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'''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.
'''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 ==
== Core Subclass Tracks ==
Line 1,230: Line 1,232:
|War Cry becomes 2/Recoup.
|War Cry becomes 2/Recoup.
|''Divine Icon - Wrath''
|''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.
{| class="wikitable"
!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''
|}
{| class="wikitable"
|'''Avian'''
''Tiny, Small, or Medium. Celestial''
'''Speed''' 10 ft, Fly 30 ft
'''<big>Actions</big>'''
'''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.
|}
{| class="wikitable"
|'''Insect'''
''Diminutive, Tiny, or Small. Celestial''
'''Speed''' 20 ft, Climb 20 ft, Fly 20 ft
<big>'''Actions'''</big>
'''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.
|}
{| class="wikitable"
|'''Predator'''
''Medium or Large. Celestial''
'''Speed''' 40 ft
<big>'''Actions'''</big>
'''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.
|}
{| class="wikitable"
|'''Reptile'''
''Small, Medium or Large. Celestial''
'''Speed''' 20 ft, Swim 20 ft
<big>'''Actions'''</big>
'''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.
|}
{| class="wikitable"
!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'''''
|}
|}

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