.

Refer to the Apocrypha List section for the Icons and their corresponding magic.

Cleric, Theologian
Scriptorium Apocrypha Gain the Scriptorium ability.
  • Scriptorium (1/Month). Given 24 hours in a well-equipped religious center with a library, you can reselect which divine spells you know.
Cleric, Theologian
Iconographer Scriptorium

Incompatible: Scrivener

Gain the Iconographer ability.
  • Iconographer. When you finish Taking a Rest, you can duplicate a Divine Icon. Pick a Divine Icon that you know which has a recharge and has the level 1 icon tag. You write a duplicate of that icon. Choose one ally to bond with the Icon. That creature gains one use of that icon and it recharges as normal. You may only create one icon in this way. Using this ability again renders previous icons impotent.
Cleric, Theologian
Iconographer II Iconographer When you create an Icon using your Iconographer ability, you may now create icons with the level 2 icon tag. The creature can still only use the icon one time until it recharges, 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.
  • Scrivener (1/Rest). When you finish Taking a Rest, you can create a spell scroll out of a prayer or divine spell that you know. This consumes valuable inks and gold leaf - the cost in sc is the spell’s SPC x10, treating a prayer as having an SPC of 1. You also must spend the normal amount of SP as if casting the spell when you scribe it and cannot scribe a spell with an SPC greater than your Divine Power. Once you have scribed a spell onto a scroll, you or any creature that possesses the scroll can cast it by spending the normal APC using your CHA as the magic attribute. The magic fades from the scroll once used or after 24 hours if unused.
Cleric, Theologian
Scrivener II Scrivener You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it. Cleric, Theologian
Apocrypha II Theologian 5 Gain another magical ability off the Apocrypha list for an icon you have access to. Cleric, Theologian
Scriptorium II Apocrypha II You can now also reselect which divine prayers you know with your Scriptorium ability. Cleric, Theologian
Scriptorium III Scriptorium II You can now also reselect which divine rituals you know with your Scriptorium ability. 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.

  • Apprenticeship (1/Recoup). When Recouping, you use your Iconographer ability again on the same creature, replacing their previous Icon with a new one.
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 have the level 1 icon tag, while the other can have the level 2 icon tag.

Apprenticeship only works on one creature each time you Recoup.

Cleric, Theologian
Iconographer IV Iconographer III Both Icons created by your Iconographer ability can have the level 2 icon tag. 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 Gain the Sola Scriptura ability.
  • Sola Scriptura (1/Recoup). When casting a spell from a scroll you have scribed, you can ignore all other Gesture, Verbal, and Visual requirements.
Cleric, Theologian
Scrivener III Sola Scriptura Thanks to careful gilding and embossing techniques, your Scrivener ability now costs sc equal to the spell’s SPC x5. Cleric, Theologian
Scrivener IV Scrivener III By spending the necessary SP and material costs, you can now scribe two scrolls with Scrivener. Cleric, Theologian
Illuminated Manuscript Theologian 11 Gain the Illuminated Manuscript ability.
  • Illuminated Manuscript (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 You can now also reselect which Cleric talents you know with your Scriptorium ability. Cleric, Theologian
Apocrypha III Scriptorium IV Repeatable. Gain another magical ability off the Apocrypha list for an icon you have access to. 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 level 2 icon tag. 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.

  • Iconic Covenant. If you create the same Icon every day for 1 month, then the icon becomes permanent. Permanent Icons are uncommon magical items that cost 10 Essence Points. You cannot prevent a creature that possesses one of your permanent icons from bonding to it and gaining its benefits. You can only create one permanent Icon per year.
  • Level 30: You can now create three permanent Icons per year.
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.

  • Holy Lectionary (1/Week). Create one special scroll, your Holy Lectionary. This scroll can have an SPC equal to or less than your Divine Level x2, and does not lose magical potency for 1 month or until you use this ability again.
  • Level 30: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.
Cleric, Theologian, Capstone
Apocrypha List
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

Divine Icon Track Progression
Talent PreReq Description Tags
Icons Cleric Entry or Vessel Entry Repeatable. Gain access to two additional Divine Icon abilities, choosing from Icons that you already have access to. Divine Icon, Repeatable
Polytheism Cleric Entry Repeatable. 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. Cleric, Divine Icon, Repeatable
Siphon Divinity Vessel Entry 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

Divine Icon: Ambition
Ability PreReq Description Tags
Ambition: Silver Tongue Gain the Silver Tongue ability.
  • Silver Tongue (1/ Recoup). When making a CHA check, add a bonus equal to 1⁄2 CHA.
Divine Icon - Ambition, Level 1 Icon
Ambition: Silver Tongue II Silver Tongue The bonus from Silver Tongue now equals CHA. Divine Icon - Ambition, Level 2 Icon
Ambition: Vendetta Gain the Vendetta ability.
  • Vendetta (2/Recoup). By spending 1 minute talking with a creature or meditating, give a creature you touch +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied.
Divine Icon - Ambition, Level 1 Icon
Ambition: Vendetta II Vendetta Vendetta becomes CHA/Recoup. Divine Icon - Ambition, Level 2 Icon
Divine Icon: Austerity
Ability PreReq Description Tags
Austerity: Fasting Gain the Fasting ability.
  • 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, Level 1 Icon
Austerity: Provision Gain the Provision ability.
  • Provision (1/Recoup). When making a LUCK check, add your CHA to the roll.
Divine Icon - Austerity, Level 1 Icon
Austerity: Provision II Provision Provision becomes 2/Recoup. Divine Icon - Austerity, Level 2 Icon
Austerity: Provision III Provision II Provision becomes CHA/Recoup. Divine Icon - Austerity, Level 3 Icon
Divine Icon: Bravery
Ability PreReq Description Tags
Bravery: Courage Gain the Courage ability.
  • Courage (2/Rest). Spend 3 AP to touch one creature and insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken.
Divine Icon - Bravery, Level 1 Icon
Bravery: Courage II Courage Courage becomes 2/Recoup. Divine Icon - Bravery, Level 2 Icon
Bravery: Courage III Courage II Courage becomes 2/Catch Breath. Divine Icon - Bravery, Level 3 Icon
Bravery: Courage IV Courage III Courage becomes CHA/Catch Breath. Divine Icon - Bravery, Level 4 Icon
Divine Icon: Cultivation
Ability PreReq Description Tags
Cultivation: Legacy Gain the Legacy ability.
  • Legacy (1/Week). When you leave a settlement and have one or more Goodwill there, immediately gain +1 Goodwill.
Divine Icon - Cultivation, Level 1 Icon
Cultivation: Nurturance Gain the Nurturance ability.
  • Nurturance (2/Rest). Spend 1 AP to touch one willing creature. They regain 1 HP at the start of each of their turns for the next 1d6 rounds.
Divine Icon - Cultivation, Level 1 Icon
Cultivation: Nurturance II Nurturance Nurturance lasts for 2d6 rounds. Divine Icon - Cultivation, Level 2 Icon
Cultivation: Nurturance III Nurturance II Nurturance becomes 2/Recoup. Divine Icon - Cultivation, Level 3 Icon
Divine Icon: Darkness
Ability PreReq Description Tags
Darkness: Blinding Dark Gain the Blinding Dark ability.
  • Blinding Dark (2/Rest). You can cast the Blind occult chant. It counts as divine when cast by you and has a range of 80 ft.
Divine Icon - Darkness, Level 1 Icon
Darkness: Blinding Dark II Blinding Dark Blinding Dark becomes 2/Recoup. Divine Icon - Darkness, Level 2 Icon
Darkness: Blinding Dark III Blinding Dark II Blinding Dark lasts until the end of your next turn. Divine Icon - Darkness, Level 3 Icon
Darkness: Blinding Dark IV Blinding Dark III Blinding Dark becomes CHA/Recoup. Divine Icon - Darkness, Level 4 Icon
Divine Icon: Death
Ability PreReq Description Tags
Death: Last Rites Gain the Last Rites ability.
  • Last Rites. When a creature dies, you may briefly commune with its soul for a minimum of 2 minutes to give it a funeral appropriate to its customs. Doing so grants you Shield HP equal to your CHA.
Divine Icon - Death, Level 1 Icon
Death: Last Rites II Last Rites One willing creature you touch also gains the Shield HP. Divine Icon - Death, Level 2 Icon
Death: Gravemaster Gain the Gravemaster ability.
  • Gravemaster. When you finish Taking a Rest, you may touch one ally. For that creature to die, it must gain one more Death Point than normal until you use this ability again.
Divine Icon - Death, Level 1 Icon
Death: Gravemaster II Gravemaster You may now target two allies with Gravemaster. Divine Icon - Death, Level 2 Icon
Divine Icon: Decay
Ability PreReq Description Tags
Decay: Withering Gain the Withering ability.
  • Withering (2/Rest). By spending 3 AP, a creature that you touch takes 1 necrotic damage at the start of each of its turns for 1d6 turns.
Divine Icon - Decay, Level 1 Icon
Decay: Withering II Withering Withering becomes 2/Recoup. Divine Icon - Decay, Level 2 Icon
Decay: Trembling Gain the Trembling ability.
  • Trembling (2/Rest). By spending 2 AP, a creature that you touch is Shaken until the end of their next turn.
Divine Icon - Decay, Level 1 Icon
Decay: Trembling II Trembling Trembling becomes 2/Recoup. Divine Icon - Decay, Level 2 Icon
Divine Icon: Fate
Ability PreReq Description Tags
Fate: Minor Weal When you roll a crit on a spell, regain 1 SP. This cannot exceed your max SP. Divine Icon - Fate, Level 1 Icon
Fate: Destiny's Touch Gain the Destiny’s Touch ability.
  • Destiny’s Touch (1/Rest). You may reroll one of your d20s, using the second result.
Divine Icon - Fate, Level 1 Icon
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, Level 1 Icon
Fate: Prophetic Glimpse II Prophetic Glimpse When you finish Recouping, you may pick an additional number to activate Prophetic Glimpse. Divine Icon - Fate, Level 2 Icon
Divine Icon: Freedom
Ability PreReq Description Tags
Freedom: Uncontainable Gain the Uncontainable ability.
  • Uncontainable (CHA/Rest). You or one creature of your choice within 30 ft of you ignores the Slowed condition until the end of the target creature’s next turn. This can be used as a reactive action for 0 Reactive AP.
Divine Icon - Freedom, Level 1 Icon
Freedom: Uncontainable II Uncontainable Uncontainable becomes CHA/Recoup. Divine Icon - Freedom, Level 2 Icon
Freedom: Unstoppable Gain the Unstoppable ability.
  • Unstoppable (CHA/Rest). You or one creature of your choice within 10 ft of you that just became Dazed removes that condition. This can be used as a reactive action for 0 Reactive AP.
Divine Icon - Freedom, Level 1 Icon
Freedom: Unstoppable II Unstoppable Unstoppable also allows you to cancel Staggered. Divine Icon - Freedom, Level 2 Icon
Divine Icon: Hedonism
Ability PreReq Description Tags
Hedonism: Gluttony Gain the Gluttony ability.
  • Gluttony (CHA/Rest). Spend 1 AP to Taunt a creature within 40 ft of you for 1 minute.
Divine Icon - Hedonism, Level 1 Icon
Hedonism: Gluttony II Gluttony Gluttony becomes CHA/Catch Breath. Divine Icon - Hedonism, Level 2 Icon
Hedonism: Bloodlust Gain the Bloodlust ability.
  • Bloodlust (2/Rest). Gain +1 on attack rolls and damage, and +5 ft speed, until the end of your current turn.
Divine Icon - Hedonism, Level 1 Icon
Hedonism: Bloodlust II Bloodlust Bloodlust becomes 2/Recoup. Divine Icon - Hedonism, Level 2 Icon
Divine Icon: Honor
Ability PreReq Description Tags
Honor: Vow of Enmity Gain the Vow of Enmity ability.
  • Vow of Enmity (2/Recoup). Spend 1 AP to choose one hostile creature within 40 ft of you. That creature Taunts you or a willing creature of your choice within 30 ft of you.
Divine Icon - Honor, Level 1 Icon
Honor: Binding Oath Gain the Binding Oath ability.
  • Binding Oath (2/Recoup). Spend 3 AP and choose one creature within 60 ft of you. Make a magic attack against that creature’s WILL. On a hit, you and that creature both become Charmed by one another for 1 minute. This ends if either creature damages the other.
Divine Icon - Honor, Level 1 Icon
Honor: Binding Oath II Binding Oath You no longer gain the Charmed condition from Binding Oath. Divine Icon - Honor, Level 2 Icon
Honor: Binding Oath III Binding Oath II Binding Oath becomes CHA/Recoup. Divine Icon - Honor, Level 3 Icon
Divine Icon: Knowledge
Ability PreReq Description Tags
Knowledge: Debate Gain the Debate ability.
  • Debate (2/Rest). Spend 4 AP and choose one creature of your choice within 60 ft of you. It cannot use magic with verbal requirements until the start of your next turn.
Divine Icon - Knowledge, Level 1 Icon
Knowledge: Debate II Debate Debate becomes CHA/Rest. Divine Icon - Knowledge, Level 2 Icon
Knowledge: Divine Recollection Gain the Divine Recollection ability.
  • Divine Recollection (2/Rest). When you or an allied creature within 10 ft of you makes an INT check, add a +3 bonus.
Divine Icon - Knowledge, Level 1 Icon
Knowledge: Divine Recollection II Divine Recollection Divine Recollection becomes 2/Recoup. Divine Icon - Knowledge, Level 2 Icon
Divine Icon: Light
Ability PreReq Description Tags
Light: Clear Eye Gain the Clear Eye ability.
  • Clear Eye (2/Rest). For 1 Reactive AP, when you or an allied creature within 30 ft of you becomes Blinded, remove the condition.
Divine Icon - Light, Level 1 Icon
Light: Reveal Gain the Reveal ability.
  • Reveal (2/Rest). Spend 3 AP to remove the Unseen condition from creatures within 15 ft of you.
Divine Icon - Light, Level 1 Icon
Light: Reveal II Reveal Reveal becomes 2/Recoup. Divine Icon - Light, Level 2 Icon
Light: Illumine Gain the Illumine ability.
  • Illumine. Spend 1 AP to light a nonmagical torch, lantern, or the like.
Divine Icon - Light, Level 1 Icon
Divine Icon: Love
Ability PreReq Description Tags
Love: Sacrificial Gain the Sacrificial ability.
  • Sacrificial. When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.
Divine Icon - Love, Level 1 Icon
Love: Enrapture Gain the Enrapture ability.
  • Enrapture (1/Rest). Spend 3 AP to Charm a creature within 40 ft of you for 1 minute. This creature cannot be overtly hostile to you and knows that it was magically Charmed at the end of the duration.
Divine Icon - Love, Level 1 Icon
Love: Enrapture II Enrapture Enrapture becomes 2/Rest. Divine Icon - Love, Level 2 Icon
Love: Enrapture III Enrapture II Enrapture causes a target creature to become Enthralled, instead of Charmed. Divine Icon - Love, Level 3 Icon
Divine Icon: Nature
Ability PreReq Description Tags
Nature: Blossom You learn the Bloom primal chant. It counts as divine when cast by you. Divine Icon - Nature, Level 1 Icon
Nature: Blossom II Blossom Gain the Blossom ability.
  • Blossom (1/Rest). You can cast the Nature’s Bounty primal spell without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it.
Divine Icon - Nature, Level 2 Icon
Nature: Survivor Gain the Survivor ability.
  • Survivor (2/Rest). When you or an allied creature within 10 ft of you makes a skill check with the survival tag, add +3.
Divine Icon - Nature, Level 1 Icon
Nature: Survivor II Survivor Survivor becomes 2/Recoup. Divine Icon - Nature, Level 2 Icon
Divine Icon: Order
Ability PreReq Description Tags
Order: Even the Scales Gain the Even the Scales ability.
  • Even the Scales (1/Recoup). Spend 3 AP to choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, or Slowed. Choose a hostile creature within 30 ft of you that is also suffering from one or more of those conditions. Both creatures remove one of those conditions of their choice.
Divine Icon - Order, Level 1 Icon
Order: Even the Scales II Even the Scales You may now choose which condition each creature removes when using Balance the Scales. Divine Icon - Order, Level 2 Icon
Order: Rebalance Gain the Rebalance ability.
  • Rebalance (2/Recoup). Spend 1 AP and touch a willing creature; you and that creature each adjust your HP to be the average of each other’s HP (this cannot exceed max HP).
Divine Icon - Order, Level 1 Icon
Order: Rebalance II Rebalance When you use Rebalance, you can touch two willing creatures to let them take the average of their HP. Divine Icon - Order, Level 2 Icon
Divine Icon: Redemption
Ability PreReq Description Tags
Redemption: Repentance Gain the Repentance ability.
  • Repentance (2/Rest). By spending 1 AP, you or an allied creature within 30 ft of you that is Charmed or Frightened loses its turn and regains 1d4 HP.
Divine Icon - Redemption, Level 1 Icon
Redemption: Redeeming Fervor Gain the Redeeming Fervor ability.
  • Redeeming Fervor (2/Rest). Spend 1 AP to touch a creature that was Charmed or Frightened in the past 10 minutes and is not any longer. That creature gains +2 to mental defenses for the next 10 minutes.
Divine Icon - Redemption, Level 1 Icon
Redemption: Redeeming Fervor II Redeeming Fervor When you use Redeeming Fervor, the creature also gains +1 TA and +1 damage for the duration. Divine Icon - Redemption, Level 2 Icon
Redemption: Redeeming Fervor III Redeeming Fervor II Redeeming Fervor becomes 2/Recoup. Divine Icon - Redemption, Level 3 Icon
Divine Icon: Revenge
Ability PreReq Description Tags
Revenge: Aggressive Taunt Gain the Aggressive Taunt ability.
  • Aggressive Taunt (2/Recoup). Spend 1 AP to Taunt a creature within 60 ft. Your crit ranges increase by +1 against each other. This lasts for 1 minute or until you use this again.
Divine Icon - Revenge, Level 1 Icon
Revenge: Vengeful Gain the Vengeful ability.
  • Vengeful (2/Recoup). When you take damage from a creature that you can see within 60 ft of you, you can spend 1 Reactive AP to deal +1d6 damage (of the same damage type) against it the first time you hit it before the end of your next turn.
Divine Icon - Revenge, Level 1 Icon
Revenge: Vengeful II Vengeful Vengeful becomes “Each time you hit it before the end of your next turn.” Divine Icon - Revenge, Level 2 Icon
Revenge: Vengeful III Vengeful II Vengeful costs 0 Reactive AP. Divine Icon - Revenge, Level 3 Icon
Divine Icon: Salvation
Ability PreReq Description Tags
Salvation: Rescue Gain the Rescue ability.
  • Rescue (2/Rest). When you or an allied creature within 30 ft of you takes damage, spend 1 Reactive AP to heal that creature for HP equal to your CHA.
Divine Icon - Salvation, Level 1 Icon
Salvation: Rescue II Rescue Rescue becomes 2/Recoup. Divine Icon - Salvation, Level 2 Icon
Salvation: Rescue III Rescue II Rescue’s range increases by +30 ft. Divine Icon - Salvation, Level 3 Icon
Salvation: Rescue IV Rescue III Rescue becomes CHA/Recoup. Divine Icon - Salvation, Level 4 Icon
Divine Icon: Serenity
Ability PreReq Description Tags
Serenity: Levelheaded Gain the Levelheaded ability.
  • Levelheaded (2/Rest). Spend 1 AP to touch a creature and remove the Charmed and Frightened conditions.
Divine Icon - Serenity, Level 1 Icon
Serenity: Levelheaded II Levelheaded Levelheaded becomes CHA/Rest. Divine Icon - Serenity, Level 2 Icon
Serenity: Keep your Wit Gain the Keep Your Wit ability.
  • Keep Your Wit (2/Rest). By spending 10 minutes touching an ally, they cannot be Charmed for the next 30 minutes.
Divine Icon - Serenity, Level 1 Icon
Serenity: Keep your Wit II Keep your Wit Keep Your Wit becomes 2/Recoup. Divine Icon - Serenity, Level 2 Icon
Divine Icon: Wisdom
Ability PreReq Description Tags
Wisdom: Aphobia Gain the Aphobia ability.
  • Aphobia (1/Rest). By spending 1 hour concentrating on a creature that you touch, you may remove one instance of the Phobic condition from that creature.
Divine Icon - Wisdom, Level 1 Icon
Wisdom: Astute Gain the Astute ability.
  • Astute (2/Rest). When you or an allied creature within 10 ft of you makes an AWR skill, add +3.
Divine Icon - Wisdom, Level 1 Icon
Wisdom: Astute II Astute Astute becomes CHA/Rest. Divine Icon - Wisdom, Level 2 Icon
Wisdom: Astute III Astute II The bonus from Astute becomes +5. Divine Icon - Wisdom, Level 3 Icon
Divine Icon: Wrath
Ability PreReq Description Tags
Wrath: Rage Gain the Rage ability.
  • Rage (2/Recoup). Deal +2 damage on all attacks for the next 1 minute.
Divine Icon - Wrath, Level 1 Icon
Wrath: Rage II Rage The damage from your Rage ability becomes +4. Divine Icon - Wrath, Level 2 Icon
Wrath: War Cry Gain the War Cry ability.
  • War Cry (2/Rest). You and allies within 10 ft of you gain Focused against a hostile creature of your choice within 60 ft of you for 1 minute.
Divine Icon - Wrath, Level 1 Icon
Wrath: War Cry II War Cry War Cry becomes 2/Recoup. Divine Icon - Wrath, Level 2 Icon

*Updated to v1.2

Additional Subclass Tracks

Mythology Domain Progression

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.
  • Spiritual Summons (1/Rest). You may spend 10 minutes summoning one of your animal spirits, rather than the normal 2 AP summoning time. When you summon a spirit in this way, it remains with you for 1 hour, or until you summon more spirits than you can maintain, dismiss this spirit for 1 AP, or die. You may telepathically communicate with a creature summoned in this way up to a range of 1 mile.
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.
  • Morph. Spend 1 AP for your animal spirit to take on a new form, choosing from any of the other animal spirit forms.
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.
  • Overwhelm (2/Rest). Your animal spirit gains a new action.

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.

  • Level 30: Animal Spirit becomes CHA/Recoup.
Cleric, Mythological Domain, Capstone