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		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Items&amp;diff=13968</id>
		<title>Magic Items</title>
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		<updated>2025-09-24T15:06:14Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Changed base of Volcanic Plate and Iron Maiden's Plate from &amp;quot;Place (Full)&amp;quot; to &amp;quot;Plate (Full)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
One of the most rewarding treasures that heroes might find at the end of a quest is magic items. Flaming swords, armor that absorbs energy and converts it into power, rope that climbs walls by itself... any number of magic items might appeal to your adventurers for a variety of reasons. This page offers some guidance on creating your own magic items, then offers a codex of premade magic items ready to use in any game.&lt;br /&gt;
&lt;br /&gt;
== Equipping Magic Items ==&lt;br /&gt;
Magic items require some of the bearer’s Essence, or their life energy, in order to function. By default, an adventurer has 100 Essence Points. An adventurer cannot equip items whose sum Essence cost exceeds this limit. For example, an adventurer could equip two items that each cost 30 Essence, and one that costs 40. An adventurer could not equip three items that each cost 40 Essence, as this would exceed 100 total Essence.&lt;br /&gt;
&lt;br /&gt;
=== Item Strength ===&lt;br /&gt;
Magic items range in power from convenient tools to artifacts that could rewrite world events. When designing your own magic items, as you try to determine your item’s Essence cost, use this table as a reference.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Rarity&lt;br /&gt;
!Avg. Essence Point Cost&lt;br /&gt;
!Material Cost (in sc)&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|200-500&lt;br /&gt;
|Items that hold minor powers, such as those you would find in a cantrip, chant, or prayer.&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|500-1500&lt;br /&gt;
|Items that begin to hold stronger powers. These rarely augment their user’s combat effectiveness in a major way, but would provide moderately more powerful exploration or utility abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|1,500-50,000&lt;br /&gt;
|Rare items offer strong utility or may improve a bearer’s combat effectiveness.&lt;br /&gt;
|-&lt;br /&gt;
|Epic&lt;br /&gt;
|33&lt;br /&gt;
|50,000-100,000&lt;br /&gt;
|Epic items are quite powerful, and may change their bearer’s entire combat style.&lt;br /&gt;
|-&lt;br /&gt;
|Legendary&lt;br /&gt;
|50&lt;br /&gt;
|100,000+&lt;br /&gt;
|Legendary Items are extremely powerful. The powers of a legendary item could shift the tides of an entire battle or conquer a city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rarity Examples ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Common)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Common, Essence 10''&lt;br /&gt;
&lt;br /&gt;
While wearing this ring, you can tap it to shed bright light in a 20 ft radius, twice to shed dim light in a 20 ft radius, and again to turn it off.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Uncommon)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Uncommon, Essence 15'' &lt;br /&gt;
&lt;br /&gt;
While wearing this ring, you can spend 1 AP to specify an object or space within 60 ft of you that begins to shed bright light in a 30 ft radius. If you choose, it can warm creatures within 5 ft of it as a campfire would. This light remains active until you use it on a new space or object. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Rare)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Rare, Essence 20'' &lt;br /&gt;
&lt;br /&gt;
You gain a special attack that you can use by spending 1 AP: +AWR vs FORT of a creature within 60 ft of you. '''Hit:''' That creature is blinded until the end of your next turn. (1/Recoup) &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Epic)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Epic, Essence 35'' &lt;br /&gt;
&lt;br /&gt;
While wearing this ring, you can spend 1 AP as a part of an attack that has already hit to cause the creature to take +6d6 fire damage. This damage is doubled if the creature is undead. (3/Rest) &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Legendary)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Legendary, Essence 50'' &lt;br /&gt;
&lt;br /&gt;
You activate your ring and spend 2 AP to deal 10d6 radiant damage to all enemy creatures, and restore 5d6 HP to all friendly creatures, in a 120 ft cone. Friendly creatures who see this light but are not struck are Rallied for 1 minute. Attacks against creatures damaged by this attack gain +1 TA for the next 1 minute. (1/Rest) &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Artifact)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Artifact, Essence 100'' &lt;br /&gt;
&lt;br /&gt;
You can turn on or off the sun. (1/Week) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What does it do? ===&lt;br /&gt;
If you don’t already have a clear idea of what you want an item to do, it can be hard to come up with inspiration. A few easy places to look are class talents, magic from any of the five Magic Sources, and monster abilities. Taking any of these and turning them into a magic item can give your players a fun and unique experience.&lt;br /&gt;
&lt;br /&gt;
== Core Magic Items ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Weapon&lt;br /&gt;
!Damage&lt;br /&gt;
!Attr.&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence Cost&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[Abyssal Blade|'''Abyssal Blade''']]&lt;br /&gt;
|2d8+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|8-STR, min 4&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|[[Basilisk's Fang|'''Basilisk's Fang''']]&lt;br /&gt;
|1d4+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blade of the Rodir]]'''&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|25&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bloody Blade]]'''&lt;br /&gt;
|1d8+4 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Boom-erang]]'''&lt;br /&gt;
|1d6 blunt + 1d6 sonic&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 60 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Light, One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bow of Storms]]'''&lt;br /&gt;
|1d10+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|6-STR, min 2&lt;br /&gt;
|600 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Two-Handed, Amumunition''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bow of Shooting Stars]]'''&lt;br /&gt;
|1d10+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|6-CHA, min 2&lt;br /&gt;
|600 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|15&lt;br /&gt;
|''Two-Handed, Ammunition''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Cestus of Knocking]]'''&lt;br /&gt;
|1d4+1 blunt&lt;br /&gt;
|STR&lt;br /&gt;
|2-STR, min 1&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Colossus Greatslab]]'''&lt;br /&gt;
|2d10+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|8-STR, min 3 &lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|25&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Commander's Lance]]'''&lt;br /&gt;
|1d12+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|6-STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Unwieldy, Two-Handed (One-Handed if on a mount)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dancing Scimitar]]'''&lt;br /&gt;
|1d6+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-Dex,  min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Duelist's Delight]]'''&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|60 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Light, One-Handed, Ammunition''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Earthshaker]]'''&lt;br /&gt;
|1d10+2 blunt&lt;br /&gt;
|STR&lt;br /&gt;
|6-STR, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Hand-and-a-Half (1d12), Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fate Cutter]]'''&lt;br /&gt;
|1d8+4 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Legendary&lt;br /&gt;
|60&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flail of the Elements]]'''&lt;br /&gt;
|1d4 fire + 1d4 cold + 1d4 lightning&lt;br /&gt;
|STR&lt;br /&gt;
|6-STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Two-Handed, Magical''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flametouched Longsword]]'''&lt;br /&gt;
|1d8 sharp + 1d4 fire&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fleshripper]]'''&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Frostrime Battleaxe]]'''&lt;br /&gt;
|1d8 sharp + 1d4 cold&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Glaive of the Tomb Guardian]]'''&lt;br /&gt;
|1d8+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|6-STR, min 2&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Two-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hatchet of Returning]]'''&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 30 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hero's Standard]]'''&lt;br /&gt;
|1d8+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Epic&lt;br /&gt;
|45&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hunter's Bow]]'''&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|200 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Two-Handed, Ammunition''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Jailer's Branding Iron]]'''&lt;br /&gt;
|1d6+1 blunt&lt;br /&gt;
|STR&lt;br /&gt;
|4-STR, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|35&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Kraken's Woe]]'''&lt;br /&gt;
|1d6+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 60 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lightning Bolt Spear]]'''&lt;br /&gt;
|1d8 sharp + 1d4 lightning&lt;br /&gt;
|STR or DEX&lt;br /&gt;
|3&lt;br /&gt;
|Thrown 30 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (APC 2)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lightning Lasher]]'''&lt;br /&gt;
|1d4+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 2&lt;br /&gt;
|Reach 20 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Lute of Lost Tomes|'''Lute of Lost Tomes''']]&lt;br /&gt;
|1d6+1 blunt&lt;br /&gt;
|CHA&lt;br /&gt;
|2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mariner's Friend|'''Mariner's Friend''']]&lt;br /&gt;
|1d6 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Melee&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Light, One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mul'ator Blade|'''Mul'ator Blade''']]&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Realmstalker]]'''&lt;br /&gt;
|2d4+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|4-DEX, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpion's Sting|'''Scorpion's Sting''']]&lt;br /&gt;
|1d4 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sickle of Culling|'''Sickle of Culling''']]&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''Light, One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Soulbound Dagger|'''Soulbound Dagger''']]&lt;br /&gt;
|1d4 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit Bow|'''Spirit Bow''']]&lt;br /&gt;
|1d10+2 psychic&lt;br /&gt;
|DEX&lt;br /&gt;
|6-STR, min 2&lt;br /&gt;
|600 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Two-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Staff of Vipers|'''Staff of Vipers''']]&lt;br /&gt;
|1d4 blunt + 1d4 corrosive&lt;br /&gt;
|DEX&lt;br /&gt;
|3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (APC 2)''&lt;br /&gt;
|-&lt;br /&gt;
|[[Staff of Whirlwinds|'''Staff of Whirlwinds''']]&lt;br /&gt;
|1d4+2 blunt&lt;br /&gt;
|DEX&lt;br /&gt;
|3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (APC 2)''&lt;br /&gt;
|-&lt;br /&gt;
|[[Taste of Nobility|'''Taste of Nobility''']]&lt;br /&gt;
|1d8+2  sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ursine Mace|'''Ursine Mace''']]&lt;br /&gt;
|1d6+1 blunt&lt;br /&gt;
|STR&lt;br /&gt;
|4-STR min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Hand-and-a-Half (1d8)''&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire's Bane|'''Vampire's Bane''']]&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|3&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Hand-and-a-Half (APC 2)''&lt;br /&gt;
|-&lt;br /&gt;
|[[War Wizard's Wand|'''War Wizard's Wand''']]&lt;br /&gt;
|1d8+2 fire, lightning, cold, or corrosive&lt;br /&gt;
|CHA&lt;br /&gt;
|4-CHA, min 2&lt;br /&gt;
|80 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wasp]]'''&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Woodcutter's Axe|'''Woodcutter's Axe''']]&lt;br /&gt;
|1d8 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Base&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Acidwalker's Armor]]'''&lt;br /&gt;
|Scale Mail&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Medium''&lt;br /&gt;
|-&lt;br /&gt;
|[[Chameleon Hide|'''Chameleon Hide''']]&lt;br /&gt;
|Hide Armor&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15 &lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Diving Suit|'''Diving Suit''']]&lt;br /&gt;
|Banded Mail&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Heavy, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamewalker's Armor|'''Flamewalker's Armor''']]&lt;br /&gt;
|Scale Mail&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Medium''&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian's Shield|'''Guardian's Shield''']]&lt;br /&gt;
|Heater Shield&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|[[Icewalker's Armor|'''Icewalker's Armor''']]&lt;br /&gt;
|Scale Mail&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Medium''&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Maiden's Plate|'''Iron Maiden's Plate''']]&lt;br /&gt;
|Plate (Full)&lt;br /&gt;
|Epic&lt;br /&gt;
|30&lt;br /&gt;
|''Armor, Heavy, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Leafdancer's Cuirass]]'''&lt;br /&gt;
|Cuirass (Leather)&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Lucky Cutoff Vest|'''Lucky Cutoff Vest''']]&lt;br /&gt;
|Gambeson&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mirror Shield|'''Mirror Shield''']]&lt;br /&gt;
|Heater Shield&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|[[Phalanx Tower Shield|'''Phalanx Tower Shield''']]&lt;br /&gt;
|Tower Shield&lt;br /&gt;
|Uncommon&lt;br /&gt;
|25&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Archmage|'''Robes of the Archmage''']]&lt;br /&gt;
|Robes (Elemental)&lt;br /&gt;
|Epic&lt;br /&gt;
|35&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Second Skin|'''Second Skin''']]&lt;br /&gt;
|Hide Armor&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shield of Thorns]]'''&lt;br /&gt;
|Buckler&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunburst Shield|'''Sunburst Shield''']]&lt;br /&gt;
|Heater Shield&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Symbiotic Mimic]]'''&lt;br /&gt;
|Leather Armor&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Volcanic Plate|'''Volcanic Plate''']]&lt;br /&gt;
|Plate (Full)&lt;br /&gt;
|Epic&lt;br /&gt;
|30&lt;br /&gt;
|''Armor, Heavy, Unwieldy''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[Amulet of Thirst|'''Amulet of Thirst''']]&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Necklace''&lt;br /&gt;
|-&lt;br /&gt;
|[[Book of Secrets|'''Book of Secrets''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Book''&lt;br /&gt;
|-&lt;br /&gt;
|[[Boots of Swiftwind|'''Boots of Swiftwind''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Boots''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bottomless Bag|'''Bottomless Bag''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Container''&lt;br /&gt;
|-&lt;br /&gt;
|[[Beastheart Gauntlets|'''Beastheart Gauntlets''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracers of Conduction|'''Bracers of Conduction''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Brewer's Cask|'''Brewer's Cask''']]&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Container''&lt;br /&gt;
|-&lt;br /&gt;
|[[Carrion Cloak|'''Carrion Cloak''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Cloak''&lt;br /&gt;
|-&lt;br /&gt;
|[[Circlet of Mind Shielding|'''Circlet of Mind Shielding''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Helmet''&lt;br /&gt;
|-&lt;br /&gt;
|[[Circlet of Thought Detection|'''Circlet of Thought Detection''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Helmet''&lt;br /&gt;
|-&lt;br /&gt;
|[[Climber's Gloves|'''Climber's Gloves''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloak of Shadows|'''Cloak of Shadows''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Cloak''&lt;br /&gt;
|-&lt;br /&gt;
|[[Crane Paper|'''Crane Paper''']]&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Deployable Glider|'''Deployable Glider''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Container''&lt;br /&gt;
|-&lt;br /&gt;
|[[Die of Beasts|'''Die of Beasts''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|45&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Die of Self|'''Die of Self''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|60&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Die of Time|'''Die of Time''']]&lt;br /&gt;
|Legendary&lt;br /&gt;
|65&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Endless Quiver|'''Endless Quiver''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Flute of the Gravecaller|'''Flute of the Gravecaller''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|35&lt;br /&gt;
|''Instrument''&lt;br /&gt;
|-&lt;br /&gt;
|[[Frostwalker Boots|'''Frostwalker Boots''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Boots''&lt;br /&gt;
|-&lt;br /&gt;
|[[Girdle of the Wolf|'''Girdle of the Wolf''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Worn Item''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Gloves of the Thought Thief]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ivory Whistle|'''Ivory Whistle''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Instrument''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mad Tinkerer's Toolbox|'''Mad Tinkerer's Toolbox''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Container''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Magnetic Gloves]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Masquerade Mirror|'''Masquerade Mirror''']]&lt;br /&gt;
|Uncommon &lt;br /&gt;
|15&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Messenger Bracelet|'''Messenger Bracelet''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Worn Item''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ring of Protection]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Ring''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sea Legs|'''Sea Legs''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Boots''&lt;br /&gt;
|-&lt;br /&gt;
|[[Spell Thief's Scroll|'''Spell Thief's Scroll''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Scroll''&lt;br /&gt;
|-&lt;br /&gt;
|[[Viperstrike Bracers|'''Viperstrike Bracers''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|35&lt;br /&gt;
|''Bracers''&lt;br /&gt;
|-&lt;br /&gt;
|[[Visage of Fear|'''Visage of Fear''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Helmet''&lt;br /&gt;
|-&lt;br /&gt;
|[[Wanderer's Doorknocker|'''Wanderer's Doorknocker''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|40&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Rarity&lt;br /&gt;
!Effect&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Clearblood Elixir'''&lt;br /&gt;
|Legendary&lt;br /&gt;
|This milky white potion has an acrid, burnt taste. After drinking this potion, you are immediately cured of all diseases and poisons.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Elixir'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|This orange potion swirls with trails of gold and white. After drinking this potion you may immediately make a special attack. Make an END attack against the REF of all creatures within a 30 ft cone. On a hit, deal 2d12+END fire damage. On a miss, 1⁄2 damage.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Draught of Fortitude'''&lt;br /&gt;
|Common&lt;br /&gt;
|This dark green potion smells faintly of fresh earth. After drinking this potion, gain +4 to END skill checks and +4 FORT for 1 hour.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elixir of Life'''&lt;br /&gt;
|Epic&lt;br /&gt;
|This potion appears to be liquid silver. If administered to a creature that has died within the past 24 hours, that creature returns to life with 1 HP, 7 Death Points, and Fatigued.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter's Draught'''&lt;br /&gt;
|Rare&lt;br /&gt;
|This thin black liquid smells of blood. After drinking this potion you immediately take 1d6 corrosive damage. You gain +1 STR, +1 DEX, and Darkvision 60 ft for one hour.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mimic Mix'''&lt;br /&gt;
|Rare&lt;br /&gt;
|This thick golden paste can be applied to any medium or smaller nonmagical inanimate object by spending 2 AP. Five minutes after application, the target object becomes a mimic using a Mimic stat block of the appropriate size. It follows the simple mental commands of whomever applied the Mimic Mix. After 24 hours or after being reduced to 0 HP the object reverts to its mundane state.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion of Haste'''&lt;br /&gt;
|Rare&lt;br /&gt;
|This potion is a shimmering yellow and smells like honey and lilacs. After drinking this potion you gain +2 AP at the start of each of your turns and +4 REF for 10 minutes.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion of the Fundamental'''&lt;br /&gt;
|Rare &lt;br /&gt;
|This dark blue potion swirls with black smoke. After drinking this potion, regain 1d8+4 Spell Points.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to Print 2''&lt;br /&gt;
&lt;br /&gt;
== Additional Magic Items ==&lt;br /&gt;
Listed here are official magic items from outside the ''Core Rulebook.''&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Damage&lt;br /&gt;
!Attr.&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence Cost&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blessed Silver Stake]]'''&lt;br /&gt;
|1d6+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Giant's Scythe]]'''&lt;br /&gt;
|2d6 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|6-DEX, min 2&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Pendragon's Battle Standard]]'''&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|5=STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Epic&lt;br /&gt;
|35&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Saintkiller Spear]]'''&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|3&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Hand-and-a-Half (Reduce APC by 1, min 2)''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shattered Death]]'''&lt;br /&gt;
|1d8 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|2&lt;br /&gt;
|Reach 30 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shieldbreaker Blade]]'''&lt;br /&gt;
|2d12 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|10-STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Base&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Colored Arm Bands]]'''&lt;br /&gt;
|&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Armor Enhancement''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Oilcloth Cloak]]'''&lt;br /&gt;
|&lt;br /&gt;
|Rare&lt;br /&gt;
|35 &lt;br /&gt;
|''Cloak, Armor Enhancement''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Replica Shield]]'''&lt;br /&gt;
|Kite Shield&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shadow Wyrm Helm]]'''&lt;br /&gt;
|&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Helmet, Armor Enhancement''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|[[Blessed Book|'''Blessed Book''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Book''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Hawthorne's Candelabra|'''Hawthorne's Candelabra''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Chrysanthemum Bouquet|'''Chrysanthemum Bouquet''']]&lt;br /&gt;
|Uncommon &lt;br /&gt;
|20&lt;br /&gt;
|''Plant, Cursed''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Clover of Luck|'''Clover of Luck''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Tattoo''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Crown of Domination|'''Crown of Domination''']]&lt;br /&gt;
|Very Rare&lt;br /&gt;
|45&lt;br /&gt;
|''Crown''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Dan's Havenglow Lantern|'''Dan's Havenglow Lantern''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Echoing Echelon Feather|'''Echoing Echelon Feather''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Essence Tourniquet|'''Essence Tourniquet''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[False Fangs|'''False Fangs''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''Teeth''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Holy Relic|'''Holy Relic''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Worn Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Java's Pocket Watch|'''Java's Pocket Watch''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Watch, Worn Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Magellus's Mask|'''Magellus's Mask''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Mask''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonlight Mirror|'''Moonlight Mirror''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Pocket Gargoyle|'''Pocket Gargoyle''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Statue, Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Daywalking|'''Ring of Daywalking''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Fading|'''Ring of Fading''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Gloom|'''Ring of Gloom''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Glory|'''Ring of Glory''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Veiling|'''Ring of Veiling''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|25&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Salamar's Monocle of Appraising|'''Salamar's Monocle of Appraising''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Worn Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Scroll of Duplication|'''Scroll of Duplication''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Scroll''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadowsoul Lantern|'''Shadowsoul Lantern''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Carried Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Spectre Lantern|'''Spectre Lantern''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Carried Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Stained Glass Frame|'''Stained Glass Frame''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Carried Item, Unwieldy''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Unholy Relic|'''Unholy Relic''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''Relic''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elixir of Burning Blood]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|&lt;br /&gt;
|''Potion''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Floor Chicken]]'''&lt;br /&gt;
|Common&lt;br /&gt;
|&lt;br /&gt;
|''Meat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Gryphon Feather]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Feather''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hunter's Box of Toothpicks]]'''&lt;br /&gt;
|Common&lt;br /&gt;
|&lt;br /&gt;
|''Carried Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Manticore Quill]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Weapon''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Portal Candle]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|49&lt;br /&gt;
|''Candle''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Stained Glass]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|5&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wall Chicken]]'''&lt;br /&gt;
|Epic &lt;br /&gt;
|&lt;br /&gt;
|''Meat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wolfsbane Elixir]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|&lt;br /&gt;
|''Potion''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wolfsbane Venom]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|&lt;br /&gt;
|''Potion''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=3738</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=3738"/>
		<updated>2024-01-21T17:29:11Z</updated>

		<summary type="html">&lt;p&gt;Javanos: bolded headers and removed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve been dealt a difficult hand. You grew up in society’s unforgiving underbelly, and from an early age you have had to resort to thievery or deception to find food and lodging. Through trial and error, you have learned what fools people and what does not. Living in the shadows on the fringes of society, you have quietly observed as other, more skilled rogues earn their illicit livelihoods. Seeking to emulate the most successful thieves and con artists, you have learned how to stay one step ahead of the law.&lt;br /&gt;
&lt;br /&gt;
The most successful rogues know the other players in their game: crime lords, skilled pickpockets, charlatans, corrupt nobles, bribed guards, aspiring politicians, and the pesky incorruptible altruists among such folk. You make it your business to stay Informed on all such individuals. Are there any among these scoundrels whom you would trust? Would you ever try to form a family of sorts with any of these fellow rogues, or do you find that you only trust your own intuition? Even if you would never trust another rapscallion, what offer would convince you to work alongside another individual or group to complete a job? You should always ask yourself these questions, relying on both logic and gut instinct as your answers might change on a daily or even hourly basis.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Rogue Tracks/Talents&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Conman (Con):''' You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons.&lt;br /&gt;
&lt;br /&gt;
'''Guild Affiliate:''' You're a talented poisoner and can use deadly reagents to enhance your weapon attacks.&lt;br /&gt;
&lt;br /&gt;
'''Psyblade:''' You have an aptitude for psionic magic and use this to silence your footfalls and improve your thievery.&lt;br /&gt;
&lt;br /&gt;
'''Subtlety:''' Silent as a shadow, you can infiltrate and exfiltrate even well-guarded buildings with meticulous skill.&lt;br /&gt;
&lt;br /&gt;
'''Stealth Archer:''' You’re a master of raining death on your enemies from a hidden vantage.&lt;br /&gt;
&lt;br /&gt;
== '''Rogue Entry Talent''' ==&lt;br /&gt;
After gaining the Rogue Entry talent, you can take talents from any of the rogue tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Entry''' &lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sneak Attack&amp;lt;/u&amp;gt;: Your Sneak Attack [[damage]] increases by +1d6 (if you had no Sneak Attack, it becomes 1d6). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had [[Tactical Advantages|TA]] against the target and no [[Tactical Advantages|TD]]. You may do this once per turn.&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt;: Gain +6 Skill Points, which you can spend on any [[skills]] with the Acrobatics, Influence, Observation, and/or Subterfuge tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Well Equipped&amp;lt;/u&amp;gt;: You gain hooded common clothes, a hooded lantern, two daggers, a skullduggery kit, and one disguise of your choice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Conman Track''' ==&lt;br /&gt;
[[File:Con Track.png|thumb|267x267px|Con Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Confidence'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain 1 rank in the [[Charlatan]] profession. If you already have any ranks in the Charlatan profession, you gain +3 Skill Points in Savoir Faire, and +3 Skill Points that you can spend on Empathy, Gossiping, Intimidating, Leadership, or Persuading.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impersonate'''&lt;br /&gt;
|Confidence&lt;br /&gt;
|Your false identity now holds up to some scrutiny. After spending a day studying someone and at least a week in their area of residence, you can use the Impersonate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Impersonate&amp;lt;/u&amp;gt;: Roll an INT/Disguise check and an INT/ Forging check and take the average of the two rolls. This becomes your Identity Score. People inspecting your credentials, paperwork, or claims may make an INT roll, and if they do not beat your Identity Score, they do not get suspicious unless you give them a clear reason to be suspicious.  You may have one active identity. You can only repeat your Disguise and Forging check by spending another day with the person and another week in their area of residence. &lt;br /&gt;
A creature inspecting you gains the following cumulative bonuses to their INT roll if circumstances allow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Bonus&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
|You have just done something very suspicious&lt;br /&gt;
|-&lt;br /&gt;
| +20&lt;br /&gt;
|You are within 5 miles of the home of the person you are impersonating&lt;br /&gt;
|-&lt;br /&gt;
| +30&lt;br /&gt;
|The person inspecting has heard of or knows about the person you are impersonating&lt;br /&gt;
|-&lt;br /&gt;
| +40&lt;br /&gt;
|The person inspecting has been fooled by a different identity before&lt;br /&gt;
|-&lt;br /&gt;
| +50&lt;br /&gt;
|The person inspecting has met the person you're impersonating before&lt;br /&gt;
|-&lt;br /&gt;
| +70&lt;br /&gt;
|The person inspecting has met the person you're impersonating in the last year&lt;br /&gt;
|}&lt;br /&gt;
The creature automatically beats your score if they have interacted with the person that you are impersonating in the last month, the person you are impersonating is a well known individual in the area you’re in, or the inspector knows the individual that you are impersonating personally.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +3 to Disguising and +3 to Forging checks.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You may have an additional identity. It takes you one hour to switch between identities.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +5 to your Identity Score.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sturdier Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +10 to your Identity Score when the inspector has any number of circumstantial bonuses.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quicker Identites'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may shortcut the 1 week requirement for identities and take a -5 on your Forgery check per day skipped (Max -30).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Betrayal'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|If you attack someone who is Completely Surprised and has been fooled by your identity, that attack is an automatic crit and deals maximum damage.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Charming Identity'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may attempt to Charm someone who has been fooled by your Identity. Make a CHA roll vs LOG. If you hit, they treat you as a friendly acquaintance for 1 minute and do not know they have been Charmed. This does not work if the creature is in combat.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck'''&lt;br /&gt;
|Con 5&lt;br /&gt;
|You gain the Coin Toss ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Coin Toss&amp;lt;/u&amp;gt;: (1⁄2 LUCK/Rest) Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fool's Strike'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die against creatures while you are disguised and your target does not know your true identity. You can take this talent up to six times.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''How Dare You'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|People inspecting your identity must subtract your Savior Faire from their INT roll.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck II'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your Coin Toss ability becomes LUCK/Rest.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jammy'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your total number of Luck Points per day is equal to your LUCK.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Slippery'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now spend 2 Luck Points to force a creature that you can see within 30 ft of you to reroll a d20 after they make an attack roll or after they inspect your Identity.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Catch Me if You Can'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|If you have at least 1 Luck Point when you are reduced to 0 HP, you can regain 1 HP and immediately move 40 ft without provoking reactive [[actions]]. Doing so costs all of your remaining Luck Points.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Play Dead'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|If you have at least 1 Luck Point when you hit 0 HP you can regain 1 HP and pretend to be dead. You begin Catching your Breath when you do this. Additionally, make a CHA/ Performance roll vs the LOG of each creature that can see you. If you hit more than half the witnesses, then you are believed to be dead (or the Identity that you are currently using is believed to be dead).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise II'''&lt;br /&gt;
|Leave it to Luck, Master of Disguise&lt;br /&gt;
|You gain +3 In Savior Faire and +3 Skill Points that you may spend on any skill with the Influence tag.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Check it Again'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You may now spend 1 Luck Point to force a creature to reroll their INT check made to overcome your Identity Score.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frame'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now abandon an identity after you attempt a Rug Pull using the rank 5 Charlatan ability. There is a 50% chance that the blame will fall on the person you were impersonating instead of you.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Conman Extraordinaire'''&lt;br /&gt;
|Con 14&lt;br /&gt;
|Who exactly are you? No one knows. Your original identity has been completely erased from all records and only the people closest to you might know your real name. &lt;br /&gt;
You may now attempt a grand impersonation. When someone inspects you, they gain no bonus from having heard of the person that you are impersonating or from having met them before. People who personally know the creature you are impersonating will only find you out if they can see you and are within 30 ft of you. Your Grand Impersonation only lasts for 24 hours, and you may only attempt a Grand Impersonation once a week. After 24 hours, future inspections gain a +40 bonus to their roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your CHA increases from 12 to 14.&lt;br /&gt;
|''Rogue, Con, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Guild Affiliate Track''' ==&lt;br /&gt;
[[File:Guild Affiliate Track.png|thumb|266x266px|Guild Affiliate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Guild Member'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Disciple of the Divine, Initiate of the Occult, Warden of the Primal&lt;br /&gt;
|You join Harlan’s Guild (Or another guild, as specified by your MC.) You may only gain the benefits of this talent after Taking a Rest in an area of civilization such as a town or village. You swear off all deific influence. You gain access to three poisons and can keep one vial of each on your person. A vial is enough for three doses of each [[poison]]. You may only refill these by Taking a Rest in a populated area. You learn how to identify fellow members of the guild who can provide this service to you, as well as clue you into potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. You can spend 1 AP to coat a weapon that has the Light property. The first vials are free, but new vials cost 20 sc each.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drake’s Breath&amp;lt;/u&amp;gt;: Your attacks have a 50% chance to deal an extra 1d6 Fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ice Blood&amp;lt;/u&amp;gt;: The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Frozen condition. A creature with an ML instead loses one of the actions on their actions list.&lt;br /&gt;
* &amp;lt;u&amp;gt;Harlan’s Breach&amp;lt;/u&amp;gt;'':'' Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical, for 1 minute.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Once per turn, you may target a creature’s FORT instead of their AR.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot II'''&lt;br /&gt;
|Find Weak Spot&lt;br /&gt;
|''Repeatable (even levels only).'' You gain an additional Sneak Attack die whenever you use Sneak Attack and Weak Spot together.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (even levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot III'''&lt;br /&gt;
|Find Weak Spot II&lt;br /&gt;
|''Repeatable (odd levels only).'' (1/Catch Breath) If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks. &lt;br /&gt;
Each time you take this talent again, gain +2 uses /Catch Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (odd levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot IV'''&lt;br /&gt;
|Find Weak Spot III&lt;br /&gt;
|Weak Spot attacks that exceed the target's FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot V'''&lt;br /&gt;
|Find Weak Spot IV&lt;br /&gt;
|Your Weak Spot attacks gain +1 crit range.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Garrote'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You gain the Garrote ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Garrote&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise, this follows the normal Grappled rules. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while grappled in this way. Otherwise, the creature is silenced and staggered while grappled in this way.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Maneuvers'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Your range for thrown [[weapons]] is doubled and thrown weapons can now trigger Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hamstring'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Hamstring Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hamstring&amp;lt;/u&amp;gt;: When a creature leaves your Melee reach, you can attack with a melee weapon by spending 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Quick Strike ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quick Strike&amp;lt;/u&amp;gt;: When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prepatory Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Preparatory Strike ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preparatory Strike&amp;lt;/u&amp;gt;: Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses until the beginning of your next turn. The bonus equals the number of AP you have remaining to use reactively.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain Evasive Throw ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Evasive Throw&amp;lt;/u&amp;gt;: 1 additional AP as a part of a Thrown attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when missed, if you would otherwise take half damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You can now make a ranged thrown attack as a part of drawing a concealed weapon. If the creature is Partially Surprised it automatically hits. If the creature is Completely Surprised it automatically hits and crits.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Spend 1 additional AP on an attack to gain [[Tactical Advantages|TA]] on that attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike II'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|When using Aimed Strike, roll 2d20 and keep the higher result.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore two sources of [[Tactical Advantages|TD]], potentially allowing you to use Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority II'''&lt;br /&gt;
|Tactical Superiority&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore three sources of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority III'''&lt;br /&gt;
|Tactical Superiority II&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore all sources of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You may now apply poison to ammunition.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drakes Breath Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Drake’s Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath becomes 2d6 fire damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''LLingering Drake's Breath'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Expertise'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now add your INT to Drake’s Breath damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Harlan’s Breach with extra vials of Ice Blood when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Ice Blood.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood’s DC becomes your INT+10.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Ice Blood''' &lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Ice Blood with extra vials of Harlan’s Breach when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get five doses from a vial of Harlan’s Breach.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Any creature struck with Harlan’s Breach loses its Resist properties until the beginning of its next turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Harlan's Breach'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Harlan’s Breach lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guildmaster'''&lt;br /&gt;
|Guild Affiliate 14&lt;br /&gt;
|You are an individual of great renown among the shadowy underbelly of Ancerra. Commanding entire operations for your guild, approving new members, and handling the most sensitive of issues. &lt;br /&gt;
You gain two vials of each of the three poisons when you rest in a populated area, and refilling them is free. Once per week, you can have a guild representative meet you where you are camping for refills, assuming your location is accessible without major magic or combat. The representative will not partake in combat or favors for you but may take messages back to the nearest town if you request it.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You gain one additional vial of each of the three poisons from this track each time you restock.&lt;br /&gt;
|''Rogue, Guild Affiliate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Psyblade Track''' ==&lt;br /&gt;
[[File:Psyblade Track.png|thumb|265x265px|Psyblade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain the Adept of the Psionic talent if you do not already have it. Your magic attribute is INT. Each time you level up and spend your talent point on a talent in the Psyblade stack, you gain +5 SP and +1 Psionic power.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Regardless of your Aptitude, [[Create Weapon]] costs you 0 SP to cast, and 0 AP to resummon a Light weapon.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Soul Rend ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Soul Rend&amp;lt;/u&amp;gt;: (INT/Rest) When you deal psychic damage to a creature, it can no longer regain HP until the beginning of its next turn. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Psychic Bond ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Psychic Bond&amp;lt;/u&amp;gt;: (INT/Rest) Choose an ally within 30 ft of you and spend 2 AP. Gain [[Tactical Advantages|TA]] on enemies that take damage from that ally during the duration. This ability lasts for 1 minute. You regain all expended uses when you Take a Rest.  &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Strike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(INT/Rest) If you would miss an attack roll, you may spend SP to add to your attack roll total at a rate of 1 SP per +2. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Spike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Your attacks and spells that deal psychic damage may now deal Sneak Attack damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Mind Spike'''&lt;br /&gt;
|Mind Spike&lt;br /&gt;
|You gain +1 Sneak Attack die when dealing psychic damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Bend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(1⁄2 INT/Rest) When you would be the victim of damage that affects more than one creature, You may teleport to an unoccupied space up to 15 ft away, but you start your next turn with 3 fewer AP. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus II'''&lt;br /&gt;
|Psyblade 5&lt;br /&gt;
|You can now choose if the weapons created by your Create Weapon are visible, invisible, or shed bright light in a 15 ft radius and dim light for an additional 15 ft.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife II'''&lt;br /&gt;
|Psyblade Focus II, Soul Knife&lt;br /&gt;
|(INT/Recoup) You may now spend 1 AP to teleport to a thrown weapon from Create Weapon once per turn. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend II'''&lt;br /&gt;
|Psyblade Focus II, Soul Rend&lt;br /&gt;
|Soul Rend now lasts until the end of the creature’s turn.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond II'''&lt;br /&gt;
|Psyblade Focus II, Psychic Bond&lt;br /&gt;
|Psychic Bond now grants [[Tactical Advantages|TA]] to your ally against creatures that you have damaged during the duration. Additionally, you can communicate telepathically with your Psychic Bond.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond III'''&lt;br /&gt;
|Psyblade Bond II&lt;br /&gt;
|While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically. One of these creatures must be the ally that you chose to gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enlightened Mind'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(1⁄2 INT/Rest) Spells with a range of self or touch cost you fewer AP: subtract your INT from the APC (min 1 APC). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piercing Strike'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Your attacks ignore Resist Psychic.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Scream'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Gain the Psychic Scream ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Psychic Scream&amp;lt;/u&amp;gt;: (3/Rest) Spend 3 AP to make an INT vs LOG attack against all creatures within 5 ft of you. On a hit, deal 1d4+INT psychic damage, and the creature cannot take Reactive Actions until after their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic [[Armor]]'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(INT/Rest) You may use your LOG in place of your ANT or WILL when a creature attacks your ANT or WILL. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Psyblade'''&lt;br /&gt;
|Psyblade 14&lt;br /&gt;
|Your hardened capacity to manipulate the world around you with a mere thought is something of an urban legend among cons and crooks. Even some circles of spellcasters whisper your name with wonder. &lt;br /&gt;
If you have zero uses of Soul Rend or Psychic Scream and a creature attacks but misses your LOG, you regain one use of Soul Rend or Psychic Scream. If you have zero uses of both, you can choose which one.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You now also regain uses of Soul Rend or Psychic Scream if you’re using your LOG against a WILL or ANT attack using Psionic Armor.&lt;br /&gt;
|''Rogue, Psyblade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Subtlety Track''' ==&lt;br /&gt;
[[File:Subtlety Track.png|thumb|271x271px|Subtlety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You may roll 2d20 and take the higher result when attempting to hide.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You may now move between sources of cover and concealment and do not lose the Unseen condition from moving into line of sight in Dim Light unless you end your movement out of cover or concealment.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scale the BalconyY'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a Climb speed equal to your speed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Keep Quiet'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|Being struck by a melee attack no longer causes you to lose the Unseen condition. While you are Unseen, ranged attackers do not know if they hit you with a ranged attack or spell.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sidestep'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|If you are Unseen and a creature who is hostile to you or neutral to you would walk through your space, you may move 5 ft to get out of their way. If you have the “Scale the Balcony” talent, this movement may include climbing.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blink of an Eye'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|On any turn where you take the Move action three times, your attempts to take the Hide action while in Total Cover automatically succeed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''BlackJack'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain the Blackjack ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blackjack&amp;lt;/u&amp;gt;: By spending 5 AP, deal 20 nonlethal blunt damage to a creature who is Completely Surprised. If a single instance of this ability renders the creature unconscious, you do not need to roll to retain the Complete Surprise condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprint'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|When you gain the Unseen condition, you may immediately take the move action for 0 AP.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain an additional Sneak Attack die while you are Unseen.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''In the Dark'''&lt;br /&gt;
|Subtlety 5&lt;br /&gt;
|When you are in Darkness, you are Unseen to creatures who are relying on Darkvision to see you.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop II'''&lt;br /&gt;
|In the Dark, Shadow Hop&lt;br /&gt;
|The first attack you make on your turn does not cause you to lose the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Born in Darkness'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain the Born of Darkness ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Born of Darkness&amp;lt;/u&amp;gt;: By spending 4 AP, suppress all [[conditions]] of your choice for 1 minute and move up to your speed. If you end this movement in Cover or being Concealed, gain the Unseen condition. If you end one of your next six turns without the Unseen condition, all of your suppressed conditions return.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Mastery'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|When you are in Dim Light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fellow Inhabitant'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If you spend 30 seconds in combat observing a creature, you learn if they have Darkvision and if they have any other remarkable source of non-magical perception.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Trick'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 AP reactively to make them believe they hit you, and then take a 5 ft step. This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault II'''&lt;br /&gt;
|In the Dark, Shadow Assault&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die while you are Unseen. You may take this talent up to five times.&lt;br /&gt;
|''Rogue, Subtlety, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish II'''&lt;br /&gt;
|In the Dark, Vanish&lt;br /&gt;
|(INT/Rest) You automatically succeed your Hide roll while you are in Darkness or Total Cover. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadowstep'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You can now pass through 5 ft of bright light without losing the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quiet One'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain +10 to Eavesdropping while you are Unseen. This can exceed the normal cap of 20 for a skill, but cannot exceed 25.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Shadow'''&lt;br /&gt;
|In the Dark, Subtlety 14&lt;br /&gt;
|Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please. &lt;br /&gt;
You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in bright light, unless you choose to be seen.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You have learned how to simulate your own shadows by placing yourself where bright light will assail the eyes of any who look for you. When you are in bright light, you are considered Concealed, unless you choose to be seen.&lt;br /&gt;
|''Rogue, Subtlety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Stealth Archer Talents''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You can spend 1 additional AP to give yourself [[Tactical Advantages|TA]] on a target that is Flanked.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|If your target is at least 45 ft away, firing a silent ranged weapon does not cause you to lose the Unseen condition. This does not work with ranged weapons that produce concussive noise.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot Range'''&lt;br /&gt;
|Shadow Shot&lt;br /&gt;
|Shadow Shot becomes: If your target is at least 35 ft away.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot'''&lt;br /&gt;
| Rogue Entry&lt;br /&gt;
|Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have [[Tactical Advantages|TA]].&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot Range'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' Your ranged weapon attacks can apply Sneak Attack damage 10 ft further than they previously could.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Silent Shot'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die when making a ranged weapon attack. You can take this talent up to five times.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=3735</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=3735"/>
		<updated>2024-01-21T17:25:40Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Master of Shadow: corrected chose and uncapitalized Bright Light,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve been dealt a difficult hand. You grew up in society’s unforgiving underbelly, and from an early age you have had to resort to thievery or deception to find food and lodging. Through trial and error, you have learned what fools people and what does not. Living in the shadows on the fringes of society, you have quietly observed as other, more skilled rogues earn their illicit livelihoods. Seeking to emulate the most successful thieves and con artists, you have learned [[how to]] stay one step ahead of the law.&lt;br /&gt;
&lt;br /&gt;
The most successful rogues know the other players in their game: crime lords, skilled pickpockets, charlatans, corrupt nobles, bribed guards, aspiring politicians, and the pesky incorruptible altruists among such folk. You make it your business to stay Informed on all such individuals. Are there any among these scoundrels whom you would trust? Would you ever try to form a family of sorts with any of these fellow rogues, or do you find that you only trust your own [[intuition]]? Even if you would never trust another rapscallion, what offer would convince you to work alongside another individual or group to complete a job? You should always ask yourself these questions, relying on both logic and gut instinct as your answers might change on a daily or even hourly basis.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Rogue Tracks/Talents&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Conman (Con):''' You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons.&lt;br /&gt;
&lt;br /&gt;
'''Guild Affiliate:''' You're a talented poisoner and can use deadly reagents to enhance your weapon attacks.&lt;br /&gt;
&lt;br /&gt;
'''Psyblade:''' You have an aptitude for [[psionic]] magic and use this to [[silence]] your footfalls and improve your thievery.&lt;br /&gt;
&lt;br /&gt;
'''Subtlety:''' Silent as a [[shadow]], you can infiltrate and exfiltrate even well-guarded buildings with meticulous skill.&lt;br /&gt;
&lt;br /&gt;
'''Stealth Archer:''' You’re a master of raining death on your enemies from a hidden vantage.&lt;br /&gt;
&lt;br /&gt;
== Rogue Entry Talent ==&lt;br /&gt;
After gaining the Rogue Entry talent, you can take talents from any of the rogue tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Entry''' &lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sneak Attack&amp;lt;/u&amp;gt;: Your Sneak Attack [[damage]] increases by +1d6 (if you had no Sneak Attack, it becomes 1d6). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had [[Tactical Advantages|TA]] against the target and no [[Tactical Advantages|TD]]. You may do this once per turn.&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt;: Gain +6 Skill Points, which you can spend on any [[skills]] with the Acrobatics, Influence, Observation, and/or Subterfuge tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Well Equipped&amp;lt;/u&amp;gt;: You gain hooded common clothes, a hooded lantern, two daggers, a skullduggery kit, and one disguise of your choice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conman Track ==&lt;br /&gt;
[[File:Con Track.png|thumb|267x267px|Con Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Confidence'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain 1 rank in the [[Charlatan]] profession. If you already have any ranks in the Charlatan profession, you gain +3 Skill Points in Savoir Faire, and +3 Skill Points that you can spend on [[Empathy]], Gossiping, Intimidating, Leadership, or Persuading.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impersonate'''&lt;br /&gt;
|Confidence&lt;br /&gt;
|Your false identity now holds up to some scrutiny. After spending a day studying someone and at least a week in their area of residence, you can use the Impersonate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Impersonate&amp;lt;/u&amp;gt;: Roll an INT/Disguise check and an INT/ Forging check and take the average of the two rolls. This becomes your Identity Score. People inspecting your credentials, paperwork, or claims may make an INT roll, and if they do not beat your Identity Score, they do not get suspicious unless you give them a clear reason to be suspicious.  You may have one active identity. You can only repeat your Disguise and Forging check by spending another day with the person and another week in their area of residence. &lt;br /&gt;
A creature inspecting you gains the following cumulative bonuses to their INT roll if circumstances allow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Bonus&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
|You have just done something very suspicious&lt;br /&gt;
|-&lt;br /&gt;
| +20&lt;br /&gt;
|You are within 5 miles of the home of the person you are impersonating&lt;br /&gt;
|-&lt;br /&gt;
| +30&lt;br /&gt;
|The person inspecting has heard of or knows about the person you are impersonating&lt;br /&gt;
|-&lt;br /&gt;
| +40&lt;br /&gt;
|The person inspecting has been fooled by a different identity before&lt;br /&gt;
|-&lt;br /&gt;
| +50&lt;br /&gt;
|The person inspecting has met the person you're impersonating before&lt;br /&gt;
|-&lt;br /&gt;
| +70&lt;br /&gt;
|The person inspecting has met the person you're impersonating in the last year&lt;br /&gt;
|}&lt;br /&gt;
The creature automatically beats your score if they have interacted with the person that you are impersonating in the last month, the person you are impersonating is a well known individual in the area you’re in, or the inspector knows the individual that you are impersonating personally.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +3 to Disguising and +3 to Forging checks.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You may have an additional identity. It takes you one hour to switch between identities.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +5 to your Identity Score.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sturdier Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +10 to your Identity Score when the inspector has any number of circumstantial bonuses.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quicker Identites'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may shortcut the 1 week requirement for identities and take a -5 on your Forgery check per day skipped (Max -30).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Betrayal'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|If you attack someone who is Completely Surprised and has been fooled by your identity, that attack is an automatic crit and deals maximum damage.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Charming Identity'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may attempt to Charm someone who has been fooled by your Identity. Make a CHA roll vs LOG. If you hit, they treat you as a friendly acquaintance for 1 minute and do not know they have been Charmed. This does not work if the creature is in [[combat]].&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck'''&lt;br /&gt;
|Con 5&lt;br /&gt;
|You gain the Coin Toss ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Coin Toss&amp;lt;/u&amp;gt;: (1⁄2 LUCK/Rest) Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fool's Strike'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die against creatures while you are disguised and your target does not know your true identity. You can take this talent up to six times.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''How Dare You'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|People inspecting your identity must subtract your Savior Faire from their INT roll.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck II'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your Coin Toss ability becomes LUCK/Rest.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jammy'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your total number of Luck Points per day is equal to your LUCK.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Slippery'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now spend 2 Luck Points to force a creature that you can see within 30 ft of you to reroll a d20 after they make an attack roll or after they inspect your Identity.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Catch Me if You Can'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|If you have at least 1 Luck Point when you are reduced to 0 HP, you can regain 1 HP and immediately move 40 ft without provoking reactive [[actions]]. Doing so costs all of your remaining Luck Points.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Play Dead'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|If you have at least 1 Luck Point when you hit 0 HP you can regain 1 HP and pretend to be dead. You begin Catching your Breath when you do this. Additionally, make a CHA/ Performance roll vs the LOG of each creature that can see you. If you hit more than half the witnesses, then you are believed to be dead (or the Identity that you are currently using is believed to be dead).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise II'''&lt;br /&gt;
|Leave it to Luck, Master of Disguise&lt;br /&gt;
|You gain +3 In Savior Faire and +3 Skill Points that you may spend on any skill with the Influence tag.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Check it Again'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You may now spend 1 Luck Point to force a creature to reroll their INT check made to overcome your Identity Score.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frame'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now abandon an identity after you attempt a Rug Pull using the rank 5 Charlatan ability. There is a 50% chance that the blame will fall on the person you were impersonating instead of you.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Conman Extraordinaire'''&lt;br /&gt;
|Con 14&lt;br /&gt;
|Who exactly are you? No one knows. Your original identity has been completely erased from all records and only the people closest to you might know your real name. &lt;br /&gt;
You may now attempt a grand impersonation. When someone inspects you, they gain no bonus from having heard of the person that you are impersonating or from having met them before. People who personally know the creature you are impersonating will only find you out if they can see you and are within 30 ft of you. Your Grand Impersonation only lasts for 24 hours, and you may only attempt a Grand Impersonation once a week. After 24 hours, future inspections gain a +40 bonus to their roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your CHA increases from 12 to 14.&lt;br /&gt;
|''Rogue, Con, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guild Affiliate Track ==&lt;br /&gt;
[[File:Guild Affiliate Track.png|thumb|266x266px|Guild Affiliate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Guild Member'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Disciple of the [[Divine]], Initiate of the [[Occult]], Warden of the [[Primal]]&lt;br /&gt;
|You join Harlan’s Guild (Or another guild, as specified by your MC.) You may only gain the benefits of this talent after Taking a Rest in an area of civilization such as a town or village. You swear off all deific influence. You gain access to three poisons and can keep one vial of each on your person. A vial is enough for three doses of each [[poison]]. You may only refill these by Taking a Rest in a populated area. You learn how to identify fellow members of the guild who can provide this service to you, as well as clue you into potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. You can spend 1 AP to coat a weapon that has the Light property. The first vials are free, but new vials cost 20 sc each.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drake’s Breath&amp;lt;/u&amp;gt;: Your attacks have a 50% chance to deal an extra 1d6 Fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ice Blood&amp;lt;/u&amp;gt;: The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Frozen condition. A creature with an ML instead loses one of the actions on their actions list.&lt;br /&gt;
* &amp;lt;u&amp;gt;Harlan’s Breach&amp;lt;/u&amp;gt;'':'' Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical, for 1 minute.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Once per turn, you may target a creature’s FORT instead of their AR.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot II'''&lt;br /&gt;
|Find Weak Spot&lt;br /&gt;
|''Repeatable (even levels only).'' You gain an additional Sneak Attack die whenever you use Sneak Attack and Weak Spot together.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (even levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot III'''&lt;br /&gt;
|Find Weak Spot II&lt;br /&gt;
|''Repeatable (odd levels only).'' (1/Catch Breath) If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks. &lt;br /&gt;
Each time you take this talent again, gain +2 uses /Catch Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (odd levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot IV'''&lt;br /&gt;
|Find Weak Spot III&lt;br /&gt;
|Weak Spot attacks that exceed the target's FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot V'''&lt;br /&gt;
|Find Weak Spot IV&lt;br /&gt;
|Your Weak Spot attacks gain +1 crit range.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Garrote'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You gain the Garrote ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Garrote&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise, this follows the normal Grappled rules. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while grappled in this way. Otherwise, the creature is silenced and staggered while grappled in this way.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Maneuvers'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Your range for thrown [[weapons]] is doubled and thrown weapons can now trigger Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hamstring'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Hamstring Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hamstring&amp;lt;/u&amp;gt;: When a creature leaves your Melee reach, you can attack with a melee weapon by spending 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Quick Strike ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quick Strike&amp;lt;/u&amp;gt;: When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prepatory Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Preparatory Strike ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preparatory Strike&amp;lt;/u&amp;gt;: Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses until the beginning of your next turn. The bonus equals the number of AP you have remaining to use reactively.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain Evasive Throw ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Evasive Throw&amp;lt;/u&amp;gt;: 1 additional AP as a part of a Thrown attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when missed, if you would otherwise take half damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You can now make a ranged thrown attack as a part of drawing a concealed weapon. If the creature is Partially Surprised it automatically hits. If the creature is Completely Surprised it automatically hits and crits.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Spend 1 additional AP on an attack to gain [[Tactical Advantages|TA]] on that attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike II'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|When using Aimed Strike, roll 2d20 and keep the higher result.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore two sources of [[Tactical Advantages|TD]], potentially allowing you to use Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority II'''&lt;br /&gt;
|Tactical Superiority&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore three sources of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority III'''&lt;br /&gt;
|Tactical Superiority II&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore all sources of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You may now apply poison to ammunition.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drakes Breath Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Drake’s Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath becomes 2d6 fire damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''LLingering Drake's Breath'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Expertise'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now add your INT to Drake’s Breath damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Harlan’s Breach with extra vials of Ice Blood when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Ice Blood.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood’s DC becomes your INT+10.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Ice Blood''' &lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Ice Blood with extra vials of Harlan’s Breach when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get five doses from a vial of Harlan’s Breach.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Any creature struck with Harlan’s Breach loses its Resist properties until the beginning of its next turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Harlan's Breach'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Harlan’s Breach lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guildmaster'''&lt;br /&gt;
|Guild Affiliate 14&lt;br /&gt;
|You are an individual of great renown among the shadowy underbelly of Ancerra. Commanding entire operations for your guild, approving new members, and handling the most sensitive of issues. &lt;br /&gt;
You gain two vials of each of the three poisons when you rest in a populated area, and refilling them is free. Once per week, you can have a guild representative meet you where you are camping for refills, assuming your location is accessible without major magic or combat. The representative will not partake in combat or favors for you but may take messages back to the nearest town if you request it.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You gain one additional vial of each of the three poisons from this track each time you restock.&lt;br /&gt;
|''Rogue, Guild Affiliate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psyblade Track ==&lt;br /&gt;
[[File:Psyblade Track.png|thumb|265x265px|Psyblade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain the Adept of the Psionic talent if you do not already have it. Your magic attribute is INT. Each time you level up and spend your talent point on a talent in the Psyblade stack, you gain +5 SP and +1 Psionic power.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Regardless of your Aptitude, [[Create Weapon]] costs you 0 SP to cast, and 0 AP to resummon a Light weapon.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Soul Rend ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Soul Rend&amp;lt;/u&amp;gt;: (INT/Rest) When you deal psychic damage to a creature, it can no longer regain HP until the beginning of its next turn. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Psychic Bond ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Psychic Bond&amp;lt;/u&amp;gt;: (INT/Rest) Choose an ally within 30 ft of you and spend 2 AP. Gain [[Tactical Advantages|TA]] on enemies that take damage from that ally during the duration. This ability lasts for 1 minute. You regain all expended uses when you Take a Rest.  &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Strike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(INT/Rest) If you would miss an attack roll, you may spend SP to add to your attack roll total at a rate of 1 SP per +2. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Spike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Your attacks and spells that deal psychic damage may now deal Sneak Attack damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Mind Spike'''&lt;br /&gt;
|Mind Spike&lt;br /&gt;
|You gain +1 Sneak Attack die when dealing psychic damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Bend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(1⁄2 INT/Rest) When you would be the victim of damage that affects more than one creature, You may teleport to an unoccupied space up to 15 ft away, but you start your next turn with 3 fewer AP. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus II'''&lt;br /&gt;
|Psyblade 5&lt;br /&gt;
|You can now choose if the weapons created by your Create Weapon are visible, invisible, or shed bright light in a 15 ft radius and dim light for an additional 15 ft.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife II'''&lt;br /&gt;
|Psyblade Focus II, Soul Knife&lt;br /&gt;
|(INT/Recoup) You may now spend 1 AP to teleport to a thrown weapon from Create Weapon once per turn. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend II'''&lt;br /&gt;
|Psyblade Focus II, Soul Rend&lt;br /&gt;
|Soul Rend now lasts until the end of the creature’s turn.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond II'''&lt;br /&gt;
|Psyblade Focus II, Psychic Bond&lt;br /&gt;
|Psychic Bond now grants [[Tactical Advantages|TA]] to your ally against creatures that you have damaged during the duration. Additionally, you can communicate telepathically with your Psychic Bond.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond III'''&lt;br /&gt;
|Psyblade Bond II&lt;br /&gt;
|While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically. One of these creatures must be the ally that you chose to gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enlightened Mind'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(1⁄2 INT/Rest) Spells with a range of self or touch cost you fewer AP: subtract your INT from the APC (min 1 APC). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piercing Strike'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Your attacks ignore Resist Psychic.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Scream'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Gain the Psychic Scream ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Psychic Scream&amp;lt;/u&amp;gt;: (3/Rest) Spend 3 AP to make an INT vs LOG attack against all creatures within 5 ft of you. On a hit, deal 1d4+INT psychic damage, and the creature cannot take Reactive Actions until after their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic [[Armor]]'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(INT/Rest) You may use your LOG in place of your ANT or WILL when a creature attacks your ANT or WILL. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Psyblade'''&lt;br /&gt;
|Psyblade 14&lt;br /&gt;
|Your hardened capacity to manipulate the world around you with a mere thought is something of an urban legend among cons and crooks. Even some circles of spellcasters whisper your name with wonder. &lt;br /&gt;
If you have zero uses of Soul Rend or Psychic Scream and a creature attacks but misses your LOG, you regain one use of Soul Rend or Psychic Scream. If you have zero uses of both, you can choose which one.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You now also regain uses of Soul Rend or Psychic Scream if you’re using your LOG against a WILL or ANT attack using Psionic Armor.&lt;br /&gt;
|''Rogue, Psyblade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subtlety Track ==&lt;br /&gt;
[[File:Subtlety Track.png|thumb|271x271px|Subtlety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You may roll 2d20 and take the higher result when attempting to hide.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You may now move between sources of cover and concealment and do not lose the Unseen condition from moving into line of sight in Dim Light unless you end your movement out of cover or concealment.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scale the BalconyY'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a Climb speed equal to your speed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Keep Quiet'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|Being struck by a melee attack no longer causes you to lose the Unseen condition. While you are Unseen, ranged attackers do not know if they hit you with a ranged attack or spell.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sidestep'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|If you are Unseen and a creature who is hostile to you or neutral to you would walk through your space, you may move 5 ft to get out of their way. If you have the “Scale the Balcony” talent, this movement may include climbing.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blink of an Eye'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|On any turn where you take the Move action three times, your attempts to take the Hide action while in Total Cover automatically succeed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''BlackJack'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain the Blackjack ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blackjack&amp;lt;/u&amp;gt;: By spending 5 AP, deal 20 nonlethal blunt damage to a creature who is Completely Surprised. If a single instance of this ability renders the creature unconscious, you do not need to roll to retain the Complete Surprise condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprint'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|When you gain the Unseen condition, you may immediately take the move action for 0 AP.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain an additional Sneak Attack die while you are Unseen.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''In the Dark'''&lt;br /&gt;
|Subtlety 5&lt;br /&gt;
|When you are in [[Darkness]], you are Unseen to creatures who are relying on Darkvision to see you.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop II'''&lt;br /&gt;
|In the Dark, Shadow Hop&lt;br /&gt;
|The first attack you make on your turn does not cause you to lose the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Born in Darkness'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain the Born of Darkness ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Born of Darkness&amp;lt;/u&amp;gt;: By spending 4 AP, suppress all [[conditions]] of your choice for 1 minute and move up to your speed. If you end this movement in Cover or being Concealed, gain the Unseen condition. If you end one of your next six turns without the Unseen condition, all of your suppressed conditions return.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Mastery'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|When you are in Dim Light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fellow Inhabitant'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If you spend 30 seconds in combat observing a creature, you learn if they have Darkvision and if they have any other remarkable source of non-magical perception.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Trick'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 AP reactively to make them believe they hit you, and then take a 5 ft step. This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault II'''&lt;br /&gt;
|In the Dark, Shadow Assault&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die while you are Unseen. You may take this talent up to five times.&lt;br /&gt;
|''Rogue, Subtlety, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish II'''&lt;br /&gt;
|In the Dark, Vanish&lt;br /&gt;
|(INT/Rest) You automatically succeed your Hide roll while you are in Darkness or Total Cover. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadowstep'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You can now pass through 5 ft of bright light without losing the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quiet One'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain +10 to Eavesdropping while you are Unseen. This can exceed the normal cap of 20 for a skill, but cannot exceed 25.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Shadow'''&lt;br /&gt;
|In the Dark, Subtlety 14&lt;br /&gt;
|Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please. &lt;br /&gt;
You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in bright light, unless you choose to be seen.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You have learned how to simulate your own shadows by placing yourself where bright light will assail the eyes of any who look for you. When you are in bright light, you are considered Concealed, unless you choose to be seen.&lt;br /&gt;
|''Rogue, Subtlety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stealth Archer Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You can spend 1 additional AP to give yourself [[Tactical Advantages|TA]] on a target that is Flanked.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|If your target is at least 45 ft away, firing a silent ranged weapon does not cause you to lose the Unseen condition. This does not work with ranged weapons that produce concussive noise.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot Range'''&lt;br /&gt;
|Shadow Shot&lt;br /&gt;
|Shadow Shot becomes: If your target is at least 35 ft away.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot'''&lt;br /&gt;
| Rogue Entry&lt;br /&gt;
|Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have [[Tactical Advantages|TA]].&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot Range'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' Your ranged weapon attacks can apply Sneak Attack damage 10 ft further than they previously could.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Silent Shot'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die when making a ranged weapon attack. You can take this talent up to five times.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=3734</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Rogue&amp;diff=3734"/>
		<updated>2024-01-21T17:23:49Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Charming Identity: Removed comma after minute, corrected spelling of Identity. Guild Member: removed comma after three poisons. Find Weak Spot IV: Added apostrophe for targets. Garrote: Added comma after Otherwise. Tactical Superiority (I,II, and III): Superiority spelled wrong. Guildmaster: removed comma after you. Psychic Scream: added comma after damage, changed a creature to the creature.. Vanish: Removed taking. Shadow Hop: removed comma.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve been dealt a difficult hand. You grew up in society’s unforgiving underbelly, and from an early age you have had to resort to thievery or deception to find food and lodging. Through trial and error, you have learned what fools people and what does not. Living in the shadows on the fringes of society, you have quietly observed as other, more skilled rogues earn their illicit livelihoods. Seeking to emulate the most successful thieves and con artists, you have learned [[how to]] stay one step ahead of the law.&lt;br /&gt;
&lt;br /&gt;
The most successful rogues know the other players in their game: crime lords, skilled pickpockets, charlatans, corrupt nobles, bribed guards, aspiring politicians, and the pesky incorruptible altruists among such folk. You make it your business to stay Informed on all such individuals. Are there any among these scoundrels whom you would trust? Would you ever try to form a family of sorts with any of these fellow rogues, or do you find that you only trust your own [[intuition]]? Even if you would never trust another rapscallion, what offer would convince you to work alongside another individual or group to complete a job? You should always ask yourself these questions, relying on both logic and gut instinct as your answers might change on a daily or even hourly basis.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Rogue Tracks/Talents&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Conman (Con):''' You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons.&lt;br /&gt;
&lt;br /&gt;
'''Guild Affiliate:''' You're a talented poisoner and can use deadly reagents to enhance your weapon attacks.&lt;br /&gt;
&lt;br /&gt;
'''Psyblade:''' You have an aptitude for [[psionic]] magic and use this to [[silence]] your footfalls and improve your thievery.&lt;br /&gt;
&lt;br /&gt;
'''Subtlety:''' Silent as a [[shadow]], you can infiltrate and exfiltrate even well-guarded buildings with meticulous skill.&lt;br /&gt;
&lt;br /&gt;
'''Stealth Archer:''' You’re a master of raining death on your enemies from a hidden vantage.&lt;br /&gt;
&lt;br /&gt;
== Rogue Entry Talent ==&lt;br /&gt;
After gaining the Rogue Entry talent, you can take talents from any of the rogue tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Entry''' &lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sneak Attack&amp;lt;/u&amp;gt;: Your Sneak Attack [[damage]] increases by +1d6 (if you had no Sneak Attack, it becomes 1d6). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had [[Tactical Advantages|TA]] against the target and no [[Tactical Advantages|TD]]. You may do this once per turn.&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt;: Gain +6 Skill Points, which you can spend on any [[skills]] with the Acrobatics, Influence, Observation, and/or Subterfuge tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Well Equipped&amp;lt;/u&amp;gt;: You gain hooded common clothes, a hooded lantern, two daggers, a skullduggery kit, and one disguise of your choice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conman Track ==&lt;br /&gt;
[[File:Con Track.png|thumb|267x267px|Con Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Confidence'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain 1 rank in the [[Charlatan]] profession. If you already have any ranks in the Charlatan profession, you gain +3 Skill Points in Savoir Faire, and +3 Skill Points that you can spend on [[Empathy]], Gossiping, Intimidating, Leadership, or Persuading.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impersonate'''&lt;br /&gt;
|Confidence&lt;br /&gt;
|Your false identity now holds up to some scrutiny. After spending a day studying someone and at least a week in their area of residence, you can use the Impersonate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Impersonate&amp;lt;/u&amp;gt;: Roll an INT/Disguise check and an INT/ Forging check and take the average of the two rolls. This becomes your Identity Score. People inspecting your credentials, paperwork, or claims may make an INT roll, and if they do not beat your Identity Score, they do not get suspicious unless you give them a clear reason to be suspicious.  You may have one active identity. You can only repeat your Disguise and Forging check by spending another day with the person and another week in their area of residence. &lt;br /&gt;
A creature inspecting you gains the following cumulative bonuses to their INT roll if circumstances allow.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Bonus&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
|You have just done something very suspicious&lt;br /&gt;
|-&lt;br /&gt;
| +20&lt;br /&gt;
|You are within 5 miles of the home of the person you are impersonating&lt;br /&gt;
|-&lt;br /&gt;
| +30&lt;br /&gt;
|The person inspecting has heard of or knows about the person you are impersonating&lt;br /&gt;
|-&lt;br /&gt;
| +40&lt;br /&gt;
|The person inspecting has been fooled by a different identity before&lt;br /&gt;
|-&lt;br /&gt;
| +50&lt;br /&gt;
|The person inspecting has met the person you're impersonating before&lt;br /&gt;
|-&lt;br /&gt;
| +70&lt;br /&gt;
|The person inspecting has met the person you're impersonating in the last year&lt;br /&gt;
|}&lt;br /&gt;
The creature automatically beats your score if they have interacted with the person that you are impersonating in the last month, the person you are impersonating is a well known individual in the area you’re in, or the inspector knows the individual that you are impersonating personally.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +3 to Disguising and +3 to Forging checks.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Additional Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You may have an additional identity. It takes you one hour to switch between identities.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Better Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +5 to your Identity Score.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sturdier Identities'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|''Repeatable.'' You gain +10 to your Identity Score when the inspector has any number of circumstantial bonuses.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quicker Identites'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may shortcut the 1 week requirement for identities and take a -5 on your Forgery check per day skipped (Max -30).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Betrayal'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|If you attack someone who is Completely Surprised and has been fooled by your identity, that attack is an automatic crit and deals maximum damage.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Charming Identity'''&lt;br /&gt;
|Impersonate&lt;br /&gt;
|You may attempt to Charm someone who has been fooled by your Identity. Make a CHA roll vs LOG. If you hit, they treat you as a friendly acquaintance for 1 minute and do not know they have been Charmed. This does not work if the creature is in [[combat]].&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck'''&lt;br /&gt;
|Con 5&lt;br /&gt;
|You gain the Coin Toss ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Coin Toss&amp;lt;/u&amp;gt;: (1⁄2 LUCK/Rest) Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fool's Strike'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die against creatures while you are disguised and your target does not know your true identity. You can take this talent up to six times.&lt;br /&gt;
|''Rogue, Con, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''How Dare You'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|People inspecting your identity must subtract your Savior Faire from their INT roll.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Leave it to Luck II'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your Coin Toss ability becomes LUCK/Rest.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Jammy'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|Your total number of Luck Points per day is equal to your LUCK.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Slippery'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now spend 2 Luck Points to force a creature that you can see within 30 ft of you to reroll a d20 after they make an attack roll or after they inspect your Identity.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Catch Me if You Can'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|If you have at least 1 Luck Point when you are reduced to 0 HP, you can regain 1 HP and immediately move 40 ft without provoking reactive [[actions]]. Doing so costs all of your remaining Luck Points.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Play Dead'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|If you have at least 1 Luck Point when you hit 0 HP you can regain 1 HP and pretend to be dead. You begin Catching your Breath when you do this. Additionally, make a CHA/ Performance roll vs the LOG of each creature that can see you. If you hit more than half the witnesses, then you are believed to be dead (or the Identity that you are currently using is believed to be dead).&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Disguise II'''&lt;br /&gt;
|Leave it to Luck, Master of Disguise&lt;br /&gt;
|You gain +3 In Savior Faire and +3 Skill Points that you may spend on any skill with the Influence tag.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Check it Again'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You may now spend 1 Luck Point to force a creature to reroll their INT check made to overcome your Identity Score.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frame'''&lt;br /&gt;
|Leave it to Luck&lt;br /&gt;
|You can now abandon an identity after you attempt a Rug Pull using the rank 5 Charlatan ability. There is a 50% chance that the blame will fall on the person you were impersonating instead of you.&lt;br /&gt;
|''Rogue, Con''&lt;br /&gt;
|-&lt;br /&gt;
|'''Conman Extraordinaire'''&lt;br /&gt;
|Con 14&lt;br /&gt;
|Who exactly are you? No one knows. Your original identity has been completely erased from all records and only the people closest to you might know your real name. &lt;br /&gt;
You may now attempt a grand impersonation. When someone inspects you, they gain no bonus from having heard of the person that you are impersonating or from having met them before. People who personally know the creature you are impersonating will only find you out if they can see you and are within 30 ft of you. Your Grand Impersonation only lasts for 24 hours, and you may only attempt a Grand Impersonation once a week. After 24 hours, future inspections gain a +40 bonus to their roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your CHA increases from 12 to 14.&lt;br /&gt;
|''Rogue, Con, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guild Affiliate Track ==&lt;br /&gt;
[[File:Guild Affiliate Track.png|thumb|266x266px|Guild Affiliate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Guild Member'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Disciple of the [[Divine]], Initiate of the [[Occult]], Warden of the [[Primal]]&lt;br /&gt;
|You join Harlan’s Guild (Or another guild, as specified by your MC.) You may only gain the benefits of this talent after Taking a Rest in an area of civilization such as a town or village. You swear off all deific influence. You gain access to three poisons and can keep one vial of each on your person. A vial is enough for three doses of each [[poison]]. You may only refill these by Taking a Rest in a populated area. You learn how to identify fellow members of the guild who can provide this service to you, as well as clue you into potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. You can spend 1 AP to coat a weapon that has the Light property. The first vials are free, but new vials cost 20 sc each.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drake’s Breath&amp;lt;/u&amp;gt;: Your attacks have a 50% chance to deal an extra 1d6 Fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ice Blood&amp;lt;/u&amp;gt;: The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Frozen condition. A creature with an ML instead loses one of the actions on their actions list.&lt;br /&gt;
* &amp;lt;u&amp;gt;Harlan’s Breach&amp;lt;/u&amp;gt;'':'' Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical, for 1 minute.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Once per turn, you may target a creature’s FORT instead of their AR.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot II'''&lt;br /&gt;
|Find Weak Spot&lt;br /&gt;
|''Repeatable (even levels only).'' You gain an additional Sneak Attack die whenever you use Sneak Attack and Weak Spot together.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (even levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot III'''&lt;br /&gt;
|Find Weak Spot II&lt;br /&gt;
|''Repeatable (odd levels only).'' (1/Catch Breath) If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks. &lt;br /&gt;
Each time you take this talent again, gain +2 uses /Catch Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate, Repeatable (odd levels only)''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot IV'''&lt;br /&gt;
|Find Weak Spot III&lt;br /&gt;
|Weak Spot attacks that exceed the target's FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Find a Weak Spot V'''&lt;br /&gt;
|Find Weak Spot IV&lt;br /&gt;
|Your Weak Spot attacks gain +1 crit range.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Garrote'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You gain the Garrote ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Garrote&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise, this follows the normal Grappled rules. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while grappled in this way. Otherwise, the creature is silenced and staggered while grappled in this way.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue Maneuvers'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Your range for thrown [[weapons]] is doubled and thrown weapons can now trigger Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hamstring'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Hamstring Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hamstring&amp;lt;/u&amp;gt;: When a creature leaves your Melee reach, you can attack with a melee weapon by spending 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Quick Strike ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quick Strike&amp;lt;/u&amp;gt;: When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prepatory Strike'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain the Preparatory Strike ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preparatory Strike&amp;lt;/u&amp;gt;: Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses until the beginning of your next turn. The bonus equals the number of AP you have remaining to use reactively.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evasive Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You gain Evasive Throw ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Evasive Throw&amp;lt;/u&amp;gt;: 1 additional AP as a part of a Thrown attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when missed, if you would otherwise take half damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Throw'''&lt;br /&gt;
|Rogue Maneuvers, Guild Affiliate 5&lt;br /&gt;
|You can now make a ranged thrown attack as a part of drawing a concealed weapon. If the creature is Partially Surprised it automatically hits. If the creature is Completely Surprised it automatically hits and crits.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|Spend 1 additional AP on an attack to gain [[Tactical Advantages|TA]] on that attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Strike II'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|When using Aimed Strike, roll 2d20 and keep the higher result.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority'''&lt;br /&gt;
|Aimed Strike&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore two sources of [[Tactical Advantages|TD]], potentially allowing you to use Sneak Attack.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority II'''&lt;br /&gt;
|Tactical Superiority&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore three sources of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactical Superiority III'''&lt;br /&gt;
|Tactical Superiority II&lt;br /&gt;
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore all sources of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poisoner'''&lt;br /&gt;
|Guild Member&lt;br /&gt;
|You may now apply poison to ammunition.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drakes Breath Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Drake’s Breath.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath becomes 2d6 fire damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''LLingering Drake's Breath'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Drake’s Breath lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Expertise'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now add your INT to Drake’s Breath damage.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Harlan’s Breach with extra vials of Ice Blood when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get four doses from a vial of Ice Blood.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood  Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood’s DC becomes your INT+10.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Ice Blood''' &lt;br /&gt;
|Poisoner&lt;br /&gt;
|Ice Blood lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Blood Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Preference'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You may replace Drake’s Breath or Ice Blood with extra vials of Harlan’s Breach when you refill your poisons.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficiency'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can get five doses from a vial of Harlan’s Breach.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Efficacy'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Any creature struck with Harlan’s Breach loses its Resist properties until the beginning of its next turn.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lingering Harlan's Breach'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|Harlan’s Breach lasts for 2 minutes.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Harlan's Breach Ammunition'''&lt;br /&gt;
|Poisoner&lt;br /&gt;
|You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.&lt;br /&gt;
|''Rogue, Guild Affiliate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guildmaster'''&lt;br /&gt;
|Guild Affiliate 14&lt;br /&gt;
|You are an individual of great renown among the shadowy underbelly of Ancerra. Commanding entire operations for your guild, approving new members, and handling the most sensitive of issues. &lt;br /&gt;
You gain two vials of each of the three poisons when you rest in a populated area, and refilling them is free. Once per week, you can have a guild representative meet you where you are camping for refills, assuming your location is accessible without major magic or combat. The representative will not partake in combat or favors for you but may take messages back to the nearest town if you request it.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You gain one additional vial of each of the three poisons from this track each time you restock.&lt;br /&gt;
|''Rogue, Guild Affiliate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psyblade Track ==&lt;br /&gt;
[[File:Psyblade Track.png|thumb|265x265px|Psyblade Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You gain the Adept of the Psionic talent if you do not already have it. Your magic attribute is INT. Each time you level up and spend your talent point on a talent in the Psyblade stack, you gain +5 SP and +1 Psionic power.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Regardless of your Aptitude, [[Create Weapon]] costs you 0 SP to cast, and 0 AP to resummon a Light weapon.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Soul Rend ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Soul Rend&amp;lt;/u&amp;gt;: (INT/Rest) When you deal psychic damage to a creature, it can no longer regain HP until the beginning of its next turn. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Gain the Psychic Bond ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Psychic Bond&amp;lt;/u&amp;gt;: (INT/Rest) Choose an ally within 30 ft of you and spend 2 AP. Gain [[Tactical Advantages|TA]] on enemies that take damage from that ally during the duration. This ability lasts for 1 minute. You regain all expended uses when you Take a Rest.  &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Strike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(INT/Rest) If you would miss an attack roll, you may spend SP to add to your attack roll total at a rate of 1 SP per +2. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Spike'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|Your attacks and spells that deal psychic damage may now deal Sneak Attack damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Mind Spike'''&lt;br /&gt;
|Mind Spike&lt;br /&gt;
|You gain +1 Sneak Attack die when dealing psychic damage.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Space Bend'''&lt;br /&gt;
|Psyblade Focus&lt;br /&gt;
|(1⁄2 INT/Rest) When you would be the victim of damage that affects more than one creature, You may teleport to an unoccupied space up to 15 ft away, but you start your next turn with 3 fewer AP. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psyblade Focus II'''&lt;br /&gt;
|Psyblade 5&lt;br /&gt;
|You can now choose if the weapons created by your Create Weapon are visible, invisible, or shed bright light in a 15 ft radius and dim light for an additional 15 ft.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Knife II'''&lt;br /&gt;
|Psyblade Focus II, Soul Knife&lt;br /&gt;
|(INT/Recoup) You may now spend 1 AP to teleport to a thrown weapon from Create Weapon once per turn. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Rend II'''&lt;br /&gt;
|Psyblade Focus II, Soul Rend&lt;br /&gt;
|Soul Rend now lasts until the end of the creature’s turn.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond II'''&lt;br /&gt;
|Psyblade Focus II, Psychic Bond&lt;br /&gt;
|Psychic Bond now grants [[Tactical Advantages|TA]] to your ally against creatures that you have damaged during the duration. Additionally, you can communicate telepathically with your Psychic Bond.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Bond III'''&lt;br /&gt;
|Psyblade Bond II&lt;br /&gt;
|While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically. One of these creatures must be the ally that you chose to gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enlightened Mind'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(1⁄2 INT/Rest) Spells with a range of self or touch cost you fewer AP: subtract your INT from the APC (min 1 APC). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piercing Strike'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Your attacks ignore Resist Psychic.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Scream'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|Gain the Psychic Scream ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Psychic Scream&amp;lt;/u&amp;gt;: (3/Rest) Spend 3 AP to make an INT vs LOG attack against all creatures within 5 ft of you. On a hit, deal 1d4+INT psychic damage, and the creature cannot take Reactive Actions until after their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic [[Armor]]'''&lt;br /&gt;
|Psyblade Focus II&lt;br /&gt;
|(INT/Rest) You may use your LOG in place of your ANT or WILL when a creature attacks your ANT or WILL. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Psyblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master Psyblade'''&lt;br /&gt;
|Psyblade 14&lt;br /&gt;
|Your hardened capacity to manipulate the world around you with a mere thought is something of an urban legend among cons and crooks. Even some circles of spellcasters whisper your name with wonder. &lt;br /&gt;
If you have zero uses of Soul Rend or Psychic Scream and a creature attacks but misses your LOG, you regain one use of Soul Rend or Psychic Scream. If you have zero uses of both, you can choose which one.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You now also regain uses of Soul Rend or Psychic Scream if you’re using your LOG against a WILL or ANT attack using Psionic Armor.&lt;br /&gt;
|''Rogue, Psyblade, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subtlety Track ==&lt;br /&gt;
[[File:Subtlety Track.png|thumb|271x271px|Subtlety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You may roll 2d20 and take the higher result when attempting to hide.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You may now move between sources of cover and concealment and do not lose the Unseen condition from moving into line of sight in Dim Light unless you end your movement out of cover or concealment.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scale the BalconyY'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a Climb speed equal to your speed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Keep Quiet'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|Being struck by a melee attack no longer causes you to lose the Unseen condition. While you are Unseen, ranged attackers do not know if they hit you with a ranged attack or spell.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sidestep'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|If you are Unseen and a creature who is hostile to you or neutral to you would walk through your space, you may move 5 ft to get out of their way. If you have the “Scale the Balcony” talent, this movement may include climbing.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blink of an Eye'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|On any turn where you take the Move action three times, your attempts to take the Hide action while in Total Cover automatically succeed.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''BlackJack'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain the Blackjack ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blackjack&amp;lt;/u&amp;gt;: By spending 5 AP, deal 20 nonlethal blunt damage to a creature who is Completely Surprised. If a single instance of this ability renders the creature unconscious, you do not need to roll to retain the Complete Surprise condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sprint'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|When you gain the Unseen condition, you may immediately take the move action for 0 AP.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault'''&lt;br /&gt;
|Vanish&lt;br /&gt;
|You gain an additional Sneak Attack die while you are Unseen.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''In the Dark'''&lt;br /&gt;
|Subtlety 5&lt;br /&gt;
|When you are in [[Darkness]], you are Unseen to creatures who are relying on Darkvision to see you.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Hop II'''&lt;br /&gt;
|In the Dark, Shadow Hop&lt;br /&gt;
|The first attack you make on your turn does not cause you to lose the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Born in Darkness'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain the Born of Darkness ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Born of Darkness&amp;lt;/u&amp;gt;: By spending 4 AP, suppress all [[conditions]] of your choice for 1 minute and move up to your speed. If you end this movement in Cover or being Concealed, gain the Unseen condition. If you end one of your next six turns without the Unseen condition, all of your suppressed conditions return.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Mastery'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|When you are in Dim Light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fellow Inhabitant'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If you spend 30 seconds in combat observing a creature, you learn if they have Darkvision and if they have any other remarkable source of non-magical perception.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Trick'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 AP reactively to make them believe they hit you, and then take a 5 ft step. This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Assault II'''&lt;br /&gt;
|In the Dark, Shadow Assault&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die while you are Unseen. You may take this talent up to five times.&lt;br /&gt;
|''Rogue, Subtlety, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vanish II'''&lt;br /&gt;
|In the Dark, Vanish&lt;br /&gt;
|(INT/Rest) You automatically succeed your Hide roll while you are in Darkness or Total Cover. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadowstep'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You can now pass through 5 ft of bright light without losing the Unseen condition.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quiet One'''&lt;br /&gt;
|In the Dark&lt;br /&gt;
|You gain +10 to Eavesdropping while you are Unseen. This can exceed the normal cap of 20 for a skill, but cannot exceed 25.&lt;br /&gt;
|''Rogue, Subtlety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Master of Shadow'''&lt;br /&gt;
|In the Dark, Subtlety 14&lt;br /&gt;
|Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please. &lt;br /&gt;
You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in bright light, unless you chose to be seen.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You have learned how to simulate your own shadows by placing yourself where bright light will assail the eyes of any who look for you. When you are in bright light, you are considered Concealed, unless you choose to be seen.&lt;br /&gt;
|''Rogue, Subtlety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stealth Archer Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aimed Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|You can spend 1 additional AP to give yourself [[Tactical Advantages|TA]] on a target that is Flanked.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot'''&lt;br /&gt;
|Rogue Entry&lt;br /&gt;
|If your target is at least 45 ft away, firing a silent ranged weapon does not cause you to lose the Unseen condition. This does not work with ranged weapons that produce concussive noise.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shadow Shot Range'''&lt;br /&gt;
|Shadow Shot&lt;br /&gt;
|Shadow Shot becomes: If your target is at least 35 ft away.&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot'''&lt;br /&gt;
| Rogue Entry&lt;br /&gt;
|Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have [[Tactical Advantages|TA]].&lt;br /&gt;
|''Rogue, Stealth Archer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Shot Range'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' Your ranged weapon attacks can apply Sneak Attack damage 10 ft further than they previously could.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Silent Shot'''&lt;br /&gt;
|Silent Shot&lt;br /&gt;
|''Repeatable.'' You gain an additional Sneak Attack die when making a ranged weapon attack. You can take this talent up to five times.&lt;br /&gt;
|''Rogue, Stealth Archer, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=3654</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=3654"/>
		<updated>2024-01-17T15:48:44Z</updated>

		<summary type="html">&lt;p&gt;Javanos: bolded header and moved link for Hunter's Quarry to the talent description rather than the header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up on the fringes of your settlement, spending more time in the wilderness beyond than in the safety of your own homestead. In your youth, you came to love the serenity of rugged nature over the clamor of frivolous settled life. You are more at home with the wolves and the elk than with nobles and debutants. In your early adulthood, you made the decision to leave civilization completely in exchange for a life in the wilds. Now, you defend your heartland from supernatural monstrosities that threaten to upset the balance of nature, and from the cruelties of careless hunters or loggers who regard the natural cycle of life with disrespectful indifference.&lt;br /&gt;
&lt;br /&gt;
As you are more at home in the wilderness than in civilization, you must determine how you intend to survive on your own merits. Do you hone your physical prowess until you can go toe to toe with the strongest warrior? Do you sharpen your senses and your survival skills, stalking prey through rugged wilds with more finesse than any cat or bird? Maybe you tap into the Primal Source, using magic to enhance your physical capabilities and to speak with the animals whose home you share.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Ranger Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Bravery:''' You tap into your instinct to fight, flee, or freeze in the face of danger, and you channel this into fighting prowess.&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.&lt;br /&gt;
&lt;br /&gt;
'''Instinct:''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.&lt;br /&gt;
&lt;br /&gt;
'''Survivor:''' You know the natural world like the back of your hand. Wherever you end up, you know how to survive.&lt;br /&gt;
&lt;br /&gt;
'''Wilderness Warden:''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.&lt;br /&gt;
&lt;br /&gt;
== '''Ranger Entry Talent''' ==&lt;br /&gt;
After gaining the Ranger Entry Talent, you can take talents from any of the ranger tracks. After gaining the Ranger Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Aspect&amp;lt;/u&amp;gt;: ''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspects'' table. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt;: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Fighting Instinct&amp;lt;/u&amp;gt;: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Primal Aspects Table''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''A’rl’ng'''&lt;br /&gt;
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain [[Tactical Advantages|TA]] against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq'''&lt;br /&gt;
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and 6 other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and Observation checks made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh'''&lt;br /&gt;
|For 1 AP, you can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|(1/Catch Breath) Commune with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat'''&lt;br /&gt;
|Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele'''&lt;br /&gt;
|(1/Catch Breath) For 1 AP, creatures within 5ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have [[Tactical Advantages|TD]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden'''&lt;br /&gt;
|Gain +6 to Water Vehicle and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Bravery Track''' ==&lt;br /&gt;
[[File:Bravery Track.png|thumb|567x567px|Bravery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Bravery ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bravery&amp;lt;/u&amp;gt;: Resist Frightened 2.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage'''&lt;br /&gt;
|Bravery&lt;br /&gt;
|Gain the Courage ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (AWR/Rest) When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Your Resist ability from Bravery increases by 1 and applies to Demoralized.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage II'''&lt;br /&gt;
|Bravery II&lt;br /&gt;
|When you use Courage, and you are Bloodied, regain HP equal to your AWR.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight''' &lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flight, Freeze&lt;br /&gt;
|Gain the Fight ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fight&amp;lt;/u&amp;gt;: When you use Courage, deal +1d6 damage against the source of the condition for its duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight'''&lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Fight, Freeze&lt;br /&gt;
|Gain the Flight ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Flight&amp;lt;/u&amp;gt;: When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze'''&lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flight, Flight&lt;br /&gt;
|Gain the Freeze ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Freeze&amp;lt;/u&amp;gt;: When you use Courage, you gain TD on attacks, suffer the Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery III'''&lt;br /&gt;
|Bravery 5&lt;br /&gt;
|Your Resist ability from Bravery increases by 1, and applies to Broken.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive'''&lt;br /&gt;
|Bravery III&lt;br /&gt;
|Gain the Drive to Survive ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drive to Survive&amp;lt;/u&amp;gt;: (1/2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery IV'''&lt;br /&gt;
|Drive to Survive&lt;br /&gt;
|Gain +2 Skill Points in Skill(s) with the Observation tag. Your Resist ability from Bravery increases by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage III'''&lt;br /&gt;
|Bravery IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. When you use Courage, regain HP equal to your AWR (regardless of whether you are Bloodied).&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight II'''&lt;br /&gt;
|Courage III, Fight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your damage from the Fight ability becomes 1d8.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight II'''&lt;br /&gt;
|Courage III, Flight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze II'''&lt;br /&gt;
|Courage III, Freeze&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. You no longer suffer the Frozen condition with this ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive II'''&lt;br /&gt;
|Bravery 10&lt;br /&gt;
|Drive to Survive becomes AWR/Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage IV'''&lt;br /&gt;
|Drive to Survive II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight III'''&lt;br /&gt;
|Courage IV, Fight II&lt;br /&gt;
|The additional damage from the Fight ability becomes 1d12.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight III'''&lt;br /&gt;
|Courage IV, Flight II&lt;br /&gt;
|Your speed from the Flight ability becomes +10 ft.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze III'''&lt;br /&gt;
|Courage IV, Freeze II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Undaunted'''&lt;br /&gt;
|Bravery 13&lt;br /&gt;
|The Shaken condition only reduces your d20 rolls by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fear Itself''' &lt;br /&gt;
|Undaunted&lt;br /&gt;
|It is said that in the face of fear, you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others. Gain the Fear Itself ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fear Itself&amp;lt;/u&amp;gt;:  (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain [[Tactical Advantages|TA]] against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.&lt;br /&gt;
|''Ranger, Bravery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Hunter Track''' ==&lt;br /&gt;
[[File:Hunter Track.png|thumb|366x366px|Hunter Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|When you have been tracking a creature for at least 1 hour using AWR/Tracking, when you start [[Initiative]] in combat against it, you deal +2 damage against it for the first minute.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Outnumbered&lt;br /&gt;
|When you are Flanking a creature, gain an additional [[Tactical Advantages|TA]] against it.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry II'''&lt;br /&gt;
|Corner Quarry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Outnumbered II&lt;br /&gt;
|Gain the Corner Quarry ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Corner Quarry&amp;lt;/u&amp;gt;: (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Corner Quarry&lt;br /&gt;
|When you are Flanked, you gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered II'''&lt;br /&gt;
|Outnumbered&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Corner Quarry II&lt;br /&gt;
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Volley&lt;br /&gt;
|Gain the Deadeye ability. Deadeye When you make a Ranged attack against a creature with no cover and no adjacent allies, gain  [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye II'''&lt;br /&gt;
|Deadeye&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Rain of Arrows&lt;br /&gt;
|Gain the Takedown Shot ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Takedown Shot&amp;lt;/u&amp;gt;: (2/Recoup) When you use Deadeye, deal 1d8 additional damage. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Deadeye&lt;br /&gt;
|Gain the Volley ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Volley&amp;lt;/u&amp;gt;: (2/Recoup) When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows'''&lt;br /&gt;
|Volley&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Deadeye II&lt;br /&gt;
|Gain the Rain of Arrows ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rain of Arrows&amp;lt;/u&amp;gt;: (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter's Quarry'''&lt;br /&gt;
|Hunter 3&lt;br /&gt;
|(2/Rest) Learn the [[Hunter's Quarry]] spell if you do not already know it. You may cast this spell without expending SP. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter II'''&lt;br /&gt;
|Hunter’s Quarry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Survival tags. Pick a creature with one of the following creature tags: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Monstrosity, Occult, Primal, Psionic, or Undead. Gain the Target Prey ability against creatures with the tag that you chose. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Target Prey&amp;lt;/u&amp;gt;: Gain an additional +4 on History, Perceiving, Sneaking, and Tracking rolls made in relation to creatures of the type that you chose from Hunter II.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew'''&lt;br /&gt;
|Hunter II, Corner Quarry II&lt;br /&gt;
|Gain the Hew ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hew&amp;lt;/u&amp;gt;: (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew II'''&lt;br /&gt;
|Hew&lt;br /&gt;
|Your crit range increases by 1 against creatures that have no adjacent allies.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane'''&lt;br /&gt;
|Hunter II, Outnumbered II&lt;br /&gt;
|Gain the Hordesbane ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hordesbane&amp;lt;/u&amp;gt;: Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane II'''&lt;br /&gt;
|Hordesbane&lt;br /&gt;
|Gain the Whirling Blades ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Whirling Blades&amp;lt;/u&amp;gt;: (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye'''&lt;br /&gt;
|Hunter II, Deadeye II&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye II'''&lt;br /&gt;
|Eagle Eye&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting an enemy in Darkness, provided that you know the enemy’s location.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley II'''&lt;br /&gt;
|Hunter II, Rain of Arrows&lt;br /&gt;
|Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows II'''&lt;br /&gt;
|Volley II&lt;br /&gt;
|Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter III'''&lt;br /&gt;
|Hunter 7&lt;br /&gt;
|Choose two additional creature types to gain Favored Prey.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter IV'''&lt;br /&gt;
|Hunter III&lt;br /&gt;
|Gain the Mark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mark&amp;lt;/u&amp;gt;: (1/Rest) When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''One with the Land'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|Pick 1 of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment, you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Speed'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain +5 ft speed when you can see your Target Prey.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fletcher'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shroud'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|When you are Concealed, creatures that attack you gain 1 additional [[Tactical Advantages|TD]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickdraw'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can draw/stow weapons without spending AP once on your turn.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Calculating'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain the Calculating ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Calculating&amp;lt;/u&amp;gt;: (3/Rest) When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruthless Hunter'''&lt;br /&gt;
|Hunter 11&lt;br /&gt;
|Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Quarry III'''&lt;br /&gt;
|Ruthless Hunter, Hew II&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew III'''&lt;br /&gt;
|Cornered Quarry III&lt;br /&gt;
|When you use Hew against a target and it does not die, gain 3 AP.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane III'''&lt;br /&gt;
|Ruthless Hunter, Hordesbane II&lt;br /&gt;
|Whirling Blades becomes END/Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horde Breaker'''&lt;br /&gt;
|Hordesbane III&lt;br /&gt;
|Gain the Horde Breaker ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horde Breaker&amp;lt;/u&amp;gt;: (1/Recoup) Gain +1 [[Tactical Advantages|TA]] and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye III'''&lt;br /&gt;
|Ruthless Hunter, Eagle Eye II&lt;br /&gt;
|When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rapid Takedown'''&lt;br /&gt;
|Deadeye III&lt;br /&gt;
|When you use Takedown Shot against a target and it does not die, gain 3 AP.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley III'''&lt;br /&gt;
|Ruthless Hunter, Rain of Arrows II&lt;br /&gt;
|Volley works on creatures within 30 ft of each other. When you use Volley on a creature that was adjacent to your first target, it does not expend a use of Volley.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arrow Storm'''&lt;br /&gt;
|Volley III&lt;br /&gt;
|Gain the Arrow Storm ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Arrow Storm&amp;lt;/u&amp;gt;: (1/Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Peerless Hunter'''&lt;br /&gt;
|Hunter 14&lt;br /&gt;
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards. When you roll Initiative and you have no Target Prey, choose one enemy to be Target Prey. &lt;br /&gt;
Gain the Peerless Hunter ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Peerless Hunter&amp;lt;/u&amp;gt;: (1/Week) When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: (1/Rest) You can reselect the creature types that Target Prey features work on.&lt;br /&gt;
|''Ranger, Hunter, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Instinct Track''' ==&lt;br /&gt;
[[File:Instinct Track.png|thumb|562x562px|Instinct Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Preternatural Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preternatural Dodge&amp;lt;/u&amp;gt;: (AWR/Rest) When a creature attacks one of your Physical or Mental defenses, you can use ANT in place of whatever was targeted. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct II'''&lt;br /&gt;
|Survival Instinct&lt;br /&gt;
|Fighting Instinct lasts until the end of your next turn.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct II'''&lt;br /&gt;
|Fighting Instinct II&lt;br /&gt;
|Gain the Size Up ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Size Up&amp;lt;/u&amp;gt;: You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct III'''&lt;br /&gt;
|Survival Instinct II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your Fighting Instinct also grants you a +1 to all damage rolls.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant'''&lt;br /&gt;
|Fighting Instinct III&lt;br /&gt;
|Gain the Vigilant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vigilant&amp;lt;/u&amp;gt;: (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct III'''&lt;br /&gt;
|Vigilant&lt;br /&gt;
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant II'''&lt;br /&gt;
|Survival Instinct III&lt;br /&gt;
|Vigilant becomes &amp;quot;If you roll lower than 10 on an AWR check, treat that roll as your ANT instead.&amp;quot;&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct IV'''&lt;br /&gt;
|Survival Instinct IV&lt;br /&gt;
|Gain the Pounce ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Pounce&amp;lt;/u&amp;gt;: On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant III'''&lt;br /&gt;
|Fighting Instinct IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant III&lt;br /&gt;
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant IV'''&lt;br /&gt;
|Survival Instinct V&lt;br /&gt;
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct V'''&lt;br /&gt;
|Vigilant IV&lt;br /&gt;
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant V'''&lt;br /&gt;
|Fighting Instinct V&lt;br /&gt;
|Vigilant is always active.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Animal'''&lt;br /&gt;
|Vigilant V&lt;br /&gt;
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.&lt;br /&gt;
Gain the Cornered Animal Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cornered Animal&amp;lt;/u&amp;gt;: (1/Rest) When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain [[Tactical Advantages|TA]] on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.&lt;br /&gt;
|''Ranger, Instinct, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Survivor Track''' ==&lt;br /&gt;
[[File:Survivor Track.png|thumb|553x553px|Survivor Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival or Stamina tags. Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. This is your Natural Habitat. While in that environment, you can always find enough food for a number of creatures equal to your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses'''&lt;br /&gt;
|Natural Habitat&lt;br /&gt;
|Gain the Primeval Sense ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Senses&amp;lt;/u&amp;gt;: (AWR/Rest) By focusing for 1 minute, you learn whether any of the following creatures are within 1 mile of you: Arcane, Divine, Occult, Primal, Psionic, Undead, Monstrosity, Fae, and Eldritch. You do not learn their identities but learn their exact numbers and direction/ distance from you. This information is fleeting, but if you do no strenuous activity you can maintain it for up to 10 mins. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat II'''&lt;br /&gt;
|Primeval Senses&lt;br /&gt;
|Gain the Wilderness Mastery ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wilderness Mastery&amp;lt;/u&amp;gt;: (AWR/Rest) When in your favored environment, give yourself double your skill points before you make an AWR Skill check. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Seneses II'''&lt;br /&gt;
|Natural Habitat II&lt;br /&gt;
|When you use Primeval Senses, you can use Primal Identification.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Identification&amp;lt;/u&amp;gt;: Learn the identity of one creature that you sense.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride'''&lt;br /&gt;
|Primeval Senses II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Acrobatics Tag. Ignore Difficult Terrain while in a Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|Nature Stride&lt;br /&gt;
|Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.&lt;br /&gt;
Gain a Primal Aspect from the ''Primal Aspects'' Table. &lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses III'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat III'''&lt;br /&gt;
|Primeval Senses III&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Athleticism tags. Pick a second environment to be your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor II'''&lt;br /&gt;
|Natural Habitat III&lt;br /&gt;
|You become Immune to common poisons and diseases.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride II'''&lt;br /&gt;
|Survivor II&lt;br /&gt;
|Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses IV'''&lt;br /&gt;
|Nature Stride II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1/2 your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat IV'''&lt;br /&gt;
|Primeval Senses IV&lt;br /&gt;
|Pick a third environment to be your Natural Habitat and Wilderness Mastery is AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride III'''&lt;br /&gt;
|Prerequisites: Natural Habitat IV&lt;br /&gt;
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Sense V'''&lt;br /&gt;
|Nature Stride III&lt;br /&gt;
|You have unlimited uses of your Primeval Senses ability.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unrivaled Explorer'''&lt;br /&gt;
|Primeval Sense V&lt;br /&gt;
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a guide for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies. &lt;br /&gt;
You can never become lost, even by magical means. You have TA when you are in one of your Natural Habitats.&lt;br /&gt;
&lt;br /&gt;
Gain the Unrivaled Explorer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unrivaled Explorer&amp;lt;/u&amp;gt;: (1/Week) When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Ranger, Survivor, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Wilderness Warden Track''' ==&lt;br /&gt;
[[File:Wilderness Warden Track.png|thumb|550x550px|Wilderness Warden Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack. Each time you level up and spend your talent point on a talent in the Wilderness Warden stack, you gain +5 SP and +1 Primal Power.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Envieronmentalist'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment and not within 1 mile of a settled area, you regain 1 SP when you Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Invocation'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one Invocation. Pick an Invocation that you know that has no Tier prerequisites. You can cast that Invocation 1 time per day without expending your Invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empower Chant'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick one Chant that does not deal damage. While more than 1 mile from a settled area, you can cast that Chant as if it were 1 Tier stronger (e.g., if you normally cast Chants at Primal Tier 2, cast this Chant at Primal Tier 3).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one creature type: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, Psionic, or Undead. Your magic attack rolls against those creatures increase by +1.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Spells'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick two Intrinsic spells that you know. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden II'''&lt;br /&gt;
|Empower Chant or Ranger’s Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist II'''&lt;br /&gt;
|Primal Warden II, Environmentalist&lt;br /&gt;
|The environment you picked now restores 2 SP per Recoup.&lt;br /&gt;
Gain a Primal Aspect from the ''Primal Aspects'' Table.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Invocation'''&lt;br /&gt;
|Environmentalist II or Planar Protector II&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Chant'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick one chant that you did not select with Empowered Chant. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector II'''&lt;br /&gt;
|Primal Warden II, Planar Protector&lt;br /&gt;
|Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon II'''&lt;br /&gt;
|Environmentalist II or Planar Protector II; Intrinsic Boon&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Spells'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick two spells with the Nature tag that you know and that you have not selected for your ranger’s spells feature. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden III'''&lt;br /&gt;
|Furious Chant or Wanderer’s Spells&lt;br /&gt;
|You cannot become lost except through the use of magic. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden IV'''&lt;br /&gt;
|Primal Warden III&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist III'''&lt;br /&gt;
|Primal Warden IV, Environmentalist II&lt;br /&gt;
|The environment you picked now restores 3 SP per Recoup. All environments now restore 1 SP per Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Invocation'''&lt;br /&gt;
|Environmentalist III or Planar Protector III&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that is Tier 2 or Tier 3. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Chant of the Wild Heart'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|When you reach Primal Tier 6, gain +12 Skill Points that you can assign to skills with the Athleticism, Acrobatics, Stamina, Observation, or Survival Tags.&lt;br /&gt;
(1/Week) You can choose which Intrinsic chants get your bonus from the “Chant” abilities in this stack when you Rest.  &lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector III'''&lt;br /&gt;
|Primal Warden IV, Planar Protector II&lt;br /&gt;
|Choose a creature type you’ve already chosen with Planar Protector 1 or 2. Gain an additional +1 on magic attacks against creatures of that type.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon III'''&lt;br /&gt;
|Environmentalist 3 or Planar Protector 3; Intrinsic Boon II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival tag. Learn 1 chant, 1 invocation, and 1 spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Spells'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|Pick three Intrinsic spells that you know and that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden V'''&lt;br /&gt;
|Chant of the Wild Heart or Primeval Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Exemplar'''&lt;br /&gt;
|Primal Warden V&lt;br /&gt;
|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you. &lt;br /&gt;
You can never become lost, even by magical means. &lt;br /&gt;
&lt;br /&gt;
When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger talent points, assigning them to other Ranger talents.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots.&lt;br /&gt;
|''Ranger, Wilderness Warden, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=3653</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=3653"/>
		<updated>2024-01-17T15:43:51Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed links and bolded headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up on the fringes of your settlement, spending more time in the wilderness beyond than in the safety of your own homestead. In your youth, you came to love the serenity of rugged nature over the clamor of frivolous settled life. You are more at home with the wolves and the elk than with nobles and debutants. In your early adulthood, you made the decision to leave civilization completely in exchange for a life in the wilds. Now, you defend your heartland from supernatural monstrosities that threaten to upset the balance of nature, and from the cruelties of careless hunters or loggers who regard the natural cycle of life with disrespectful indifference.&lt;br /&gt;
&lt;br /&gt;
As you are more at home in the wilderness than in civilization, you must determine how you intend to survive on your own merits. Do you hone your physical prowess until you can go toe to toe with the strongest warrior? Do you sharpen your senses and your survival skills, stalking prey through rugged wilds with more finesse than any cat or bird? Maybe you tap into the Primal Source, using magic to enhance your physical capabilities and to speak with the animals whose home you share.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Ranger Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Bravery:''' You tap into your instinct to fight, flee, or freeze in the face of danger, and you channel this into fighting prowess.&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.&lt;br /&gt;
&lt;br /&gt;
'''Instinct:''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.&lt;br /&gt;
&lt;br /&gt;
'''Survivor:''' You know the natural world like the back of your hand. Wherever you end up, you know how to survive.&lt;br /&gt;
&lt;br /&gt;
'''Wilderness Warden:''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.&lt;br /&gt;
&lt;br /&gt;
== '''Ranger Entry Talent''' ==&lt;br /&gt;
After gaining the Ranger Entry Talent, you can take talents from any of the ranger tracks. After gaining the Ranger Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Aspect&amp;lt;/u&amp;gt;: ''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspects'' table. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt;: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Fighting Instinct&amp;lt;/u&amp;gt;: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspects Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''A’rl’ng'''&lt;br /&gt;
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain [[Tactical Advantages|TA]] against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq'''&lt;br /&gt;
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and 6 other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and Observation checks made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh'''&lt;br /&gt;
|For 1 AP, you can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|(1/Catch Breath) Commune with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat'''&lt;br /&gt;
|Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele'''&lt;br /&gt;
|(1/Catch Breath) For 1 AP, creatures within 5ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have [[Tactical Advantages|TD]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden'''&lt;br /&gt;
|Gain +6 to Water Vehicle and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Bravery Track''' ==&lt;br /&gt;
[[File:Bravery Track.png|thumb|567x567px|Bravery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Bravery ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bravery&amp;lt;/u&amp;gt;: Resist Frightened 2.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage'''&lt;br /&gt;
|Bravery&lt;br /&gt;
|Gain the Courage ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (AWR/Rest) When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Your Resist ability from Bravery increases by 1 and applies to Demoralized.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage II'''&lt;br /&gt;
|Bravery II&lt;br /&gt;
|When you use Courage, and you are Bloodied, regain HP equal to your AWR.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight''' &lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flight, Freeze&lt;br /&gt;
|Gain the Fight ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fight&amp;lt;/u&amp;gt;: When you use Courage, deal +1d6 damage against the source of the condition for its duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight'''&lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Fight, Freeze&lt;br /&gt;
|Gain the Flight ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Flight&amp;lt;/u&amp;gt;: When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze'''&lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flight, Flight&lt;br /&gt;
|Gain the Freeze ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Freeze&amp;lt;/u&amp;gt;: When you use Courage, you gain TD on attacks, suffer the Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery III'''&lt;br /&gt;
|Bravery 5&lt;br /&gt;
|Your Resist ability from Bravery increases by 1, and applies to Broken.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive'''&lt;br /&gt;
|Bravery III&lt;br /&gt;
|Gain the Drive to Survive ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drive to Survive&amp;lt;/u&amp;gt;: (1/2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery IV'''&lt;br /&gt;
|Drive to Survive&lt;br /&gt;
|Gain +2 Skill Points in Skill(s) with the Observation tag. Your Resist ability from Bravery increases by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage III'''&lt;br /&gt;
|Bravery IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. When you use Courage, regain HP equal to your AWR (regardless of whether you are Bloodied).&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight II'''&lt;br /&gt;
|Courage III, Fight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your damage from the Fight ability becomes 1d8.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight II'''&lt;br /&gt;
|Courage III, Flight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze II'''&lt;br /&gt;
|Courage III, Freeze&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. You no longer suffer the Frozen condition with this ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive II'''&lt;br /&gt;
|Bravery 10&lt;br /&gt;
|Drive to Survive becomes AWR/Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage IV'''&lt;br /&gt;
|Drive to Survive II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight III'''&lt;br /&gt;
|Courage IV, Fight II&lt;br /&gt;
|The additional damage from the Fight ability becomes 1d12.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight III'''&lt;br /&gt;
|Courage IV, Flight II&lt;br /&gt;
|Your speed from the Flight ability becomes +10 ft.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze III'''&lt;br /&gt;
|Courage IV, Freeze II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Undaunted'''&lt;br /&gt;
|Bravery 13&lt;br /&gt;
|The Shaken condition only reduces your d20 rolls by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fear Itself''' &lt;br /&gt;
|Undaunted&lt;br /&gt;
|It is said that in the face of fear, you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others. Gain the Fear Itself ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fear Itself&amp;lt;/u&amp;gt;:  (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain [[Tactical Advantages|TA]] against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.&lt;br /&gt;
|''Ranger, Bravery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Hunter Track''' ==&lt;br /&gt;
[[File:Hunter Track.png|thumb|366x366px|Hunter Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|When you have been tracking a creature for at least 1 hour using AWR/Tracking, when you start [[Initiative]] in combat against it, you deal +2 damage against it for the first minute.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Outnumbered&lt;br /&gt;
|When you are Flanking a creature, gain an additional [[Tactical Advantages|TA]] against it.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry II'''&lt;br /&gt;
|Corner Quarry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Outnumbered II&lt;br /&gt;
|Gain the Corner Quarry ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Corner Quarry&amp;lt;/u&amp;gt;: (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Corner Quarry&lt;br /&gt;
|When you are Flanked, you gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered II'''&lt;br /&gt;
|Outnumbered&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Corner Quarry II&lt;br /&gt;
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Volley&lt;br /&gt;
|Gain the Deadeye ability. Deadeye When you make a Ranged attack against a creature with no cover and no adjacent allies, gain  [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye II'''&lt;br /&gt;
|Deadeye&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Rain of Arrows&lt;br /&gt;
|Gain the Takedown Shot ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Takedown Shot&amp;lt;/u&amp;gt;: (2/Recoup) When you use Deadeye, deal 1d8 additional damage. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Deadeye&lt;br /&gt;
|Gain the Volley ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Volley&amp;lt;/u&amp;gt;: (2/Recoup) When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows'''&lt;br /&gt;
|Volley&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Deadeye II&lt;br /&gt;
|Gain the Rain of Arrows ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rain of Arrows&amp;lt;/u&amp;gt;: (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hunter's Quarry]]'''&lt;br /&gt;
|Hunter 3&lt;br /&gt;
|(2/Rest) Learn the Hunter’s Quarry spell if you do not already know it. You may cast this spell without expending SP. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter II'''&lt;br /&gt;
|Hunter’s Quarry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Survival tags. Pick a creature with one of the following creature tags: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Monstrosity, Occult, Primal, Psionic, or Undead. Gain the Target Prey ability against creatures with the tag that you chose. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Target Prey&amp;lt;/u&amp;gt;: Gain an additional +4 on History, Perceiving, Sneaking, and Tracking rolls made in relation to creatures of the type that you chose from Hunter II.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew'''&lt;br /&gt;
|Hunter II, Corner Quarry II&lt;br /&gt;
|Gain the Hew ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hew&amp;lt;/u&amp;gt;: (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew II'''&lt;br /&gt;
|Hew&lt;br /&gt;
|Your crit range increases by 1 against creatures that have no adjacent allies.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane'''&lt;br /&gt;
|Hunter II, Outnumbered II&lt;br /&gt;
|Gain the Hordesbane ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hordesbane&amp;lt;/u&amp;gt;: Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane II'''&lt;br /&gt;
|Hordesbane&lt;br /&gt;
|Gain the Whirling Blades ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Whirling Blades&amp;lt;/u&amp;gt;: (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye'''&lt;br /&gt;
|Hunter II, Deadeye II&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye II'''&lt;br /&gt;
|Eagle Eye&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting an enemy in Darkness, provided that you know the enemy’s location.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley II'''&lt;br /&gt;
|Hunter II, Rain of Arrows&lt;br /&gt;
|Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows II'''&lt;br /&gt;
|Volley II&lt;br /&gt;
|Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter III'''&lt;br /&gt;
|Hunter 7&lt;br /&gt;
|Choose two additional creature types to gain Favored Prey.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter IV'''&lt;br /&gt;
|Hunter III&lt;br /&gt;
|Gain the Mark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mark&amp;lt;/u&amp;gt;: (1/Rest) When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''One with the Land'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|Pick 1 of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment, you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Speed'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain +5 ft speed when you can see your Target Prey.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fletcher'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shroud'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|When you are Concealed, creatures that attack you gain 1 additional [[Tactical Advantages|TD]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickdraw'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can draw/stow weapons without spending AP once on your turn.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Calculating'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain the Calculating ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Calculating&amp;lt;/u&amp;gt;: (3/Rest) When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruthless Hunter'''&lt;br /&gt;
|Hunter 11&lt;br /&gt;
|Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Quarry III'''&lt;br /&gt;
|Ruthless Hunter, Hew II&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew III'''&lt;br /&gt;
|Cornered Quarry III&lt;br /&gt;
|When you use Hew against a target and it does not die, gain 3 AP.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane III'''&lt;br /&gt;
|Ruthless Hunter, Hordesbane II&lt;br /&gt;
|Whirling Blades becomes END/Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horde Breaker'''&lt;br /&gt;
|Hordesbane III&lt;br /&gt;
|Gain the Horde Breaker ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horde Breaker&amp;lt;/u&amp;gt;: (1/Recoup) Gain +1 [[Tactical Advantages|TA]] and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye III'''&lt;br /&gt;
|Ruthless Hunter, Eagle Eye II&lt;br /&gt;
|When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rapid Takedown'''&lt;br /&gt;
|Deadeye III&lt;br /&gt;
|When you use Takedown Shot against a target and it does not die, gain 3 AP.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley III'''&lt;br /&gt;
|Ruthless Hunter, Rain of Arrows II&lt;br /&gt;
|Volley works on creatures within 30 ft of each other. When you use Volley on a creature that was adjacent to your first target, it does not expend a use of Volley.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arrow Storm'''&lt;br /&gt;
|Volley III&lt;br /&gt;
|Gain the Arrow Storm ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Arrow Storm&amp;lt;/u&amp;gt;: (1/Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Peerless Hunter'''&lt;br /&gt;
|Hunter 14&lt;br /&gt;
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards. When you roll Initiative and you have no Target Prey, choose one enemy to be Target Prey. &lt;br /&gt;
Gain the Peerless Hunter ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Peerless Hunter&amp;lt;/u&amp;gt;: (1/Week) When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: (1/Rest) You can reselect the creature types that Target Prey features work on.&lt;br /&gt;
|''Ranger, Hunter, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Instinct Track''' ==&lt;br /&gt;
[[File:Instinct Track.png|thumb|562x562px|Instinct Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Preternatural Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preternatural Dodge&amp;lt;/u&amp;gt;: (AWR/Rest) When a creature attacks one of your Physical or Mental defenses, you can use ANT in place of whatever was targeted. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct II'''&lt;br /&gt;
|Survival Instinct&lt;br /&gt;
|Fighting Instinct lasts until the end of your next turn.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct II'''&lt;br /&gt;
|Fighting Instinct II&lt;br /&gt;
|Gain the Size Up ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Size Up&amp;lt;/u&amp;gt;: You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct III'''&lt;br /&gt;
|Survival Instinct II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your Fighting Instinct also grants you a +1 to all damage rolls.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant'''&lt;br /&gt;
|Fighting Instinct III&lt;br /&gt;
|Gain the Vigilant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vigilant&amp;lt;/u&amp;gt;: (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct III'''&lt;br /&gt;
|Vigilant&lt;br /&gt;
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant II'''&lt;br /&gt;
|Survival Instinct III&lt;br /&gt;
|Vigilant becomes &amp;quot;If you roll lower than 10 on an AWR check, treat that roll as your ANT instead.&amp;quot;&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct IV'''&lt;br /&gt;
|Survival Instinct IV&lt;br /&gt;
|Gain the Pounce ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Pounce&amp;lt;/u&amp;gt;: On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant III'''&lt;br /&gt;
|Fighting Instinct IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant III&lt;br /&gt;
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant IV'''&lt;br /&gt;
|Survival Instinct V&lt;br /&gt;
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct V'''&lt;br /&gt;
|Vigilant IV&lt;br /&gt;
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant V'''&lt;br /&gt;
|Fighting Instinct V&lt;br /&gt;
|Vigilant is always active.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Animal'''&lt;br /&gt;
|Vigilant V&lt;br /&gt;
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.&lt;br /&gt;
Gain the Cornered Animal Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cornered Animal&amp;lt;/u&amp;gt;: (1/Rest) When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain [[Tactical Advantages|TA]] on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.&lt;br /&gt;
|''Ranger, Instinct, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Survivor Track''' ==&lt;br /&gt;
[[File:Survivor Track.png|thumb|553x553px|Survivor Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival or Stamina tags. Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. This is your Natural Habitat. While in that environment, you can always find enough food for a number of creatures equal to your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses'''&lt;br /&gt;
|Natural Habitat&lt;br /&gt;
|Gain the Primeval Sense ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Senses&amp;lt;/u&amp;gt;: (AWR/Rest) By focusing for 1 minute, you learn whether any of the following creatures are within 1 mile of you: Arcane, Divine, Occult, Primal, Psionic, Undead, Monstrosity, Fae, and Eldritch. You do not learn their identities but learn their exact numbers and direction/ distance from you. This information is fleeting, but if you do no strenuous activity you can maintain it for up to 10 mins. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat II'''&lt;br /&gt;
|Primeval Senses&lt;br /&gt;
|Gain the Wilderness Mastery ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wilderness Mastery&amp;lt;/u&amp;gt;: (AWR/Rest) When in your favored environment, give yourself double your skill points before you make an AWR Skill check. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Seneses II'''&lt;br /&gt;
|Natural Habitat II&lt;br /&gt;
|When you use Primeval Senses, you can use Primal Identification.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Identification&amp;lt;/u&amp;gt;: Learn the identity of one creature that you sense.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride'''&lt;br /&gt;
|Primeval Senses II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Acrobatics Tag. Ignore Difficult Terrain while in a Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|Nature Stride&lt;br /&gt;
|Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.&lt;br /&gt;
Gain a Primal Aspect from the ''Primal Aspects'' Table. &lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses III'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat III'''&lt;br /&gt;
|Primeval Senses III&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Athleticism tags. Pick a second environment to be your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor II'''&lt;br /&gt;
|Natural Habitat III&lt;br /&gt;
|You become Immune to common poisons and diseases.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride II'''&lt;br /&gt;
|Survivor II&lt;br /&gt;
|Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses IV'''&lt;br /&gt;
|Nature Stride II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1/2 your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat IV'''&lt;br /&gt;
|Primeval Senses IV&lt;br /&gt;
|Pick a third environment to be your Natural Habitat and Wilderness Mastery is AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride III'''&lt;br /&gt;
|Prerequisites: Natural Habitat IV&lt;br /&gt;
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Sense V'''&lt;br /&gt;
|Nature Stride III&lt;br /&gt;
|You have unlimited uses of your Primeval Senses ability.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unrivaled Explorer'''&lt;br /&gt;
|Primeval Sense V&lt;br /&gt;
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a [[guide]] for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies. &lt;br /&gt;
You can never become lost, even by magical means. You have TA when you are in one of your Natural Habitats.&lt;br /&gt;
&lt;br /&gt;
Gain the Unrivaled Explorer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unrivaled Explorer&amp;lt;/u&amp;gt;: (1/Week) When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Ranger, Survivor, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Wilderness Warden Track''' ==&lt;br /&gt;
[[File:Wilderness Warden Track.png|thumb|550x550px|Wilderness Warden Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack. Each time you level up and spend your talent point on a talent in the Wilderness Warden stack, you gain +5 SP and +1 Primal Power.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Envieronmentalist'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment and not within 1 mile of a settled area, you regain 1 SP when you Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Invocation'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one Invocation. Pick an Invocation that you know that has no Tier prerequisites. You can cast that Invocation 1 time per day without expending your Invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empower Chant'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick one Chant that does not deal damage. While more than 1 mile from a settled area, you can cast that Chant as if it were 1 Tier stronger (e.g., if you normally cast Chants at Primal Tier 2, cast this Chant at Primal Tier 3).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one creature type: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, Psionic, or Undead. Your magic attack rolls against those creatures increase by +1.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Spells'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick two Intrinsic spells that you know. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden II'''&lt;br /&gt;
|Empower Chant or Ranger’s Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist II'''&lt;br /&gt;
|Primal Warden II, Environmentalist&lt;br /&gt;
|The environment you picked now restores 2 SP per Recoup.&lt;br /&gt;
Gain a Primal Aspect from the ''Primal Aspects'' Table.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Invocation'''&lt;br /&gt;
|Environmentalist II or Planar Protector II&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Chant'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick one chant that you did not select with Empowered Chant. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector II'''&lt;br /&gt;
|Primal Warden II, Planar Protector&lt;br /&gt;
|Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon II'''&lt;br /&gt;
|Environmentalist II or Planar Protector II; Intrinsic Boon&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Spells'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick two spells with the Nature tag that you know and that you have not selected for your ranger’s spells feature. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden III'''&lt;br /&gt;
|Furious Chant or Wanderer’s Spells&lt;br /&gt;
|You cannot become lost except through the use of magic. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden IV'''&lt;br /&gt;
|Primal Warden III&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist III'''&lt;br /&gt;
|Primal Warden IV, Environmentalist II&lt;br /&gt;
|The environment you picked now restores 3 SP per Recoup. All environments now restore 1 SP per Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Invocation'''&lt;br /&gt;
|Environmentalist III or Planar Protector III&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that is Tier 2 or Tier 3. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Chant of the Wild Heart'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|When you reach Primal Tier 6, gain +12 Skill Points that you can assign to skills with the Athleticism, Acrobatics, Stamina, Observation, or Survival Tags.&lt;br /&gt;
(1/Week) You can choose which Intrinsic chants get your bonus from the “Chant” abilities in this stack when you Rest.  &lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector III'''&lt;br /&gt;
|Primal Warden IV, Planar Protector II&lt;br /&gt;
|Choose a creature type you’ve already chosen with Planar Protector 1 or 2. Gain an additional +1 on magic attacks against creatures of that type.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon III'''&lt;br /&gt;
|Environmentalist 3 or Planar Protector 3; Intrinsic Boon II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival tag. Learn 1 chant, 1 invocation, and 1 spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Spells'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|Pick three Intrinsic spells that you know and that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden V'''&lt;br /&gt;
|Chant of the Wild Heart or Primeval Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Exemplar'''&lt;br /&gt;
|Primal Warden V&lt;br /&gt;
|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you. &lt;br /&gt;
You can never become lost, even by magical means. &lt;br /&gt;
&lt;br /&gt;
When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger talent points, assigning them to other Ranger talents.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots.&lt;br /&gt;
|''Ranger, Wilderness Warden, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=3640</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Ranger&amp;diff=3640"/>
		<updated>2024-01-17T15:25:43Z</updated>

		<summary type="html">&lt;p&gt;Javanos: added comma after fear in Fear Itself, corrected spelling of Instinct in Survival Instinct III, Removed comma after Habitat in Natural Habitat IV, changed increases to increase in Planar Protector.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up on the fringes of your settlement, spending more time in the wilderness beyond than in the safety of your own homestead. In your youth, you came to love the serenity of rugged nature over the clamor of frivolous settled life. You are more at home with the wolves and the elk than with nobles and debutants. In your early adulthood, you made the decision to leave civilization completely in exchange for a life in the wilds. Now, you defend your heartland from supernatural monstrosities that threaten to upset the balance of nature, and from the cruelties of careless hunters or loggers who regard the natural cycle of life with disrespectful indifference.&lt;br /&gt;
&lt;br /&gt;
As you are more at home in the wilderness than in civilization, you must determine how you intend to survive on your own merits. Do you hone your physical prowess until you can go toe to toe with the strongest [[warrior]]? Do you sharpen your senses and your survival [[skills]], stalking prey through rugged wilds with more finesse than any cat or bird? Maybe you tap into the [[Primal]] Source, using magic to enhance your physical capabilities and to speak with the animals whose home you share.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Ranger Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Bravery:''' You tap into your instinct to fight, flee, or [[freeze]] in the face of danger, and you channel this into fighting prowess.&lt;br /&gt;
&lt;br /&gt;
'''Hunter:''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.&lt;br /&gt;
&lt;br /&gt;
'''Instinct:''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.&lt;br /&gt;
&lt;br /&gt;
'''Survivor:''' You know the natural world like the back of your hand. Wherever you end up, you know [[how to]] survive.&lt;br /&gt;
&lt;br /&gt;
'''Wilderness Warden:''' You can learn primal magic and enhance some of your [[Primal Spells|primal spells]] as you gain skill as a magical ranger.&lt;br /&gt;
&lt;br /&gt;
== Ranger Entry Talent ==&lt;br /&gt;
After gaining the Ranger Entry Talent, you can take talents from any of the ranger tracks. After gaining the Ranger Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Aspect&amp;lt;/u&amp;gt;: ''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspects'' table. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Skilled&amp;lt;/u&amp;gt;: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.&lt;br /&gt;
* &amp;lt;u&amp;gt;Fighting Instinct&amp;lt;/u&amp;gt;: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primal Aspects Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''A’rl’ng'''&lt;br /&gt;
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Al’An'''&lt;br /&gt;
|You cannot be Surprised and creatures cannot gain [[Tactical Advantages|TA]] against you from being Unseen.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq'''&lt;br /&gt;
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy'''&lt;br /&gt;
|You can always find food and shelter in the wild for yourself and 6 other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and Observation checks made to find food and shelter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov'''&lt;br /&gt;
|Gain +6 to Smithing and Masonry checks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh'''&lt;br /&gt;
|For 1 AP, you can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|(1/Catch Breath) [[Commune]] with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat'''&lt;br /&gt;
|Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele'''&lt;br /&gt;
|(1/Catch Breath) For 1 AP, creatures within 5ft of you gain [[Shield]] HP equal to your Character Level. While they have this Shield HP, attacks against them have [[Tactical Advantages|TD]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden'''&lt;br /&gt;
|Gain +6 to Water Vehicle and Navigation checks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bravery Track ==&lt;br /&gt;
[[File:Bravery Track.png|thumb|567x567px|Bravery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Bravery ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bravery&amp;lt;/u&amp;gt;: Resist Frightened 2.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage'''&lt;br /&gt;
|Bravery&lt;br /&gt;
|Gain the Courage ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (AWR/Rest) When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Your Resist ability from Bravery increases by 1 and applies to Demoralized.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage II'''&lt;br /&gt;
|Bravery II&lt;br /&gt;
|When you use Courage, and you are Bloodied, regain HP equal to your AWR.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight''' &lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flight, Freeze&lt;br /&gt;
|Gain the Fight ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fight&amp;lt;/u&amp;gt;: When you use Courage, deal +1d6 [[damage]] against the source of the condition for its duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight'''&lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Fight, Freeze&lt;br /&gt;
|Gain the Flight ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Flight&amp;lt;/u&amp;gt;: When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze'''&lt;br /&gt;
|Courage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flight, Flight&lt;br /&gt;
|Gain the Freeze ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Freeze&amp;lt;/u&amp;gt;: When you use Courage, you gain TD on attacks, suffer the Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery III'''&lt;br /&gt;
|Bravery 5&lt;br /&gt;
|Your Resist ability from Bravery increases by 1, and applies to Broken.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive'''&lt;br /&gt;
|Bravery III&lt;br /&gt;
|Gain the Drive to Survive ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drive to Survive&amp;lt;/u&amp;gt;: (1/2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery IV'''&lt;br /&gt;
|Drive to Survive&lt;br /&gt;
|Gain +2 Skill Points in Skill(s) with the Observation tag. Your Resist ability from Bravery increases by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage III'''&lt;br /&gt;
|Bravery IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. When you use Courage, regain HP equal to your AWR (regardless of whether you are Bloodied).&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight II'''&lt;br /&gt;
|Courage III, Fight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your damage from the Fight ability becomes 1d8.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight II'''&lt;br /&gt;
|Courage III, Flight&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze II'''&lt;br /&gt;
|Courage III, Freeze&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. You no longer suffer the Frozen condition with this ability.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drive to Survive II'''&lt;br /&gt;
|Bravery 10&lt;br /&gt;
|Drive to Survive becomes AWR/Rest.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Courage IV'''&lt;br /&gt;
|Drive to Survive II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fight III'''&lt;br /&gt;
|Courage IV, Fight II&lt;br /&gt;
|The additional damage from the Fight ability becomes 1d12.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flight III'''&lt;br /&gt;
|Courage IV, Flight II&lt;br /&gt;
|Your speed from the Flight ability becomes +10 ft.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freeze III'''&lt;br /&gt;
|Courage IV, Freeze II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Undaunted'''&lt;br /&gt;
|Bravery 13&lt;br /&gt;
|The Shaken condition only reduces your d20 rolls by 1.&lt;br /&gt;
|''Ranger, Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fear Itself''' &lt;br /&gt;
|Undaunted&lt;br /&gt;
|It is said that in the face of fear, you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others. Gain the Fear Itself ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fear Itself&amp;lt;/u&amp;gt;:  (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain [[Tactical Advantages|TA]] against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.&lt;br /&gt;
|''Ranger, Bravery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hunter Track ==&lt;br /&gt;
[[File:Hunter Track.png|thumb|366x366px|Hunter Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|When you have been tracking a creature for at least 1 hour using AWR/Tracking, when you start [[Initiative]] in [[combat]] against it, you deal +2 damage against it for the first minute.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Outnumbered&lt;br /&gt;
|When you are Flanking a creature, gain an additional [[Tactical Advantages|TA]] against it.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corner Quarry II'''&lt;br /&gt;
|Corner Quarry&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Outnumbered II&lt;br /&gt;
|Gain the Corner Quarry ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Corner Quarry&amp;lt;/u&amp;gt;: (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Corner Quarry&lt;br /&gt;
|When you are Flanked, you gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Outnumbered II'''&lt;br /&gt;
|Outnumbered&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Corner Quarry II&lt;br /&gt;
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Volley&lt;br /&gt;
|Gain the Deadeye ability. Deadeye When you make a Ranged attack against a creature with no cover and no adjacent allies, gain  [[Tactical Advantages|TA]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye II'''&lt;br /&gt;
|Deadeye&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Rain of Arrows&lt;br /&gt;
|Gain the Takedown Shot ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Takedown Shot&amp;lt;/u&amp;gt;: (2/Recoup) When you use Deadeye, deal 1d8 additional damage. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley'''&lt;br /&gt;
|Hunter&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Deadeye&lt;br /&gt;
|Gain the Volley ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Volley&amp;lt;/u&amp;gt;: (2/Recoup) When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows'''&lt;br /&gt;
|Volley&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Deadeye II&lt;br /&gt;
|Gain the Rain of Arrows ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rain of Arrows&amp;lt;/u&amp;gt;: (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hunter's Quarry]]'''&lt;br /&gt;
|Hunter 3&lt;br /&gt;
|(2/Rest) Learn the Hunter’s Quarry spell if you do not already know it. You may cast this spell without expending SP. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter II'''&lt;br /&gt;
|Hunter’s Quarry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Survival tags. Pick a creature with one of the following creature tags: [[Arcane]], Avadri, Celestial, [[Divine]], Eldritch, [[Elemental]], Fae, Fiend, [[Giant]], Monstrosity, [[Occult]], Primal, [[Psionic]], or [[Undead]]. Gain the Target Prey ability against creatures with the tag that you chose. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Target Prey&amp;lt;/u&amp;gt;: Gain an additional +4 on History, Perceiving, Sneaking, and Tracking rolls made in relation to creatures of the type that you chose from Hunter II.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew'''&lt;br /&gt;
|Hunter II, Corner Quarry II&lt;br /&gt;
|Gain the Hew ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hew&amp;lt;/u&amp;gt;: (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew II'''&lt;br /&gt;
|Hew&lt;br /&gt;
|Your crit range increases by 1 against creatures that have no adjacent allies.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane'''&lt;br /&gt;
|Hunter II, Outnumbered II&lt;br /&gt;
|Gain the Hordesbane ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Hordesbane&amp;lt;/u&amp;gt;: Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane II'''&lt;br /&gt;
|Hordesbane&lt;br /&gt;
|Gain the Whirling Blades ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Whirling Blades&amp;lt;/u&amp;gt;: (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye'''&lt;br /&gt;
|Hunter II, Deadeye II&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye II'''&lt;br /&gt;
|Eagle Eye&lt;br /&gt;
|When making a ranged attack, you do not suffer any penalty for targeting an enemy in [[Darkness]], provided that you know the enemy’s location.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley II'''&lt;br /&gt;
|Hunter II, Rain of Arrows&lt;br /&gt;
|Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rain of Arrows II'''&lt;br /&gt;
|Volley II&lt;br /&gt;
|Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter III'''&lt;br /&gt;
|Hunter 7&lt;br /&gt;
|Choose two additional creature types to gain Favored Prey.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter IV'''&lt;br /&gt;
|Hunter III&lt;br /&gt;
|Gain the Mark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mark&amp;lt;/u&amp;gt;: (1/Rest) When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''One with the Land'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|Pick 1 of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment, you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Speed'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain +5 ft speed when you can see your Target Prey.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fletcher'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shroud'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|When you are Concealed, creatures that attack you gain 1 additional [[Tactical Advantages|TD]].&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickdraw'''&lt;br /&gt;
|Hunter IV&lt;br /&gt;
|You can draw/stow [[weapons]] without spending AP once on your turn.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Calculating'''&lt;br /&gt;
|Hunter 10&lt;br /&gt;
|Gain the Calculating ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Calculating&amp;lt;/u&amp;gt;: (3/Rest) When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ruthless Hunter'''&lt;br /&gt;
|Hunter 11&lt;br /&gt;
|Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Quarry III'''&lt;br /&gt;
|Ruthless Hunter, Hew II&lt;br /&gt;
|Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hew III'''&lt;br /&gt;
|Cornered Quarry III&lt;br /&gt;
|When you use Hew against a target and it does not die, gain 3 AP.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hordesbane III'''&lt;br /&gt;
|Ruthless Hunter, Hordesbane II&lt;br /&gt;
|Whirling Blades becomes END/Rest.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horde Breaker'''&lt;br /&gt;
|Hordesbane III&lt;br /&gt;
|Gain the Horde Breaker ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horde Breaker&amp;lt;/u&amp;gt;: (1/Recoup) Gain +1 [[Tactical Advantages|TA]] and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadeye III'''&lt;br /&gt;
|Ruthless Hunter, Eagle Eye II&lt;br /&gt;
|When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rapid Takedown'''&lt;br /&gt;
|Deadeye III&lt;br /&gt;
|When you use Takedown Shot against a target and it does not die, gain 3 AP.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Volley III'''&lt;br /&gt;
|Ruthless Hunter, Rain of Arrows II&lt;br /&gt;
|Volley works on creatures within 30 ft of each other. When you use Volley on a creature that was adjacent to your first target, it does not expend a use of Volley.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arrow Storm'''&lt;br /&gt;
|Volley III&lt;br /&gt;
|Gain the Arrow Storm ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Arrow Storm&amp;lt;/u&amp;gt;: (1/Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft.&lt;br /&gt;
|''Ranger, Hunter''&lt;br /&gt;
|-&lt;br /&gt;
|'''Peerless Hunter'''&lt;br /&gt;
|Hunter 14&lt;br /&gt;
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards. When you roll Initiative and you have no Target Prey, choose one enemy to be Target Prey. &lt;br /&gt;
Gain the Peerless Hunter ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Peerless Hunter&amp;lt;/u&amp;gt;: (1/Week) When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: (1/Rest) You can reselect the creature types that Target Prey features work on.&lt;br /&gt;
|''Ranger, Hunter, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Instinct Track ==&lt;br /&gt;
[[File:Instinct Track.png|thumb|562x562px|Instinct Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Preternatural Dodge ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Preternatural Dodge&amp;lt;/u&amp;gt;: (AWR/Rest) When a creature attacks one of your Physical or Mental defenses, you can use ANT in place of whatever was targeted. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct II'''&lt;br /&gt;
|Survival Instinct&lt;br /&gt;
|Fighting Instinct lasts until the end of your next turn.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct II'''&lt;br /&gt;
|Fighting Instinct II&lt;br /&gt;
|Gain the Size Up ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Size Up&amp;lt;/u&amp;gt;: You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct III'''&lt;br /&gt;
|Survival Instinct II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your Fighting Instinct also grants you a +1 to all damage rolls.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant'''&lt;br /&gt;
|Fighting Instinct III&lt;br /&gt;
|Gain the Vigilant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vigilant&amp;lt;/u&amp;gt;: (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct III'''&lt;br /&gt;
|Vigilant&lt;br /&gt;
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant II'''&lt;br /&gt;
|Survival Instinct III&lt;br /&gt;
|Vigilant becomes &amp;quot;If you roll lower than 10 on an AWR check, treat that roll as your ANT instead.&amp;quot;&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct IV'''&lt;br /&gt;
|Survival Instinct IV&lt;br /&gt;
|Gain the Pounce ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Pounce&amp;lt;/u&amp;gt;: On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant III'''&lt;br /&gt;
|Fighting Instinct IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survival Instinct V'''&lt;br /&gt;
|Vigilant III&lt;br /&gt;
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant IV'''&lt;br /&gt;
|Survival Instinct V&lt;br /&gt;
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Instinct V'''&lt;br /&gt;
|Vigilant IV&lt;br /&gt;
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vigilant V'''&lt;br /&gt;
|Fighting Instinct V&lt;br /&gt;
|Vigilant is always active.&lt;br /&gt;
|''Ranger, Instinct''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cornered Animal'''&lt;br /&gt;
|Vigilant V&lt;br /&gt;
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.&lt;br /&gt;
Gain the Cornered Animal Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cornered Animal&amp;lt;/u&amp;gt;: (1/Rest) When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain [[Tactical Advantages|TA]] on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.&lt;br /&gt;
|''Ranger, Instinct, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Survivor Track ==&lt;br /&gt;
[[File:Survivor Track.png|thumb|553x553px|Survivor Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival or Stamina tags. Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. This is your Natural Habitat. While in that environment, you can always find enough food for a number of creatures equal to your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses'''&lt;br /&gt;
|Natural Habitat&lt;br /&gt;
|Gain the Primeval Sense ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Senses&amp;lt;/u&amp;gt;: (AWR/Rest) By focusing for 1 minute, you learn whether any of the following creatures are within 1 mile of you: Arcane, Divine, Occult, Primal, Psionic, Undead, Monstrosity, Fae, and Eldritch. You do not learn their identities but learn their exact numbers and direction/ distance from you. This information is fleeting, but if you do no strenuous activity you can maintain it for up to 10 mins. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat II'''&lt;br /&gt;
|Primeval Senses&lt;br /&gt;
|Gain the Wilderness Mastery ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wilderness Mastery&amp;lt;/u&amp;gt;: (AWR/Rest) When in your favored environment, give yourself double your skill points before you make an AWR Skill check. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Seneses II'''&lt;br /&gt;
|Natural Habitat II&lt;br /&gt;
|When you use Primeval Senses, you can use Primal Identification.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Identification&amp;lt;/u&amp;gt;: Learn the identity of one creature that you sense.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride'''&lt;br /&gt;
|Primeval Senses II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Acrobatics Tag. Ignore Difficult Terrain while in a Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor'''&lt;br /&gt;
|Nature Stride&lt;br /&gt;
|Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.&lt;br /&gt;
Gain a Primal Aspect from the ''Primal Aspects'' Table. &lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses III'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat III'''&lt;br /&gt;
|Primeval Senses III&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Athleticism tags. Pick a second environment to be your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Survivor II'''&lt;br /&gt;
|Natural Habitat III&lt;br /&gt;
|You become Immune to common poisons and diseases.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride II'''&lt;br /&gt;
|Survivor II&lt;br /&gt;
|Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Senses IV'''&lt;br /&gt;
|Nature Stride II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1/2 your AWR.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Natural Habitat IV'''&lt;br /&gt;
|Primeval Senses IV&lt;br /&gt;
|Pick a third environment to be your Natural Habitat and Wilderness Mastery is AWR/Recoup.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature Stride III'''&lt;br /&gt;
|Prerequisites: Natural Habitat IV&lt;br /&gt;
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Sense V'''&lt;br /&gt;
|Nature Stride III&lt;br /&gt;
|You have unlimited uses of your Primeval Senses ability.&lt;br /&gt;
|''Ranger, Survivor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unrivaled Explorer'''&lt;br /&gt;
|Primeval Sense V&lt;br /&gt;
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a [[guide]] for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies. &lt;br /&gt;
You can never become lost, even by magical means. You have TA when you are in one of your Natural Habitats.&lt;br /&gt;
&lt;br /&gt;
Gain the Unrivaled Explorer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unrivaled Explorer&amp;lt;/u&amp;gt;: (1/Week) When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt; The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Ranger, Survivor, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wilderness Warden Track ==&lt;br /&gt;
[[File:Wilderness Warden Track.png|thumb|550x550px|Wilderness Warden Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden'''&lt;br /&gt;
|Ranger Entry&lt;br /&gt;
|Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack. Each time you level up and spend your talent point on a talent in the Wilderness Warden stack, you gain +5 SP and +1 Primal Power.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Envieronmentalist'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment and not within 1 mile of a settled area, you regain 1 SP when you Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Invocation'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one Invocation. Pick an Invocation that you know that has no Tier prerequisites. You can cast that Invocation 1 time per day without expending your Invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empower Chant'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick one Chant that does not deal damage. While more than 1 mile from a settled area, you can cast that Chant as if it were 1 Tier stronger (e.g., if you normally cast Chants at Primal Tier 2, cast this Chant at Primal Tier 3).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector'''&lt;br /&gt;
|Primal Warden&lt;br /&gt;
|Pick one creature type: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, Psionic, or Undead. Your magic attack rolls against those creatures increase by +1.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon'''&lt;br /&gt;
|Environmentalist or Planar Protector&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ranger's Spells'''&lt;br /&gt;
|Ranger’s invocation or Intrinsic Boon&lt;br /&gt;
|Pick two Intrinsic spells that you know. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden II'''&lt;br /&gt;
|Empower Chant or Ranger’s Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist II'''&lt;br /&gt;
|Primal Warden II, Environmentalist&lt;br /&gt;
|The environment you picked now restores 2 SP per Recoup.&lt;br /&gt;
Gain a Primal Aspect from the ''Primal Aspects'' Table.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Invocation'''&lt;br /&gt;
|Environmentalist II or Planar Protector II&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Chant'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick one chant that you did not select with Empowered Chant. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector II'''&lt;br /&gt;
|Primal Warden II, Planar Protector&lt;br /&gt;
|Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon II'''&lt;br /&gt;
|Environmentalist II or Planar Protector II; Intrinsic Boon&lt;br /&gt;
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wanderer's Spells'''&lt;br /&gt;
|Wanderer’s Invocation or Intrinsic Boon II&lt;br /&gt;
|Pick two spells with the Nature tag that you know and that you have not selected for your ranger’s spells feature. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden III'''&lt;br /&gt;
|Furious Chant or Wanderer’s Spells&lt;br /&gt;
|You cannot become lost except through the use of magic. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden IV'''&lt;br /&gt;
|Primal Warden III&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Environmentalist III'''&lt;br /&gt;
|Primal Warden IV, Environmentalist II&lt;br /&gt;
|The environment you picked now restores 3 SP per Recoup. All environments now restore 1 SP per Recoup.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Invocation'''&lt;br /&gt;
|Environmentalist III or Planar Protector III&lt;br /&gt;
|Learn one invocation. Pick an invocation that you know that is Tier 2 or Tier 3. You can cast that invocation one time per day without expending an invocation slot.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Chant of the Wild Heart'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|When you reach Primal Tier 6, gain +12 Skill Points that you can assign to skills with the Athleticism, Acrobatics, Stamina, Observation, or Survival Tags.&lt;br /&gt;
(1/Week) You can choose which Intrinsic chants get your bonus from the “Chant” abilities in this stack when you Rest.  &lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Planar Protector III'''&lt;br /&gt;
|Primal Warden IV, Planar Protector II&lt;br /&gt;
|Choose a creature type you’ve already [[chosen]] with Planar Protector 1 or 2. Gain an additional +1 on magic attacks against creatures of that type.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intrinsic Boon III'''&lt;br /&gt;
|Environmentalist 3 or Planar Protector 3; Intrinsic Boon II&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Survival tag. Learn 1 chant, 1 invocation, and 1 spell that all have the Intrinsic tag.&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primeval Spells'''&lt;br /&gt;
|Primeval Invocation or Intrinsic Boon III&lt;br /&gt;
|Pick three Intrinsic spells that you know and that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP).&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Warden V'''&lt;br /&gt;
|Chant of the Wild Heart or Primeval Spells&lt;br /&gt;
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the [[Magic Talents|Primal Magic stack]].&lt;br /&gt;
|''Ranger, Wilderness Warden''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Exemplar'''&lt;br /&gt;
|Primal Warden V&lt;br /&gt;
|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you. &lt;br /&gt;
You can never become lost, even by magical means. &lt;br /&gt;
&lt;br /&gt;
When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger talent points, assigning them to other Ranger talents.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots.&lt;br /&gt;
|''Ranger, Wilderness Warden, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=3632</id>
		<title>Pugilist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=3632"/>
		<updated>2024-01-17T15:09:13Z</updated>

		<summary type="html">&lt;p&gt;Javanos: bolded headers and removed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up in a rough neighborhood and had been in more than your fair share of street fights by the time you were a teen. Forged and tempered by your brutal environment, you are familiar with the necessity of fighting over scraps of food and the agony of gnawing hunger and broken ribs after losing such a fight. But you remained determined to persevere despite innumerable hardships. Through sheer will to survive, unwavering grit, and bloody fists, you became a powerful unarmed combatant, capable of going toe to toe even with skilled warriors that fight with sword or spear.&lt;br /&gt;
&lt;br /&gt;
Your skill in unarmed combat is unquestioned, and your style is very distinct. Do you rely on your overwhelmingly powerful physique to crush your foes? Maybe you fight with an unpredictable blend of strength and agility, or you might rigorously train in various forms that you can use to outmaneuver enemies with different fighting styles. Whatever your personal blend of unarmed combat maneuvers, you quickly cultivate a reputation among other fighters for your skill at holding your own against armed combatants.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Pugilist Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Constitute:''' Your body is capable of withstanding overwhelming punishment. No matter how hard you are hit, no matter how many blows, you come back for another round.&lt;br /&gt;
&lt;br /&gt;
'''Pummeling:''' You hone your body and become inhumanly strong, capable of delivering punches that devastate your opponents.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling:''' A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts:''' By focusing on harmony of body, mind, and spirit, you can flow between various forms of unarmed combat, going beyond the bounds of physique alone.&lt;br /&gt;
&lt;br /&gt;
== '''Pugilist Entry Talent''' ==&lt;br /&gt;
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Pugilist Entry''' &lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unarmed Combatant&amp;lt;/u&amp;gt;: Your unarmed attacks deal more [[damage]] now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural weapons. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pugilist's Maneuvers&amp;lt;/u&amp;gt;: Gain three Pugilist’s Maneuvers: Grab, Counterpunch, and Corner. You can use your Pugilist’s Maneuvers collectively a number of times equal to your Pugilist Level/Recoup. You can learn additional Pugilist Maneuvers from your other pugilist talents.&lt;br /&gt;
** &amp;lt;u&amp;gt;Grab&amp;lt;/u&amp;gt;: When you hit with an unarmed attack, you may automatically Grapple the creature.&lt;br /&gt;
** &amp;lt;u&amp;gt;Counterpunch&amp;lt;/u&amp;gt;: When an enemy misses you with a melee attack, you can spend 1 AP to make an unarmed reactive attack.&lt;br /&gt;
** &amp;lt;u&amp;gt;Corner&amp;lt;/u&amp;gt;: When an enemy moves more than 5 ft away from you, you may spend 1 AP to make an unarmed reactive attack, then move up to your speed towards that enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Constitute Track''' ==&lt;br /&gt;
[[File:Constitute Track.png|thumb|518x518px|Constitute Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|(END/Rest) When you are not wearing armor and take physical damage, you can spend 1 reactive AP to gain Shield HP equal to the damage you just took. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength'''&lt;br /&gt;
|Ignore Pain&lt;br /&gt;
|Gain the Surge of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Strength&amp;lt;/u&amp;gt;: The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand'''&lt;br /&gt;
|Surge of Strength&lt;br /&gt;
|Learn one Pugilist’s Maneuver from the ''Pugilist's Maneuver''s table. When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Red Right Hand&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on [[skills]] with the Stamina tag. If Bloodied when you Ignore Pain, add your END to the amount of Shield HP that you gain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after Recouping.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage'''&lt;br /&gt;
|Surge of Strength II&lt;br /&gt;
|While you are Bloodied, all of your unarmed and natural weapon damage rolls deal +X damage, where X equals the number of Death Points you have.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Enrage&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus'''&lt;br /&gt;
|Ignore Pain III&lt;br /&gt;
|Gain the Battle Focus ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Battle Focus&amp;lt;/u&amp;gt;: While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''On The Ropes'''&lt;br /&gt;
|Battle Focus&lt;br /&gt;
|Gain the On the Ropes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;On the Ropes&amp;lt;/u&amp;gt;: (1/ Rest) When reduced to 0 HP, regain 1d4 HP. &lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|On the Ropes&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after rolling Initiative.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Constitute'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage II'''&lt;br /&gt;
|Constitute 11&lt;br /&gt;
|Triple your damage from Enrage while you have 0 HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand II'''&lt;br /&gt;
|Enrage II&lt;br /&gt;
|Learn one Pugilist’s Maneuver from the ''Pugilist's Maneuver''s table. When you have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mastery Of Form'''&lt;br /&gt;
|Red Right Hand II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus II'''&lt;br /&gt;
|Mastery of Form&lt;br /&gt;
|Battle Focus becomes: While you are Bloodied, you are immune to being Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unkillable Champion'''&lt;br /&gt;
|Battle Focus II&lt;br /&gt;
|You are cheered the world over as an unkillable warrior. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits. You may use the Unkillable Champion ability when you roll Initiative.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unkillable Champion&amp;lt;/u&amp;gt;: (1/Week) For the duration of the battle, regain 1d4 HP at the start of each of your turns.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Unkillable Champion becomes 1/Rest.&lt;br /&gt;
|''Pugilist, Constitute, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Martial Arts Track''' ==&lt;br /&gt;
[[File:Martial Arts Track.png|thumb|358x358px|Martial Arts Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch'''&lt;br /&gt;
|Class Entry&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Owl'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Owl. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Owl&amp;lt;/u&amp;gt;: You have [[Tactical Advantages|TD]] on all attacks, and have +3 to ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Squirrel'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Squirrel. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Squirrel&amp;lt;/u&amp;gt;: You have a climb speed equal to your walking speed, and count as one size smaller for the purposes of Grappling and moving through creatures.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bear'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bear&amp;lt;/u&amp;gt;: You have -1 REF and +3 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Danger'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flip'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Learn the Trip Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Trip as part of the same Pugilist’s Maneuver (costing no additional AP).&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Defense'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +1 REF and FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bison'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bison&amp;lt;/u&amp;gt;: Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Turtle'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Turtle&amp;lt;/u&amp;gt;: You are Shaken, but have +2 to every defense.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Leopard'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Leopard&amp;lt;/u&amp;gt;: Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|The following weapons work with any Martial Arts ability that references “unarmed or natural weapon attacks”: Dagger, Kama, Kunai, Kusarigama, Nunchucks, Quarterstaff, Shuriken, Tonfa, Wakizashi, and Whip.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts II'''&lt;br /&gt;
|Armed Arts&lt;br /&gt;
|Armed Arts weapons work for Pugilist’s Maneuvers that mention “unarmed or natural weapon attacks” as well.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Kensei'''&lt;br /&gt;
|Armed Arts II&lt;br /&gt;
|Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms'''&lt;br /&gt;
|Martial Arts 4&lt;br /&gt;
|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fluid Forms&amp;lt;/u&amp;gt;: (1/Recoup) You can switch between Stances for 0 AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Serpent'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Serpent&amp;lt;/u&amp;gt;: For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Rabbit'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Rabbit&amp;lt;/u&amp;gt;: Your jump distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Wolf'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Wolf. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Wolf&amp;lt;/u&amp;gt;: You gain [[Tactical Advantages|TA]] on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this [[Tactical Advantages|TA]] as well. If there are no allies&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Know Your Enemy&amp;lt;/u&amp;gt;: For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weak Spot'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain the Weak Spot ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weak Spot&amp;lt;/u&amp;gt;: (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. Gain the Impulse II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quiet Mind'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Quiet Mind ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quiet Mind&amp;lt;/u&amp;gt;: (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disrupt Ki'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Disrupt Ki ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Disrupt Ki&amp;lt;/u&amp;gt;: (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 reactive AP that you lose at the start of your next turn. This can only be used on reactive attacks. This is a source of Special AP. You can only have one source of Special AP. If you gain a new source, choose whether you keep this source or take the new source of special AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Raging Fire'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Raging Fire&amp;lt;/u&amp;gt;: For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Flowing Water'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Flowing Water&amp;lt;/u&amp;gt;: For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Stout Oak'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Stout Oak&amp;lt;/u&amp;gt;: For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 9&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. You can use Fluid Forms 2/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Survival, Knowledge, and Observation tags. Gain +1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Martial Artist'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Basic maneuvers that cost 2 AP now cost 1 AP for you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Reactive Stance&lt;br /&gt;
|You gain 2 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. You regain all expended uses when you Recoup. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dance Of Battle'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(1/Turn) When a creature misses you with an attack, you may move up to 10 ft for free (0 AP). &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfettered Speed'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Your base speed increases by 10 ft.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse III talent from the armor specialization stack if you meet its prerequisites. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monkey Climbing The Tree'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|When you spend AP to move, you can run along vertical surfaces. You cannot end your movement on a vertical surface or you fall unless you have at least one free hand, in which case you can end your movement on a vertical surface.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|You gain 3 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meijin'''&lt;br /&gt;
|Martial Artist 14&lt;br /&gt;
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Myriad Stances&amp;lt;/u&amp;gt;: (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Myriad Stances becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Pummeling Track''' ==&lt;br /&gt;
[[File:Pummeling Track.png|thumb|543x543px|Pummeling Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 FORT. Gain the Tough talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Counterpunch'''&lt;br /&gt;
|Take a Punch&lt;br /&gt;
|When you use Counterpunch, you gain [[Tactical Advantages|TA]] and deal +2 damage on a hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Greater Counterpunch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Corner'''&lt;br /&gt;
|Boxer’s Maneuvers&lt;br /&gt;
|When you use Corner, gain [[Tactical Advantages|TA]]. If you hit, the enemy is Slowed until the end of their turn.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch'''&lt;br /&gt;
|Greater Corner&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. Gain Mighty Punch.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mighty Punch&amp;lt;/u&amp;gt;: (1/Recoup) Add +1/2 END to hit, and +END to damage.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch II'''&lt;br /&gt;
|Mighty Punch&lt;br /&gt;
|Gain the Tough II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hulking'''&lt;br /&gt;
|Take a Punch II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. You count as one Size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Hulking&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Corner'''&lt;br /&gt;
|Boxer’s Maneuver II&lt;br /&gt;
|When you use Greater Corner, gain an additional [[Tactical Advantages|TA]], and if you hit they fall prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Counterpunch'''&lt;br /&gt;
|Superior Corner&lt;br /&gt;
|When you use Counterpunch, gain an additional [[Tactical Advantages|TA]]. If you hit, the target falls Prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Uppercut'''&lt;br /&gt;
|Superior Counterpunch&lt;br /&gt;
|Learn the Uppercut maneuver if you did not know it. Your crit range on Uppercut increases by 2.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Uppercut'''&lt;br /&gt;
|Greater Uppercut&lt;br /&gt;
|You always have [[Tactical Advantages|TA]] on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Gut Punch'''&lt;br /&gt;
|Superior Uppercut&lt;br /&gt;
|Learn the Gut Punch maneuver if you did not know it. It only costs you 3 AP.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Gut Punch'''&lt;br /&gt;
|Greater Gut Punch&lt;br /&gt;
|You always have [[Tactical Advantages|TA]] on Gut Punch, and you knock a creature Prone if you hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch II'''&lt;br /&gt;
|Superior Gut Punch&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. When you crit with Mighty Punch, if you roll the maximum number on your damage die (such as 8 on a d8), roll another damage die. Repeat this process until you have no new maximum rolls on your damage dice, then add the sum of all of those damage dice together. Mighty Punch becomes (3/Recoup)&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch III'''&lt;br /&gt;
|Mighty Punch II&lt;br /&gt;
|Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Weight Champion'''&lt;br /&gt;
|Take a Punch III&lt;br /&gt;
|You have the glorious title of heavyweight champion. People challenge you to nonlethal fights and feats of strength just to witness your incredible brawn. You count as one additional size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage rolls increase by one die size (e.g., from 1d8 to 1d10) to a max of 1d12.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Pugilist, Pummeling, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Wrestling Track''' ==&lt;br /&gt;
[[File:Wrestling Track.png|thumb|528x528px|Wrestling Track Progression ]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 REF. Gain the Evasive talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers'''&lt;br /&gt;
|Dodge a Punch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reverse Grapple'''&lt;br /&gt;
|Wrestler’s Maneuvers&lt;br /&gt;
|When you are Grappled, you can spend 2 AP on your turn to attempt to reverse it. Make a STR or DEX attack against the creature’s REF or FORT (their choice). If you hit, then you are no longer grappled and you are grappling that creature.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you can use Size Up. Size Up. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up II'''&lt;br /&gt;
|Size Up&lt;br /&gt;
|Your Size Up ability now only requires six attacks to trigger. You also learn the creature’s Resist, Vulnerable, and Immune traits.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 FORT and your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl II'''&lt;br /&gt;
|Brawl&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch II'''&lt;br /&gt;
|Wrestling 5&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers II'''&lt;br /&gt;
|Dodge a Punch II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke'''&lt;br /&gt;
|Wrestler’s Maneuvers II&lt;br /&gt;
|Learn the Headlock maneuver if you did not know it. When a creature breaks free from being Restrained by Headlock, it does not break them free from your Grapple; they must first break free from Restrained, then from Grappled, using separate checks and spending AP for each check.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|Gain +1 REF and +1 FORT. &lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique II'''&lt;br /&gt;
|Pure Physique&lt;br /&gt;
|Gain +1 REF and +1 FORT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Weapons'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|You can use any object that would not have the Unwieldy tag as a Club. You can use any object that you can lift that has the Unwieldy tag as a Maul that costs 4 AP to use.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Technique'''&lt;br /&gt;
|Improvised Weapons&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers III'''&lt;br /&gt;
|Wrestling 10&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke II'''&lt;br /&gt;
|Wrestler’s Maneuvers III&lt;br /&gt;
|Gain the Submission Hold ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Submission Hold&amp;lt;/u&amp;gt;: Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. If you hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch III'''&lt;br /&gt;
|Headlock Choke II&lt;br /&gt;
|Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke III'''&lt;br /&gt;
|Dodge a Punch III&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Stun an enemy using Submission Hold, they gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers IV'''&lt;br /&gt;
|Headlock Choke III&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Signature]] Move'''&lt;br /&gt;
|Wrestler’s Maneuvers IV&lt;br /&gt;
|You are a ring fighter of incredible fame, and people will pay high bets on you, gang up against you in cage matches, and revel in your glory. Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has TA and does not expend a use of your Pugilist’s Maneuvers.&lt;br /&gt;
Gain the Knockout Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knockout&amp;lt;/u&amp;gt;: (1/Rest) When you attack a creature that is Stunned or Prone with your Signature Move, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You gain a second signature move, and Knockout becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Wrestling, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Pugilist Maneuvers''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodger'''&lt;br /&gt;
|Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn, but you keep any leftover AP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forced Release'''&lt;br /&gt;
|You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural weapon attack, you may attempt to disarm it as part of the same attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For the Knees'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gut Punch'''&lt;br /&gt;
|Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). If you hit, they take damage as normal and become Restrained while you still have them Grappled. Breaking free from Restrained in this way also ends the Grapple.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jab'''&lt;br /&gt;
|You can use the Exploit advanced maneuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Games'''&lt;br /&gt;
|Spend 2 AP to Engage a creature within 5 ft of you. The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to gain this benefit unless it is Brass Knuckles or a Cestus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Psych Out'''&lt;br /&gt;
|Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted.&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shove'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the target 5 ft in a direction of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplex'''&lt;br /&gt;
|Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes double that damage and is Dazed until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trade Blows'''&lt;br /&gt;
|When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with [[Tactical Advantages|TA]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Uppercut'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they move 5 ft directly away from you, then fall prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=3631</id>
		<title>Pugilist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=3631"/>
		<updated>2024-01-17T15:06:21Z</updated>

		<summary type="html">&lt;p&gt;Javanos: corrected spelling of manuver in Jab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up in a rough neighborhood and had been in more than your fair share of street fights by the time you were a teen. Forged and tempered by your brutal environment, you are familiar with the necessity of fighting over scraps of food and the agony of gnawing hunger and broken ribs after losing such a fight. But you remained determined to persevere despite innumerable hardships. Through sheer will to survive, unwavering grit, and bloody fists, you became a powerful unarmed combatant, capable of going toe to toe even with skilled warriors that fight with sword or spear.&lt;br /&gt;
&lt;br /&gt;
Your skill in unarmed [[combat]] is unquestioned, and your style is very distinct. Do you rely on your overwhelmingly powerful physique to crush your foes? Maybe you fight with an unpredictable blend of strength and agility, or you might rigorously train in various forms that you can use to outmaneuver enemies with different fighting styles. Whatever your personal blend of unarmed combat maneuvers, you quickly cultivate a reputation among other fighters for your skill at holding your own against armed combatants.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Pugilist Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Constitute:''' Your body is capable of withstanding overwhelming punishment. No matter how hard you are hit, no matter how many blows, you come back for another round.&lt;br /&gt;
&lt;br /&gt;
'''Pummeling:''' You hone your body and become inhumanly strong, capable of delivering punches that devastate your opponents.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling:''' A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts:''' By focusing on harmony of body, mind, and spirit, you can flow between various forms of unarmed combat, going beyond the bounds of physique alone.&lt;br /&gt;
&lt;br /&gt;
== Pugilist Entry Talent ==&lt;br /&gt;
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Pugilist Entry''' &lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unarmed Combatant&amp;lt;/u&amp;gt;: Your unarmed attacks deal more [[damage]] now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural [[weapons]]. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pugilist's Maneuvers&amp;lt;/u&amp;gt;: Gain three Pugilist’s Maneuvers: Grab, Counterpunch, and Corner. You can use your Pugilist’s Maneuvers collectively a number of times equal to your Pugilist Level/Recoup. You can learn additional Pugilist Maneuvers from your other pugilist talents.&lt;br /&gt;
** &amp;lt;u&amp;gt;Grab&amp;lt;/u&amp;gt;: When you hit with an unarmed attack, you may automatically Grapple the creature.&lt;br /&gt;
** &amp;lt;u&amp;gt;Counterpunch&amp;lt;/u&amp;gt;: When an enemy misses you with a melee attack, you can spend 1 AP to make an unarmed reactive attack.&lt;br /&gt;
** &amp;lt;u&amp;gt;Corner&amp;lt;/u&amp;gt;: When an enemy moves more than 5 ft away from you, you may spend 1 AP to make an unarmed reactive attack, then move up to your speed towards that enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constitute Track ==&lt;br /&gt;
[[File:Constitute Track.png|thumb|518x518px|Constitute Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ignore Pain]]'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|(END/Rest) When you are not wearing [[armor]] and take physical damage, you can spend 1 reactive AP to gain [[Shield]] HP equal to the damage you just took. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength'''&lt;br /&gt;
|Ignore Pain&lt;br /&gt;
|Gain the Surge of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Strength&amp;lt;/u&amp;gt;: The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand'''&lt;br /&gt;
|Surge of Strength&lt;br /&gt;
|Learn one Pugilist’s Maneuver from the ''Pugilist's Maneuver''s table. When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Red Right Hand&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on [[skills]] with the Stamina tag. If Bloodied when you Ignore Pain, add your END to the amount of Shield HP that you gain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after Recouping.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage'''&lt;br /&gt;
|Surge of Strength II&lt;br /&gt;
|While you are Bloodied, all of your unarmed and natural weapon damage rolls deal +X damage, where X equals the number of Death Points you have.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Enrage&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus'''&lt;br /&gt;
|Ignore Pain III&lt;br /&gt;
|Gain the Battle Focus ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Battle Focus&amp;lt;/u&amp;gt;: While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''On The Ropes'''&lt;br /&gt;
|Battle Focus&lt;br /&gt;
|Gain the On the Ropes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;On the Ropes&amp;lt;/u&amp;gt;: (1/ Rest) When reduced to 0 HP, regain 1d4 HP. &lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|On the Ropes&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after rolling [[Initiative]].&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Constitute'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage II'''&lt;br /&gt;
|Constitute 11&lt;br /&gt;
|Triple your damage from Enrage while you have 0 HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand II'''&lt;br /&gt;
|Enrage II&lt;br /&gt;
|Learn one Pugilist’s Maneuver from the ''Pugilist's Maneuver''s table. When you have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mastery Of Form'''&lt;br /&gt;
|Red Right Hand II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus II'''&lt;br /&gt;
|Mastery of Form&lt;br /&gt;
|Battle Focus becomes: While you are Bloodied, you are immune to being Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unkillable Champion'''&lt;br /&gt;
|Battle Focus II&lt;br /&gt;
|You are cheered the world over as an unkillable [[warrior]]. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits. You may use the Unkillable Champion ability when you roll Initiative.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unkillable Champion&amp;lt;/u&amp;gt;: (1/Week) For the duration of the battle, regain 1d4 HP at the start of each of your turns.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Unkillable Champion becomes 1/Rest.&lt;br /&gt;
|''Pugilist, Constitute, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Track ==&lt;br /&gt;
[[File:Martial Arts Track.png|thumb|358x358px|Martial Arts Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch'''&lt;br /&gt;
|Class Entry&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Owl'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Owl. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Owl&amp;lt;/u&amp;gt;: You have [[Tactical Advantages|TD]] on all attacks, and have +3 to ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Squirrel'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Squirrel. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Squirrel&amp;lt;/u&amp;gt;: You have a climb speed equal to your walking speed, and count as one size smaller for the purposes of Grappling and moving through creatures.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bear'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bear&amp;lt;/u&amp;gt;: You have -1 REF and +3 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sense Danger]]'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flip'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Learn the Trip Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Trip as part of the same Pugilist’s Maneuver (costing no additional AP).&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Defense'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +1 REF and FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bison'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bison&amp;lt;/u&amp;gt;: Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The [[Turtle]]'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Turtle&amp;lt;/u&amp;gt;: You are Shaken, but have +2 to every defense.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Leopard'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Leopard&amp;lt;/u&amp;gt;: Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|The following weapons work with any Martial Arts ability that references “unarmed or natural weapon attacks”: Dagger, Kama, Kunai, Kusarigama, Nunchucks, Quarterstaff, Shuriken, Tonfa, Wakizashi, and Whip.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts II'''&lt;br /&gt;
|Armed Arts&lt;br /&gt;
|Armed Arts weapons work for Pugilist’s Maneuvers that mention “unarmed or natural weapon attacks” as well.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Kensei'''&lt;br /&gt;
|Armed Arts II&lt;br /&gt;
|Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms'''&lt;br /&gt;
|Martial Arts 4&lt;br /&gt;
|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fluid Forms&amp;lt;/u&amp;gt;: (1/Recoup) You can switch between Stances for 0 AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Serpent'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Serpent&amp;lt;/u&amp;gt;: For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Rabbit'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Rabbit&amp;lt;/u&amp;gt;: Your [[jump]] distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Wolf'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the [[Wolf]]. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Wolf&amp;lt;/u&amp;gt;: You gain [[Tactical Advantages|TA]] on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this [[Tactical Advantages|TA]] as well. If there are no allies&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Know Your Enemy&amp;lt;/u&amp;gt;: For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weak Spot'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain the Weak Spot ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weak Spot&amp;lt;/u&amp;gt;: (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. Gain the Impulse II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quiet Mind'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Quiet Mind ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quiet Mind&amp;lt;/u&amp;gt;: (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disrupt Ki'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Disrupt Ki ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Disrupt Ki&amp;lt;/u&amp;gt;: (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 reactive AP that you lose at the start of your next turn. This can only be used on reactive attacks. This is a source of Special AP. You can only have one source of Special AP. If you gain a new source, choose whether you keep this source or take the new source of special AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Raging Fire'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Raging Fire&amp;lt;/u&amp;gt;: For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Flowing Water'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Flowing Water&amp;lt;/u&amp;gt;: For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Stout Oak'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Stout Oak&amp;lt;/u&amp;gt;: For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 9&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. You can use Fluid Forms 2/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Survival, Knowledge, and Observation tags. Gain +1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Martial Artist'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Basic maneuvers that cost 2 AP now cost 1 AP for you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Reactive Stance&lt;br /&gt;
|You gain 2 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. You regain all expended uses when you Recoup. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dance Of Battle'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(1/Turn) When a creature misses you with an attack, you may move up to 10 ft for free (0 AP). &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfettered Speed'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Your base speed increases by 10 ft.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse III talent from the armor specialization stack if you meet its prerequisites. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monkey Climbing The Tree'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|When you spend AP to move, you can run along vertical surfaces. You cannot end your movement on a vertical surface or you fall unless you have at least one free hand, in which case you can end your movement on a vertical surface.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|You gain 3 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meijin'''&lt;br /&gt;
|Martial Artist 14&lt;br /&gt;
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Myriad Stances&amp;lt;/u&amp;gt;: (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Myriad Stances becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pummeling Track ==&lt;br /&gt;
[[File:Pummeling Track.png|thumb|543x543px|Pummeling Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 FORT. Gain the Tough talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Counterpunch'''&lt;br /&gt;
|Take a Punch&lt;br /&gt;
|When you use Counterpunch, you gain [[Tactical Advantages|TA]] and deal +2 damage on a hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Greater Counterpunch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Corner'''&lt;br /&gt;
|Boxer’s Maneuvers&lt;br /&gt;
|When you use Corner, gain [[Tactical Advantages|TA]]. If you hit, the enemy is Slowed until the end of their turn.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch'''&lt;br /&gt;
|Greater Corner&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. Gain Mighty Punch.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mighty Punch&amp;lt;/u&amp;gt;: (1/Recoup) Add +1/2 END to hit, and +END to damage.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch II'''&lt;br /&gt;
|Mighty Punch&lt;br /&gt;
|Gain the Tough II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hulking'''&lt;br /&gt;
|Take a Punch II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. You count as one Size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Hulking&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Corner'''&lt;br /&gt;
|Boxer’s Maneuver II&lt;br /&gt;
|When you use Greater Corner, gain an additional [[Tactical Advantages|TA]], and if you hit they fall prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Counterpunch'''&lt;br /&gt;
|Superior Corner&lt;br /&gt;
|When you use Counterpunch, gain an additional [[Tactical Advantages|TA]]. If you hit, the target falls Prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Uppercut'''&lt;br /&gt;
|Superior Counterpunch&lt;br /&gt;
|Learn the Uppercut maneuver if you did not know it. Your crit range on Uppercut increases by 2.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Uppercut'''&lt;br /&gt;
|Greater Uppercut&lt;br /&gt;
|You always have [[Tactical Advantages|TA]] on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Gut Punch'''&lt;br /&gt;
|Superior Uppercut&lt;br /&gt;
|Learn the Gut Punch maneuver if you did not know it. It only costs you 3 AP.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Gut Punch'''&lt;br /&gt;
|Greater Gut Punch&lt;br /&gt;
|You always have [[Tactical Advantages|TA]] on Gut Punch, and you knock a creature Prone if you hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch II'''&lt;br /&gt;
|Superior Gut Punch&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. When you crit with Mighty Punch, if you roll the maximum number on your damage die (such as 8 on a d8), roll another damage die. Repeat this process until you have no new maximum rolls on your damage dice, then add the sum of all of those damage dice together. Mighty Punch becomes (3/Recoup)&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch III'''&lt;br /&gt;
|Mighty Punch II&lt;br /&gt;
|Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Weight Champion'''&lt;br /&gt;
|Take a Punch III&lt;br /&gt;
|You have the glorious title of heavyweight champion. People challenge you to nonlethal fights and feats of strength just to witness your incredible brawn. You count as one additional size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage rolls increase by one die size (e.g., from 1d8 to 1d10) to a max of 1d12.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Pugilist, Pummeling, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wrestling Track ==&lt;br /&gt;
[[File:Wrestling Track.png|thumb|528x528px|Wrestling Track Progression ]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 REF. Gain the Evasive talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers'''&lt;br /&gt;
|Dodge a Punch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reverse Grapple'''&lt;br /&gt;
|Wrestler’s Maneuvers&lt;br /&gt;
|When you are Grappled, you can spend 2 AP on your turn to attempt to reverse it. Make a STR or DEX attack against the creature’s REF or FORT (their choice). If you hit, then you are no longer grappled and you are grappling that creature.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you can use Size Up. Size Up. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up II'''&lt;br /&gt;
|Size Up&lt;br /&gt;
|Your Size Up ability now only requires six attacks to trigger. You also learn the creature’s Resist, Vulnerable, and Immune traits.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 FORT and your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl II'''&lt;br /&gt;
|Brawl&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch II'''&lt;br /&gt;
|Wrestling 5&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers II'''&lt;br /&gt;
|Dodge a Punch II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke'''&lt;br /&gt;
|Wrestler’s Maneuvers II&lt;br /&gt;
|Learn the Headlock maneuver if you did not know it. When a creature breaks free from being Restrained by Headlock, it does not break them free from your Grapple; they must first break free from Restrained, then from Grappled, using separate checks and spending AP for each check.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|Gain +1 REF and +1 FORT. &lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique II'''&lt;br /&gt;
|Pure Physique&lt;br /&gt;
|Gain +1 REF and +1 FORT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Weapons'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|You can use any object that would not have the Unwieldy tag as a Club. You can use any object that you can lift that has the Unwieldy tag as a Maul that costs 4 AP to use.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Technique'''&lt;br /&gt;
|Improvised Weapons&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers III'''&lt;br /&gt;
|Wrestling 10&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke II'''&lt;br /&gt;
|Wrestler’s Maneuvers III&lt;br /&gt;
|Gain the Submission Hold ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Submission Hold&amp;lt;/u&amp;gt;: Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. If you hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch III'''&lt;br /&gt;
|Headlock Choke II&lt;br /&gt;
|Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke III'''&lt;br /&gt;
|Dodge a Punch III&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Stun an enemy using Submission Hold, they gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers IV'''&lt;br /&gt;
|Headlock Choke III&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Signature]] Move'''&lt;br /&gt;
|Wrestler’s Maneuvers IV&lt;br /&gt;
|You are a ring fighter of incredible fame, and people will pay high bets on you, gang up against you in cage matches, and revel in your glory. Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has TA and does not expend a use of your Pugilist’s Maneuvers.&lt;br /&gt;
Gain the Knockout Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knockout&amp;lt;/u&amp;gt;: (1/Rest) When you attack a creature that is Stunned or Prone with your Signature Move, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You gain a second signature move, and Knockout becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Wrestling, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pugilist Maneuvers ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodger'''&lt;br /&gt;
|Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn, but you keep any leftover AP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forced Release'''&lt;br /&gt;
|You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural weapon attack, you may attempt to disarm it as part of the same attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For the Knees'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gut Punch'''&lt;br /&gt;
|Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). If you hit, they take damage as normal and become Restrained while you still have them Grappled. Breaking free from Restrained in this way also ends the Grapple.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jab'''&lt;br /&gt;
|You can use the Exploit advanced maneuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Games'''&lt;br /&gt;
|Spend 2 AP to Engage a creature within 5 ft of you. The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to gain this benefit unless it is Brass Knuckles or a Cestus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Psych Out'''&lt;br /&gt;
|Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted.&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shove'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the target 5 ft in a direction of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplex'''&lt;br /&gt;
|Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes double that damage and is Dazed until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trade Blows'''&lt;br /&gt;
|When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with [[Tactical Advantages|TA]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Uppercut'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they move 5 ft directly away from you, then fall prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=3629</id>
		<title>Pugilist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Pugilist&amp;diff=3629"/>
		<updated>2024-01-17T14:59:55Z</updated>

		<summary type="html">&lt;p&gt;Javanos: added is before very in introduction, added of before times in Pugilist's Maneuvers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You grew up in a rough neighborhood and had been in more than your fair share of street fights by the time you were a teen. Forged and tempered by your brutal environment, you are familiar with the necessity of fighting over scraps of food and the agony of gnawing hunger and broken ribs after losing such a fight. But you remained determined to persevere despite innumerable hardships. Through sheer will to survive, unwavering grit, and bloody fists, you became a powerful unarmed combatant, capable of going toe to toe even with skilled warriors that fight with sword or spear.&lt;br /&gt;
&lt;br /&gt;
Your skill in unarmed [[combat]] is unquestioned, and your style is very distinct. Do you rely on your overwhelmingly powerful physique to crush your foes? Maybe you fight with an unpredictable blend of strength and agility, or you might rigorously train in various forms that you can use to outmaneuver enemies with different fighting styles. Whatever your personal blend of unarmed combat maneuvers, you quickly cultivate a reputation among other fighters for your skill at holding your own against armed combatants.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Pugilist Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Constitute:''' Your body is capable of withstanding overwhelming punishment. No matter how hard you are hit, no matter how many blows, you come back for another round.&lt;br /&gt;
&lt;br /&gt;
'''Pummeling:''' You hone your body and become inhumanly strong, capable of delivering punches that devastate your opponents.&lt;br /&gt;
&lt;br /&gt;
'''Wrestling:''' A well-rounded wrestler, you have a balanced mix of offensive and defensive maneuvers and can easily grapple your foes.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts:''' By focusing on harmony of body, mind, and spirit, you can flow between various forms of unarmed combat, going beyond the bounds of physique alone.&lt;br /&gt;
&lt;br /&gt;
== Pugilist Entry Talent ==&lt;br /&gt;
After gaining the Pugilist Entry talent, you can take talents from any of the pugilist tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Pugilist Entry''' &lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unarmed Combatant&amp;lt;/u&amp;gt;: Your unarmed attacks deal more [[damage]] now. You may choose whether to use STR or DEX for attacks and damage with unarmed attacks and natural [[weapons]]. Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6). If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.&lt;br /&gt;
* &amp;lt;u&amp;gt;Pugilist's Maneuvers&amp;lt;/u&amp;gt;: Gain three Pugilist’s Maneuvers: Grab, Counterpunch, and Corner. You can use your Pugilist’s Maneuvers collectively a number of times equal to your Pugilist Level/Recoup. You can learn additional Pugilist Maneuvers from your other pugilist talents.&lt;br /&gt;
** &amp;lt;u&amp;gt;Grab&amp;lt;/u&amp;gt;: When you hit with an unarmed attack, you may automatically Grapple the creature.&lt;br /&gt;
** &amp;lt;u&amp;gt;Counterpunch&amp;lt;/u&amp;gt;: When an enemy misses you with a melee attack, you can spend 1 AP to make an unarmed reactive attack.&lt;br /&gt;
** &amp;lt;u&amp;gt;Corner&amp;lt;/u&amp;gt;: When an enemy moves more than 5 ft away from you, you may spend 1 AP to make an unarmed reactive attack, then move up to your speed towards that enemy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constitute Track ==&lt;br /&gt;
[[File:Constitute Track.png|thumb|518x518px|Constitute Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ignore Pain]]'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|(END/Rest) When you are not wearing [[armor]] and take physical damage, you can spend 1 reactive AP to gain [[Shield]] HP equal to the damage you just took. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength'''&lt;br /&gt;
|Ignore Pain&lt;br /&gt;
|Gain the Surge of Strength ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Surge of Strength&amp;lt;/u&amp;gt;: The first time you are Bloodied after Taking a Rest, regain 1d6+END HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand'''&lt;br /&gt;
|Surge of Strength&lt;br /&gt;
|Learn one Pugilist’s Maneuver from the ''Pugilist's Maneuver''s table. When you are Bloodied, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Red Right Hand&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on [[skills]] with the Stamina tag. If Bloodied when you Ignore Pain, add your END to the amount of Shield HP that you gain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|Ignore Pain II&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after Recouping.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage'''&lt;br /&gt;
|Surge of Strength II&lt;br /&gt;
|While you are Bloodied, all of your unarmed and natural weapon damage rolls deal +X damage, where X equals the number of Death Points you have.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ignore Pain II'''&lt;br /&gt;
|Enrage&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Recoup, regain 1 use of Ignore Pain.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus'''&lt;br /&gt;
|Ignore Pain III&lt;br /&gt;
|Gain the Battle Focus ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Battle Focus&amp;lt;/u&amp;gt;: While you are Bloodied, if you are Shaken, only subtract 1 from your rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''On The Ropes'''&lt;br /&gt;
|Battle Focus&lt;br /&gt;
|Gain the On the Ropes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;On the Ropes&amp;lt;/u&amp;gt;: (1/ Rest) When reduced to 0 HP, regain 1d4 HP. &lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge Of Strength II'''&lt;br /&gt;
|On the Ropes&lt;br /&gt;
|Surge of Strength becomes: The first time you are Bloodied after rolling [[Initiative]].&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Constitute'''&lt;br /&gt;
|Surge of Strength III&lt;br /&gt;
|Treat your END as being one Threshold higher when calculating your HP. When you take this talent, you may reroll or recalculate your HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enrage II'''&lt;br /&gt;
|Constitute 11&lt;br /&gt;
|Triple your damage from Enrage while you have 0 HP.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Red Right Hand II'''&lt;br /&gt;
|Enrage II&lt;br /&gt;
|Learn one Pugilist’s Maneuver from the ''Pugilist's Maneuver''s table. When you are have 0 HP, your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d6 to 1d8), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mastery Of Form'''&lt;br /&gt;
|Red Right Hand II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Focus II'''&lt;br /&gt;
|Mastery of Form&lt;br /&gt;
|Battle Focus becomes: While you are Bloodied, you are immune to being Shaken. If you are Sickened, you instead subtract 2 from your d20 rolls.&lt;br /&gt;
|''Pugilist, Constitute''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unkillable Champion'''&lt;br /&gt;
|Battle Focus II&lt;br /&gt;
|You are cheered the world over as an unkillable [[warrior]]. People often challenge you to feats of strength, buy you drinks, and want to hear of your great exploits. You may use the Unkillable Champion ability when you roll Initiative.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unkillable Champion&amp;lt;/u&amp;gt;: (1/Week) For the duration of the battle, regain 1d4 HP at the start of each of your turns.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Unkillable Champion becomes 1/Rest.&lt;br /&gt;
|''Pugilist, Constitute, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Track ==&lt;br /&gt;
[[File:Martial Arts Track.png|thumb|358x358px|Martial Arts Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch'''&lt;br /&gt;
|Class Entry&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Owl'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Owl. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Owl&amp;lt;/u&amp;gt;: You have [[Tactical Advantages|TD]] on all attacks, and have +3 to ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Squirrel'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Squirrel. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Squirrel&amp;lt;/u&amp;gt;: You have a climb speed equal to your walking speed, and count as one size smaller for the purposes of Grappling and moving through creatures.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bear'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bear. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bear&amp;lt;/u&amp;gt;: You have -1 REF and +3 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sense Danger]]'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Observation Tag. You can never be Partially Surprised.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flip'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Learn the Trip Pugilist Maneuver if you didn’t know it. When you use Counterpunch, you may also use Trip as part of the same Pugilist’s Maneuver (costing no additional AP).&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unarmored Defense'''&lt;br /&gt;
|Martial Arts 2&lt;br /&gt;
|Gain +1 REF and FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Bison'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Bison. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Bison&amp;lt;/u&amp;gt;: Gain Resist Physical 2, and you count as one size larger for the purposes of lifting, carrying, and dragging. Suffer Vulnerable Energy 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The [[Turtle]]'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Turtle. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Turtle&amp;lt;/u&amp;gt;: You are Shaken, but have +2 to every defense.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Leopard'''&lt;br /&gt;
|Martial Arts 3&lt;br /&gt;
|You may spend 3 AP to enter the Stance of the Leopard. You remain in this Stance until you spend 3 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Leopard&amp;lt;/u&amp;gt;: Gain +1 REF. You can move 5 ft as part of making a melee unarmed or natural weapon attack (move before or after the attack), but when you are hit with a melee attack, the enemy can move you in the same fashion.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts'''&lt;br /&gt;
|Predict a Punch&lt;br /&gt;
|The following weapons work with any Martial Arts ability that references “unarmed or natural weapon attacks”: Dagger, Kama, Kunai, Kusarigama, Nunchucks, Quarterstaff, Shuriken, Tonfa, Wakizashi, and Whip.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Armed Arts II'''&lt;br /&gt;
|Armed Arts&lt;br /&gt;
|Armed Arts weapons work for Pugilist’s Maneuvers that mention “unarmed or natural weapon attacks” as well.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Kensei'''&lt;br /&gt;
|Armed Arts II&lt;br /&gt;
|Pick any two weapons with the Melee or Reach tag to add to your Armed Arts weapons list.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms'''&lt;br /&gt;
|Martial Arts 4&lt;br /&gt;
|Switching into or out of a Stance now costs 2 AP. Gain the Fluid Forms ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fluid Forms&amp;lt;/u&amp;gt;: (1/Recoup) You can switch between Stances for 0 AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Serpent'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Serpent. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Serpent&amp;lt;/u&amp;gt;: For the duration, when you spend AP to move, you can move +5 ft. Gain +1 REF, but suffer -1 FORT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Rabbit'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Rabbit. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Rabbit&amp;lt;/u&amp;gt;: Your [[jump]] distance is doubled, you gain +1 ANT and REF, and you suffer -1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Wolf'''&lt;br /&gt;
|Fluid Forms&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the [[Wolf]]. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Wolf&amp;lt;/u&amp;gt;: You gain [[Tactical Advantages|TA]] on unarmed and natural weapon attacks against creatures if at least one ally is adjacent to that creature, and that ally gains this [[Tactical Advantages|TA]] as well. If there are no allies&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of eight times, you can use the Know Your Enemy ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Know Your Enemy&amp;lt;/u&amp;gt;: For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weak Spot'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain the Weak Spot ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weak Spot&amp;lt;/u&amp;gt;: (2/Recoup) When you make an attack with a Pugilist’s Maneuver, you may choose to attack your target’s AR, REF, FORT, or ANT. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 6&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. Gain the Impulse II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quiet Mind'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Quiet Mind ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Quiet Mind&amp;lt;/u&amp;gt;: (1/Rest) When you Recoup, you can remove the Fatigue condition from yourself.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Disrupt Ki'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|Gain the Disrupt Ki ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Disrupt Ki&amp;lt;/u&amp;gt;: (1/Recoup) When you hit someone with a Pugilist’s Maneuver, that creature cannot cast Spells until the end of their next turn.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance'''&lt;br /&gt;
|Fluid Forms, Martial Arts 7&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 reactive AP that you lose at the start of your next turn. This can only be used on reactive attacks. This is a source of Special AP. You can only have one source of Special AP. If you gain a new source, choose whether you keep this source or take the new source of special AP.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Raging Fire'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Raging Fire. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Raging Fire&amp;lt;/u&amp;gt;: For the duration, you do +1d4 damage on your unarmed and natural weapon attacks, and enemies deal +2 damage on melee attacks against you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of Flowing Water'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of Flowing Water. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of Flowing Water&amp;lt;/u&amp;gt;: For the duration, when you are hit with a melee attack, you fall prone. When you hit with an unarmed or natural weapon attack, the target creature falls prone if it is no more than one size larger than you. You cannot be attacked reactively.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stance Of The Stout Oak'''&lt;br /&gt;
|Fluid Forms, Martial Arts 8&lt;br /&gt;
|You may spend 2 AP to enter the Stance of the Stout Oak. You remain in this Stance until you spend 2 AP to end it or to pick a new stance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stance of the Stout Oak&amp;lt;/u&amp;gt;: For the duration, when you spend AP to move, your speed is reduced by 5 ft. You cannot be knocked prone.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Forms II'''&lt;br /&gt;
|Fluid Forms, Martial Arts 9&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics tag. You can use Fluid Forms 2/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Survival, Knowledge, and Observation tags. Gain +1 WILL.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Martial Artist'''&lt;br /&gt;
|Fluid Forms II&lt;br /&gt;
|Basic maneuvers that cost 2 AP now cost 1 AP for you.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Reactive Stance&lt;br /&gt;
|You gain 2 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Over Matter'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(2/Recoup) You can use AWR or CHA in place of STR or END when making an Attribute Check. If you have a relevant Skill that is normally associated with the STR or END Attribute, you add that bonus to your AWR or CHA. You regain all expended uses when you Recoup. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dance Of Battle'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 11&lt;br /&gt;
|(1/Turn) When a creature misses you with an attack, you may move up to 10 ft for free (0 AP). &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Know your Enemy only requires four attacks, and it also reveals what defenses the creature can target with its attacks.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfettered Speed'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Your base speed increases by 10 ft.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Predict A Punch II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 12&lt;br /&gt;
|Gain +1 ANT. Gain the Impulse III talent from the armor specialization stack if you meet its prerequisites. &lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monkey Climbing The Tree'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|When you spend AP to move, you can run along vertical surfaces. You cannot end your movement on a vertical surface or you fall unless you have at least one free hand, in which case you can end your movement on a vertical surface.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pressure Point II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|Your unarmed and natural weapon crit range increases by 1.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Stance II'''&lt;br /&gt;
|Fluid Forms II, Martial Artist 13&lt;br /&gt;
|You gain 3 reactive AP with Reactive Stance.&lt;br /&gt;
|''Pugilist, Martial Arts''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meijin'''&lt;br /&gt;
|Martial Artist 14&lt;br /&gt;
|Martial artists of any discipline know your name and will eagerly seek you out as a wise and skillful teacher and tutor. Your Know your Enemy ability only requires two attacks. You can regain 1 use of your Pugilist’s Maneuvers by spending 4 AP on your turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Myriad Stances&amp;lt;/u&amp;gt;: (1/Week) By meditating and training, you can reassign all of your Talent Points within the Martial Arts pugilist stack. If you respec in such a way that you no longer have access to this ability, you cannot use this ability again until you regain access to it. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Myriad Stances becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Martial Arts, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pummeling Track ==&lt;br /&gt;
[[File:Pummeling Track.png|thumb|543x543px|Pummeling Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 FORT. Gain the Tough talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Counterpunch'''&lt;br /&gt;
|Take a Punch&lt;br /&gt;
|When you use Counterpunch, you gain [[Tactical Advantages|TA]] and deal +2 damage on a hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Greater Counterpunch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Corner'''&lt;br /&gt;
|Boxer’s Maneuvers&lt;br /&gt;
|When you use Corner, gain [[Tactical Advantages|TA]]. If you hit, the enemy is Slowed until the end of their turn.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch'''&lt;br /&gt;
|Greater Corner&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. Gain Mighty Punch.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mighty Punch&amp;lt;/u&amp;gt;: (1/Recoup) Add +1/2 END to hit, and +END to damage.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch II'''&lt;br /&gt;
|Mighty Punch&lt;br /&gt;
|Gain the Tough II talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hulking'''&lt;br /&gt;
|Take a Punch II&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. You count as one Size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boxer's Maneuvers'''&lt;br /&gt;
|Hulking&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Corner'''&lt;br /&gt;
|Boxer’s Maneuver II&lt;br /&gt;
|When you use Greater Corner, gain an additional [[Tactical Advantages|TA]], and if you hit they fall prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Counterpunch'''&lt;br /&gt;
|Superior Corner&lt;br /&gt;
|When you use Counterpunch, gain an additional [[Tactical Advantages|TA]]. If you hit, the target falls Prone.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Uppercut'''&lt;br /&gt;
|Superior Counterpunch&lt;br /&gt;
|Learn the Uppercut maneuver if you did not know it. Your crit range on Uppercut increases by 2.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Uppercut'''&lt;br /&gt;
|Greater Uppercut&lt;br /&gt;
|You always have [[Tactical Advantages|TA]] on Uppercut. If you crit, a creature is pushed 10 ft, takes 1d4 falling damage, and is Dazed.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Gut Punch'''&lt;br /&gt;
|Superior Uppercut&lt;br /&gt;
|Learn the Gut Punch maneuver if you did not know it. It only costs you 3 AP.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Gut Punch'''&lt;br /&gt;
|Greater Gut Punch&lt;br /&gt;
|You always have [[Tactical Advantages|TA]] on Gut Punch, and you knock a creature Prone if you hit.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mighty Punch II'''&lt;br /&gt;
|Superior Gut Punch&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Athleticism tag. When you crit with Mighty Punch, if you roll the maximum number on your damage die (such as 8 on a d8), roll another damage die. Repeat this process until you have no new maximum rolls on your damage dice, then add the sum of all of those damage dice together. Mighty Punch becomes (3/Recoup)&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Take A Punch III'''&lt;br /&gt;
|Mighty Punch II&lt;br /&gt;
|Gain +1 FORT. Gain the Tough III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Pummeling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heavy Weight Champion'''&lt;br /&gt;
|Take a Punch III&lt;br /&gt;
|You have the glorious title of heavyweight champion. People challenge you to nonlethal fights and feats of strength just to witness your incredible brawn. You count as one additional size larger for the purposes of lifting, carrying, dragging, and grappling. Your unarmed and natural weapon damage rolls increase by one die size (e.g., from 1d8 to 1d10) to a max of 1d12.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Pugilist, Pummeling, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wrestling Track ==&lt;br /&gt;
[[File:Wrestling Track.png|thumb|528x528px|Wrestling Track Progression ]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch'''&lt;br /&gt;
|Pugilist Entry&lt;br /&gt;
|Gain +1 REF. Gain the Evasive talent from the armor specialization stack unless you have one of its incompatibilities.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers'''&lt;br /&gt;
|Dodge a Punch&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reverse Grapple'''&lt;br /&gt;
|Wrestler’s Maneuvers&lt;br /&gt;
|When you are Grappled, you can spend 2 AP on your turn to attempt to reverse it. Make a STR or DEX attack against the creature’s REF or FORT (their choice). If you hit, then you are no longer grappled and you are grappling that creature.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|After you have attacked or been attacked by the same creature a collective total of ten times since you rolled Initiative, you can use Size Up. Size Up. For 0 AP on your turn, learn the creature’s AR, REF, FORT, and ANT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Size Up II'''&lt;br /&gt;
|Size Up&lt;br /&gt;
|Your Size Up ability now only requires six attacks to trigger. You also learn the creature’s Resist, Vulnerable, and Immune traits.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl'''&lt;br /&gt;
|Reverse Grapple&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 FORT and your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawl II'''&lt;br /&gt;
|Brawl&lt;br /&gt;
|When there is more than one hostile creature adjacent to you, gain +1 AR and gain TA on all of your attacks.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch II'''&lt;br /&gt;
|Wrestling 5&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Gain the Evasive II talent from the&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers II'''&lt;br /&gt;
|Dodge a Punch II&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke'''&lt;br /&gt;
|Wrestler’s Maneuvers II&lt;br /&gt;
|Learn the Headlock maneuver if you did not know it. When a creature breaks free from being Restrained by Headlock, it does not break them free from your Grapple; they must first break free from Restrained, then from Grappled, using separate checks and spending AP for each check.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|Gain +1 REF and +1 FORT. &lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Physique II'''&lt;br /&gt;
|Pure Physique&lt;br /&gt;
|Gain +1 REF and +1 FORT.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Weapons'''&lt;br /&gt;
|Headlock Choke&lt;br /&gt;
|You can use any object that would not have the Unwieldy tag as a Club. You can use any object that you can lift that has the Unwieldy tag as a Maul that costs 4 AP to use.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pure Technique'''&lt;br /&gt;
|Improvised Weapons&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. Your unarmed and natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6), to a maximum of 1d12.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers III'''&lt;br /&gt;
|Wrestling 10&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke II'''&lt;br /&gt;
|Wrestler’s Maneuvers III&lt;br /&gt;
|Gain the Submission Hold ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Submission Hold&amp;lt;/u&amp;gt;: Target a creature that is Bloodied or has 50 HP or less (whichever value is lower) that you have Restrained using Headlock. You may spend 4 AP to make an END attack against their FORT. If you hit, they become Dazed until the end of your next turn. If they were already Dazed, they become Stunned. If they were already Stunned, they fall Unconscious. If you knock someone Unconscious in this way, you gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodge A Punch III'''&lt;br /&gt;
|Headlock Choke II&lt;br /&gt;
|Gain +1 REF. Gain the Evasive III talent from the armor specialization stack if you meet its prerequisites.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock Choke III'''&lt;br /&gt;
|Dodge a Punch III&lt;br /&gt;
|Gain +4 Skill Points, which you can spend on skills with the Stamina tag. When you Stun an enemy using Submission Hold, they gain 1 Fatigue.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrestler's Maneuvers IV'''&lt;br /&gt;
|Headlock Choke III&lt;br /&gt;
|Learn two Pugilist’s Maneuvers from the ''Pugilist's Maneuver''s table.&lt;br /&gt;
|''Pugilist, Wrestling''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Signature]] Move'''&lt;br /&gt;
|Wrestler’s Maneuvers IV&lt;br /&gt;
|You are a ring fighter of incredible fame, and people will pay high bets on you, gang up against you in cage matches, and revel in your glory. Choose a Pugilist’s Maneuver that you already know, which becomes your Signature Move. Your Signature Move always has TA and does not expend a use of your Pugilist’s Maneuvers.&lt;br /&gt;
Gain the Knockout Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knockout&amp;lt;/u&amp;gt;: (1/Rest) When you attack a creature that is Stunned or Prone with your Signature Move, and that creature is Bloodied or has 50 HP or fewer (whichever value is lower), then you roll an additional damage die and your Signature Move crits on a roll of 16-20.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You gain a second signature move, and Knockout becomes 1/Recoup.&lt;br /&gt;
|''Pugilist, Wrestling, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pugilist Maneuvers ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Maneuver&lt;br /&gt;
!Ability&lt;br /&gt;
|-&lt;br /&gt;
|'''Dodger'''&lt;br /&gt;
|Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn, but you keep any leftover AP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forced Release'''&lt;br /&gt;
|You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural weapon attack, you may attempt to disarm it as part of the same attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Go For the Knees'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and they fall prone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gut Punch'''&lt;br /&gt;
|Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Headlock'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their choice). If you hit, they take damage as normal and become Restrained while you still have them Grappled. Breaking free from Restrained in this way also ends the Grapple.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jab'''&lt;br /&gt;
|You can use the Exploit advanced manuver. Making Reactive Attacks with unarmed or natural weapons costs 1 fewer AP (min 1).&lt;br /&gt;
|-&lt;br /&gt;
|'''Mind Games'''&lt;br /&gt;
|Spend 2 AP to Engage a creature within 5 ft of you. The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to gain this benefit unless it is Brass Knuckles or a Cestus.&lt;br /&gt;
|-&lt;br /&gt;
|'''Psych Out'''&lt;br /&gt;
|Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are Taunted.&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft without provoking reactive attacks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shove'''&lt;br /&gt;
|Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the target 5 ft in a direction of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplex'''&lt;br /&gt;
|Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes double that damage and is Dazed until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trade Blows'''&lt;br /&gt;
|When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0 AP unarmed or natural weapon attack against that creature with [[Tactical Advantages|TA]].&lt;br /&gt;
|-&lt;br /&gt;
|'''Uppercut'''&lt;br /&gt;
|Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and they move 5 ft directly away from you, then fall prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=3624</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=3624"/>
		<updated>2024-01-17T14:51:31Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed link from psionic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision. &lt;br /&gt;
&lt;br /&gt;
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Oracle Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Druid:''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist:''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate:''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide:''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various skills and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
== '''Oracle Entry Talent''' ==&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents from any of the oracle tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Oracle Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Woe&amp;lt;/u&amp;gt;: Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.&lt;br /&gt;
* &amp;lt;u&amp;gt;Hermit&amp;lt;/u&amp;gt;: Gain +2 Arcana, Astrology, or Astronomy; and +2 in a skill of your choice with the Observation or Survival tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;Oracular Magic&amp;lt;/u&amp;gt;:  Choose one: Warden of the Primal, or Adept of the Psionic. Learn that talent unless you already know one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic. &lt;br /&gt;
** If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. &lt;br /&gt;
** If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Druid Track''' ==&lt;br /&gt;
[[File:Druid Track.png|thumb|429x429px|Druid Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star’s Guidance&amp;lt;/u&amp;gt;: (1/Recoup) Use Astronomy or Astrology in place of a skill with the Survival tag.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Divine Source. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. &lt;br /&gt;
In combat, when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. &lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods II'''&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Occult Source. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your [[Primal Spells|primal spells]] to gain Dark Power. Choose what effects they have from the ''Primeval [[Darkness]] Chart'' below. In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also Sickened until balance is restored. &lt;br /&gt;
&lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood II'''&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance II'''&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Redirection'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Star's Redirection ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star's Redirection&amp;lt;/u&amp;gt;: (1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Third Eye'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Beast Form ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Beast Form&amp;lt;/u&amp;gt;: (1/Rest) You can cast [[Polymorph]] on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion).&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods III'''&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood III'''&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid'''&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from [[poison]] or [[disease]].&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form II'''&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Immortal&amp;lt;/u&amp;gt;: Your natural lifespan doubles.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods IV'''&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood IV'''&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance IV'''&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form III'''&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid III'''&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods V'''&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood V'''&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archdruid'''&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you meditate and contemplate planar entities. &lt;br /&gt;
Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
* &amp;lt;u&amp;gt;Contemplate&amp;lt;/u&amp;gt;: (1/Week) You can reselect any primal, psionic, divine, and/or [[Occult Spells|occult spells]] that you know.&lt;br /&gt;
* &amp;lt;u&amp;gt;After the Ashes&amp;lt;/u&amp;gt;: If your [[Primal Spells|primal spells]] have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Foresight&amp;lt;/u&amp;gt;: (1/Month) You can reassign some or all of your Oracle talents. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|''Oracle, Druid, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Primeval Darkness Chart''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Chant'''&lt;br /&gt;
|''Chant that deals damage''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Nurturance'''&lt;br /&gt;
|''Chant that does not deal damage''&lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Chant'''&lt;br /&gt;
|''Chant that imposes negative condition''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Faerie’s Gambit'''&lt;br /&gt;
|''Chant that targets an ally''&lt;br /&gt;
|Extend the duration by 1 round if successful. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Spell'''&lt;br /&gt;
|''Spell that deals damage to one creature''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of the Ashyidir'''&lt;br /&gt;
|''Spell that deals AOE damage''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Spell'''&lt;br /&gt;
|''Spell that imposes a negative condition''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Reconstruction'''&lt;br /&gt;
|''Spell that heals If successful''&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Attunement'''&lt;br /&gt;
|''Spell that targets self or an ally and doesn’t heal''&lt;br /&gt;
|If successful, the target gains +5 ft speed and [[Tactical Advantages|TA]] for the duration. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Chaotic Commune'''&lt;br /&gt;
|''Spell that summons''&lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Elementalist Track''' ==&lt;br /&gt;
[[File:Elementalist Track.png|thumb|256x256px|Elementalist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Affinity&amp;lt;/u&amp;gt;: (2/Rest) When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Season's Givings'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage I'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag from the ''Repurpose Damage Abilities'' table. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any ability with a Repurpose Damage tag that you know 2/Rest collectively. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Damage'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|''Repeatable.'' Gain another Repurpose Damage ability from those you have access to.&lt;br /&gt;
|''Oracle, Elementalist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity II'''&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage II'''&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain access to the Repurpose Damage II abilities. Gain another Repurpose Damage ability from those you have access to. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity III'''&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Strikes&amp;lt;/u&amp;gt;: (2/Rest) +1d6 damage of the Affinity type for the duration. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist'''&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage ability use becomes 1/2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist II'''&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage ability use becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity IV'''&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Absorb Explosion'''&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|(1/Rest) When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1/2 damage on a miss. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage III'''&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain access to the Repurpose Damage III abilities. Gain another Repurpose Damage ability from those you have access to. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity V'''&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|(2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Mastery'''&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose Damage usages. &lt;br /&gt;
You gain the Superior Affinity ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Superior Affinity&amp;lt;/u&amp;gt;: (1/ Rest) Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|''Oracle, Elementalist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Repurpose Damage Abilities Table''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Armor'''&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive Strikes'''&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat Aura'''&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaming Shield'''&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the [[Fire Shield]] spell as if it were primal or psionic without spending SP.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lightning Fast'''&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sickening Strikes'''&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Permeation'''&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blunt Force Armor'''&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Necrosis'''&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Resonance'''&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Irradiated Aura'''&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonorous Strikes'''&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Fate Track''' ==&lt;br /&gt;
[[File:Fate Track.png|thumb|531x531px|Fate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Boon of Fate&amp;lt;/u&amp;gt;: You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal'''&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weal&amp;lt;/u&amp;gt;: When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Skills'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Spells'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Chants'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Weapons'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on weapons increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Fortune's Favor'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Invocations'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread of Fate II'''&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bane of Fate'':''&amp;lt;/u&amp;gt; (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Woe Is Me'''&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate III'''&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Weal'''&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambient Luck'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Luck&amp;lt;/u&amp;gt;: (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manipulate Chance'''&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Manipulate Chance&amp;lt;/u&amp;gt;: You may spend 4 SP to regain an expended Luck point. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Turn Of Fortune'''&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Turn of Fortune&amp;lt;/u&amp;gt;: When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fated&amp;lt;/u&amp;gt;: Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated II'''&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated III'''&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Portent&amp;lt;/u&amp;gt;: Regain 1 luck point when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent II'''&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent III'''&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overcome Woe'''&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Weal'''&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) &lt;br /&gt;
The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|''Oracle, Fate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Guide Track''' ==&lt;br /&gt;
[[File:Guide Track.png|thumb|554x554px|Guide Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mentor&amp;lt;/u&amp;gt;: (AWR/Rest) You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Instruction'''&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support'''&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic 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.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor II'''&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support II'''&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity'''&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wakeful Serenity&amp;lt;/u&amp;gt;: The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity II'''&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor'''&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor'''&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide II'''&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide III'''&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide IV'''&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice II'''&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice III'''&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice IV'''&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Expert Guidance&amp;lt;/u&amp;gt;: (1/Rest) When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. &lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support III'''&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor II'''&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. &lt;br /&gt;
When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor II'''&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. &lt;br /&gt;
When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Mentor'''&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. &lt;br /&gt;
Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. &lt;br /&gt;
People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|''Oracle, Guide, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=3623</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=3623"/>
		<updated>2024-01-17T14:51:01Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed link from combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision. &lt;br /&gt;
&lt;br /&gt;
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Oracle Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Druid:''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist:''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate:''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide:''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various skills and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
== '''Oracle Entry Talent''' ==&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents from any of the oracle tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Oracle Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Woe&amp;lt;/u&amp;gt;: Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.&lt;br /&gt;
* &amp;lt;u&amp;gt;Hermit&amp;lt;/u&amp;gt;: Gain +2 Arcana, Astrology, or Astronomy; and +2 in a skill of your choice with the Observation or Survival tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;Oracular Magic&amp;lt;/u&amp;gt;:  Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already know one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic. &lt;br /&gt;
** If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. &lt;br /&gt;
** If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Druid Track''' ==&lt;br /&gt;
[[File:Druid Track.png|thumb|429x429px|Druid Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star’s Guidance&amp;lt;/u&amp;gt;: (1/Recoup) Use Astronomy or Astrology in place of a skill with the Survival tag.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Divine Source. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. &lt;br /&gt;
In combat, when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. &lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods II'''&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Occult Source. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your [[Primal Spells|primal spells]] to gain Dark Power. Choose what effects they have from the ''Primeval [[Darkness]] Chart'' below. In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also Sickened until balance is restored. &lt;br /&gt;
&lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood II'''&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance II'''&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Redirection'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Star's Redirection ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star's Redirection&amp;lt;/u&amp;gt;: (1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Third Eye'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Beast Form ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Beast Form&amp;lt;/u&amp;gt;: (1/Rest) You can cast [[Polymorph]] on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion).&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods III'''&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood III'''&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid'''&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from [[poison]] or [[disease]].&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form II'''&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Immortal&amp;lt;/u&amp;gt;: Your natural lifespan doubles.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods IV'''&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood IV'''&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance IV'''&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form III'''&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid III'''&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods V'''&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood V'''&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archdruid'''&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you meditate and contemplate planar entities. &lt;br /&gt;
Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
* &amp;lt;u&amp;gt;Contemplate&amp;lt;/u&amp;gt;: (1/Week) You can reselect any primal, psionic, divine, and/or [[Occult Spells|occult spells]] that you know.&lt;br /&gt;
* &amp;lt;u&amp;gt;After the Ashes&amp;lt;/u&amp;gt;: If your [[Primal Spells|primal spells]] have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Foresight&amp;lt;/u&amp;gt;: (1/Month) You can reassign some or all of your Oracle talents. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|''Oracle, Druid, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Primeval Darkness Chart''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Chant'''&lt;br /&gt;
|''Chant that deals damage''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Nurturance'''&lt;br /&gt;
|''Chant that does not deal damage''&lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Chant'''&lt;br /&gt;
|''Chant that imposes negative condition''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Faerie’s Gambit'''&lt;br /&gt;
|''Chant that targets an ally''&lt;br /&gt;
|Extend the duration by 1 round if successful. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Spell'''&lt;br /&gt;
|''Spell that deals damage to one creature''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of the Ashyidir'''&lt;br /&gt;
|''Spell that deals AOE damage''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Spell'''&lt;br /&gt;
|''Spell that imposes a negative condition''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Reconstruction'''&lt;br /&gt;
|''Spell that heals If successful''&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Attunement'''&lt;br /&gt;
|''Spell that targets self or an ally and doesn’t heal''&lt;br /&gt;
|If successful, the target gains +5 ft speed and [[Tactical Advantages|TA]] for the duration. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Chaotic Commune'''&lt;br /&gt;
|''Spell that summons''&lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Elementalist Track''' ==&lt;br /&gt;
[[File:Elementalist Track.png|thumb|256x256px|Elementalist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Affinity&amp;lt;/u&amp;gt;: (2/Rest) When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Season's Givings'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage I'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag from the ''Repurpose Damage Abilities'' table. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any ability with a Repurpose Damage tag that you know 2/Rest collectively. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Damage'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|''Repeatable.'' Gain another Repurpose Damage ability from those you have access to.&lt;br /&gt;
|''Oracle, Elementalist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity II'''&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage II'''&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain access to the Repurpose Damage II abilities. Gain another Repurpose Damage ability from those you have access to. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity III'''&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Strikes&amp;lt;/u&amp;gt;: (2/Rest) +1d6 damage of the Affinity type for the duration. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist'''&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage ability use becomes 1/2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist II'''&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage ability use becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity IV'''&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Absorb Explosion'''&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|(1/Rest) When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1/2 damage on a miss. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage III'''&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain access to the Repurpose Damage III abilities. Gain another Repurpose Damage ability from those you have access to. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity V'''&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|(2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Mastery'''&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose Damage usages. &lt;br /&gt;
You gain the Superior Affinity ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Superior Affinity&amp;lt;/u&amp;gt;: (1/ Rest) Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|''Oracle, Elementalist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Repurpose Damage Abilities Table''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Armor'''&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive Strikes'''&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat Aura'''&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaming Shield'''&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the [[Fire Shield]] spell as if it were primal or psionic without spending SP.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lightning Fast'''&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sickening Strikes'''&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Permeation'''&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blunt Force Armor'''&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Necrosis'''&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Resonance'''&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Irradiated Aura'''&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonorous Strikes'''&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Fate Track''' ==&lt;br /&gt;
[[File:Fate Track.png|thumb|531x531px|Fate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Boon of Fate&amp;lt;/u&amp;gt;: You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal'''&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weal&amp;lt;/u&amp;gt;: When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Skills'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Spells'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Chants'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Weapons'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on weapons increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Fortune's Favor'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Invocations'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread of Fate II'''&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bane of Fate'':''&amp;lt;/u&amp;gt; (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Woe Is Me'''&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate III'''&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Weal'''&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambient Luck'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Luck&amp;lt;/u&amp;gt;: (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manipulate Chance'''&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Manipulate Chance&amp;lt;/u&amp;gt;: You may spend 4 SP to regain an expended Luck point. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Turn Of Fortune'''&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Turn of Fortune&amp;lt;/u&amp;gt;: When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fated&amp;lt;/u&amp;gt;: Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated II'''&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated III'''&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Portent&amp;lt;/u&amp;gt;: Regain 1 luck point when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent II'''&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent III'''&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overcome Woe'''&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Weal'''&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) &lt;br /&gt;
The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|''Oracle, Fate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Guide Track''' ==&lt;br /&gt;
[[File:Guide Track.png|thumb|554x554px|Guide Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mentor&amp;lt;/u&amp;gt;: (AWR/Rest) You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Instruction'''&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support'''&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic 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.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor II'''&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support II'''&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity'''&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wakeful Serenity&amp;lt;/u&amp;gt;: The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity II'''&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor'''&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor'''&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide II'''&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide III'''&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide IV'''&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice II'''&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice III'''&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice IV'''&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Expert Guidance&amp;lt;/u&amp;gt;: (1/Rest) When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. &lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support III'''&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor II'''&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. &lt;br /&gt;
When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor II'''&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. &lt;br /&gt;
When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Mentor'''&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. &lt;br /&gt;
Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. &lt;br /&gt;
People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|''Oracle, Guide, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=3622</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=3622"/>
		<updated>2024-01-17T14:48:34Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed links and bolded headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision. &lt;br /&gt;
&lt;br /&gt;
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Oracle Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Druid:''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist:''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate:''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide:''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various skills and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
== '''Oracle Entry Talent''' ==&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents from any of the oracle tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Oracle Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Woe&amp;lt;/u&amp;gt;: Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.&lt;br /&gt;
* &amp;lt;u&amp;gt;Hermit&amp;lt;/u&amp;gt;: Gain +2 Arcana, Astrology, or Astronomy; and +2 in a skill of your choice with the Observation or Survival tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;Oracular Magic&amp;lt;/u&amp;gt;:  Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already know one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic. &lt;br /&gt;
** If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. &lt;br /&gt;
** If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Druid Track''' ==&lt;br /&gt;
[[File:Druid Track.png|thumb|429x429px|Druid Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star’s Guidance&amp;lt;/u&amp;gt;: (1/Recoup) Use Astronomy or Astrology in place of a skill with the Survival tag.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Divine Source. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. &lt;br /&gt;
In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. &lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods II'''&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Occult Source. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your [[Primal Spells|primal spells]] to gain Dark Power. Choose what effects they have from the ''Primeval [[Darkness]] Chart'' below. In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also Sickened until balance is restored. &lt;br /&gt;
&lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood II'''&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance II'''&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Redirection'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Star's Redirection ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star's Redirection&amp;lt;/u&amp;gt;: (1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Third Eye'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Beast Form ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Beast Form&amp;lt;/u&amp;gt;: (1/Rest) You can cast [[Polymorph]] on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion).&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods III'''&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood III'''&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid'''&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from [[poison]] or [[disease]].&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form II'''&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Immortal&amp;lt;/u&amp;gt;: Your natural lifespan doubles.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods IV'''&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood IV'''&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance IV'''&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form III'''&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid III'''&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods V'''&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood V'''&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archdruid'''&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you meditate and contemplate planar entities. &lt;br /&gt;
Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
* &amp;lt;u&amp;gt;Contemplate&amp;lt;/u&amp;gt;: (1/Week) You can reselect any primal, psionic, divine, and/or [[Occult Spells|occult spells]] that you know.&lt;br /&gt;
* &amp;lt;u&amp;gt;After the Ashes&amp;lt;/u&amp;gt;: If your [[Primal Spells|primal spells]] have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Foresight&amp;lt;/u&amp;gt;: (1/Month) You can reassign some or all of your Oracle talents. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|''Oracle, Druid, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Primeval Darkness Chart''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Chant'''&lt;br /&gt;
|''Chant that deals damage''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Nurturance'''&lt;br /&gt;
|''Chant that does not deal damage''&lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Chant'''&lt;br /&gt;
|''Chant that imposes negative condition''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Faerie’s Gambit'''&lt;br /&gt;
|''Chant that targets an ally''&lt;br /&gt;
|Extend the duration by 1 round if successful. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Spell'''&lt;br /&gt;
|''Spell that deals damage to one creature''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of the Ashyidir'''&lt;br /&gt;
|''Spell that deals AOE damage''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Spell'''&lt;br /&gt;
|''Spell that imposes a negative condition''&lt;br /&gt;
|Gain TA on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Reconstruction'''&lt;br /&gt;
|''Spell that heals If successful''&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Attunement'''&lt;br /&gt;
|''Spell that targets self or an ally and doesn’t heal''&lt;br /&gt;
|If successful, the target gains +5 ft speed and [[Tactical Advantages|TA]] for the duration. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Chaotic Commune'''&lt;br /&gt;
|''Spell that summons''&lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Elementalist Track''' ==&lt;br /&gt;
[[File:Elementalist Track.png|thumb|256x256px|Elementalist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Affinity&amp;lt;/u&amp;gt;: (2/Rest) When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Season's Givings'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage I'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag from the ''Repurpose Damage Abilities'' table. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any ability with a Repurpose Damage tag that you know 2/Rest collectively. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Damage'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|''Repeatable.'' Gain another Repurpose Damage ability from those you have access to.&lt;br /&gt;
|''Oracle, Elementalist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity II'''&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage II'''&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain access to the Repurpose Damage II abilities. Gain another Repurpose Damage ability from those you have access to. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity III'''&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Strikes&amp;lt;/u&amp;gt;: (2/Rest) +1d6 damage of the Affinity type for the duration. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist'''&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage ability use becomes 1/2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist II'''&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage ability use becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity IV'''&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Absorb Explosion'''&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|(1/Rest) When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1/2 damage on a miss. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage III'''&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain access to the Repurpose Damage III abilities. Gain another Repurpose Damage ability from those you have access to. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity V'''&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|(2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Mastery'''&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose Damage usages. &lt;br /&gt;
You gain the Superior Affinity ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Superior Affinity&amp;lt;/u&amp;gt;: (1/ Rest) Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|''Oracle, Elementalist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Repurpose Damage Abilities Table''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice Armor'''&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive Strikes'''&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat Aura'''&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaming Shield'''&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the [[Fire Shield]] spell as if it were primal or psionic without spending SP.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lightning Fast'''&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sickening Strikes'''&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Permeation'''&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blunt Force Armor'''&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Necrosis'''&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Resonance'''&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Irradiated Aura'''&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonorous Strikes'''&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Fate Track''' ==&lt;br /&gt;
[[File:Fate Track.png|thumb|531x531px|Fate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Boon of Fate&amp;lt;/u&amp;gt;: You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal'''&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weal&amp;lt;/u&amp;gt;: When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Skills'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Spells'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Chants'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Weapons'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on weapons increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Fortune's Favor'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Invocations'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread of Fate II'''&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bane of Fate'':''&amp;lt;/u&amp;gt; (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Woe Is Me'''&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate III'''&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Weal'''&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambient Luck'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Luck&amp;lt;/u&amp;gt;: (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manipulate Chance'''&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Manipulate Chance&amp;lt;/u&amp;gt;: You may spend 4 SP to regain an expended Luck point. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Turn Of Fortune'''&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Turn of Fortune&amp;lt;/u&amp;gt;: When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fated&amp;lt;/u&amp;gt;: Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated II'''&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated III'''&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Portent&amp;lt;/u&amp;gt;: Regain 1 luck point when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent II'''&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent III'''&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overcome Woe'''&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Weal'''&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) &lt;br /&gt;
The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|''Oracle, Fate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Guide Track''' ==&lt;br /&gt;
[[File:Guide Track.png|thumb|554x554px|Guide Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mentor&amp;lt;/u&amp;gt;: (AWR/Rest) You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Instruction'''&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support'''&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic 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.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor II'''&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support II'''&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity'''&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wakeful Serenity&amp;lt;/u&amp;gt;: The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity II'''&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor'''&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor'''&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide II'''&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide III'''&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide IV'''&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice II'''&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice III'''&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice IV'''&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Expert Guidance&amp;lt;/u&amp;gt;: (1/Rest) When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. &lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support III'''&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor II'''&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. &lt;br /&gt;
When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor II'''&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. &lt;br /&gt;
When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Mentor'''&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. &lt;br /&gt;
Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. &lt;br /&gt;
People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|''Oracle, Guide, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=3621</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Oracle&amp;diff=3621"/>
		<updated>2024-01-17T14:43:54Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Removed comma after elements in Elemental mastery, changed knew to know in oracular magic, Corrected spelling of description in Fate Track,  Removed comma after losses in Talented mentor II,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic [[guide]] to those who seek prophetic vision. &lt;br /&gt;
&lt;br /&gt;
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually [[divine]] the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Oracle Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Druid]]:''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or [[occult]] powers as a way to balance the [[primal]] magic that surges within.&lt;br /&gt;
&lt;br /&gt;
'''Elementalist:''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful [[elemental]] shields.&lt;br /&gt;
&lt;br /&gt;
'''Fate:''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.&lt;br /&gt;
&lt;br /&gt;
'''Guide:''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various [[skills]] and techniques, helping them all to improve.&lt;br /&gt;
&lt;br /&gt;
== Oracle Entry Talent ==&lt;br /&gt;
After gaining the Oracle Entry talent, you can take talents from any of the oracle tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Oracle Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Woe&amp;lt;/u&amp;gt;: Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.&lt;br /&gt;
* &amp;lt;u&amp;gt;Hermit&amp;lt;/u&amp;gt;: Gain +2 Arcana, Astrology, or Astronomy; and +2 in a skill of your choice with the Observation or Survival tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;Oracular Magic&amp;lt;/u&amp;gt;:  Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already know one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic. &lt;br /&gt;
** If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. &lt;br /&gt;
** If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Track ==&lt;br /&gt;
[[File:Druid Track.png|thumb|429x429px|Druid Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Oracle Entry, Warden of the Primal&lt;br /&gt;
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star’s Guidance&amp;lt;/u&amp;gt;: (1/Recoup) Use Astronomy or Astrology in place of a skill with the Survival tag.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wyrd Wood&lt;br /&gt;
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Divine Source. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. &lt;br /&gt;
In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. &lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods II'''&lt;br /&gt;
|Old Gods&lt;br /&gt;
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood'''&lt;br /&gt;
|Star’s Guidance&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Old Gods&lt;br /&gt;
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Occult Source. Whenever you gain a talent from this track with the Occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.&lt;br /&gt;
Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your [[Primal Spells|primal spells]] to gain Dark Power. Choose what effects they have from the ''Primeval [[Darkness]] Chart'' below. In combat, when you cast a chant or spell without the Dark Power tag, gain 1 Light Proclivity. When you cast a chant or spell with the Dark Power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the Dark Power tag (whichever Proclivity was stronger). You are also Sickened until balance is restored. &lt;br /&gt;
&lt;br /&gt;
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood II'''&lt;br /&gt;
|Wyrd Wood&lt;br /&gt;
|Choose 1-2 additional primal chants and 1-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart''  below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10.&lt;br /&gt;
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 [[Shield]] HP as you draw negative energy into yourself.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance II'''&lt;br /&gt;
|Druid 3&lt;br /&gt;
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Redirection'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Star's Redirection ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Star's Redirection&amp;lt;/u&amp;gt;: (1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Third Eye'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. Learn one Divining spell from any source, which counts as Primal for you.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form'''&lt;br /&gt;
|Star’s Guidance II&lt;br /&gt;
|Gain the Beast Form ability&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Beast Form&amp;lt;/u&amp;gt;: (1/Rest) You can cast [[Polymorph]] on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion).&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods III'''&lt;br /&gt;
|Druid 5, Old Gods II&lt;br /&gt;
|The difference between Proclivities must be greater than 2 in [[order]] for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood III'''&lt;br /&gt;
|Druid 5, Wyrd Wood II&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities.&lt;br /&gt;
When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid'''&lt;br /&gt;
|Druid 6&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from [[poison]] or [[disease]].&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance'''&lt;br /&gt;
|Mystic Druid, Star’s Guidance II&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form II'''&lt;br /&gt;
|Mystic Druid, Beast Form&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
| Druid 8&lt;br /&gt;
|You gain the Immortal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Immortal&amp;lt;/u&amp;gt;: Your natural lifespan doubles.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods IV'''&lt;br /&gt;
|Mystic Druid II, Old Gods III&lt;br /&gt;
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. Moreover, if you remain within the difference, you regain 1d10 SP and have [[Tactical Advantages|TA]] on all d20 rolls for the next 1 hour.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood IV'''&lt;br /&gt;
|Mystic Druid II, Wyrd Wood III&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the Primeval Darkness menu. You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid II'''&lt;br /&gt;
|Druid 10&lt;br /&gt;
|You are immune to poison and disease.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Star's Guidance IV'''&lt;br /&gt;
|Mystic Druid III, Star’s Guidance III&lt;br /&gt;
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Form III'''&lt;br /&gt;
|Mystic Druid III, Beast Form II&lt;br /&gt;
|When you use Beast Form, you can become a Beast of ML 3 or lower.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Druid III'''&lt;br /&gt;
|Druid 12&lt;br /&gt;
|Your Immortal ability becomes: Your natural lifespan increases tenfold.&lt;br /&gt;
|''Oracle, Druid''&lt;br /&gt;
|-&lt;br /&gt;
|'''Old Gods V'''&lt;br /&gt;
|Mystic Druid IV, Old Gods IV&lt;br /&gt;
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary.&lt;br /&gt;
|''Oracle, Druid, Divine''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Wood V'''&lt;br /&gt;
|Mystic Druid IV, Wyrd Wood IV&lt;br /&gt;
|Choose 0-2 additional primal chants and 0-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.&lt;br /&gt;
|''Oracle, Druid, Occult''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archdruid'''&lt;br /&gt;
|Druid 14&lt;br /&gt;
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. When you sleep, you can enter a trance that lets you meditate and contemplate planar entities. &lt;br /&gt;
Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.&lt;br /&gt;
* &amp;lt;u&amp;gt;Contemplate&amp;lt;/u&amp;gt;: (1/Week) You can reselect any primal, psionic, divine, and/or [[Occult Spells|occult spells]] that you know.&lt;br /&gt;
* &amp;lt;u&amp;gt;After the Ashes&amp;lt;/u&amp;gt;: If your [[Primal Spells|primal spells]] have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Foresight&amp;lt;/u&amp;gt;: (1/Month) You can reassign some or all of your Oracle talents. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your lifespan (including your bonus from Immortal) increases tenfold.&lt;br /&gt;
|''Oracle, Druid, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Primeval Darkness Chart ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type of Magic&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Chant'''&lt;br /&gt;
|''Chant that deals [[damage]]''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Nurturance'''&lt;br /&gt;
|''Chant that does not deal damage''&lt;br /&gt;
|If you do not suffer Dark Power, you become Protected until the end of your next turn. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or [[Weather]] tag, then the nature in the area withers a little or the weather grows sour and corrupt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Chant'''&lt;br /&gt;
|''Chant that imposes negative condition''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Faerie’s Gambit'''&lt;br /&gt;
|''Chant that targets an ally''&lt;br /&gt;
|Extend the duration by 1 round if successful. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Abrasive Spell'''&lt;br /&gt;
|''Spell that deals damage to one creature''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of the Ashyidir'''&lt;br /&gt;
|''Spell that deals AOE damage''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You cast the spell and it is centered on you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Spell'''&lt;br /&gt;
|''Spell that imposes a negative condition''&lt;br /&gt;
|Gain [[Tactical Advantages|TA]] on the attack roll. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: You suffer the condition for the written duration instead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wyrd Reconstruction'''&lt;br /&gt;
|''Spell that heals If successful''&lt;br /&gt;
|The spell adds additional healing equal to 1⁄2 your LUCK. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Attunement'''&lt;br /&gt;
|''Spell that targets self or an ally and doesn’t heal''&lt;br /&gt;
|If successful, the target gains +5 ft speed and [[Tactical Advantages|TA]] for the duration. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Chaotic [[Commune]]'''&lt;br /&gt;
|''Spell that summons''&lt;br /&gt;
|The creature you can summon with this spell can be 1 ML higher than normal. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Dark Power&amp;lt;/u&amp;gt;: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elementalist Track ==&lt;br /&gt;
[[File:Elementalist Track.png|thumb|256x256px|Elementalist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain Elemental Affinity.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Affinity&amp;lt;/u&amp;gt;: (2/Rest) When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Season's Givings'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = Radiant, Summer = Fire, Autumn = Necrotic, and Winter = Cold.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage I'''&lt;br /&gt;
|Elemental Affinity&lt;br /&gt;
|Gain one of the abilities with the Repurpose Damage I tag from the ''Repurpose Damage Abilities'' table. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any ability with a Repurpose Damage tag that you know 2/Rest collectively. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Damage'''&lt;br /&gt;
|Repurpose Damage I&lt;br /&gt;
|''Repeatable.'' Gain another Repurpose Damage ability from those you have access to.&lt;br /&gt;
|''Oracle, Elementalist, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity II'''&lt;br /&gt;
|Elemental Affinity I, Elementalist 4&lt;br /&gt;
|You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes 1/2 LUCK/Rest&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage II'''&lt;br /&gt;
|Elemental Affinity II, Repurpose Damage I &lt;br /&gt;
|Gain access to the Repurpose Damage II abilities. Gain another Repurpose Damage ability from those you have access to. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity III'''&lt;br /&gt;
|Elemental Affinity II&lt;br /&gt;
|A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Elemental Strikes&amp;lt;/u&amp;gt;: (2/Rest) +1d6 damage of the Affinity type for the duration. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist'''&lt;br /&gt;
|Elemental Affinity III, Repurpose Damage II&lt;br /&gt;
|Repurpose Damage ability use becomes 1/2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protective Elementalist II'''&lt;br /&gt;
|Protective Elementalist&lt;br /&gt;
|Repurpose Damage ability use becomes LUCK/Rest and can be used on allies within 30 ft of you.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity IV'''&lt;br /&gt;
|Elemental Affinity III, Elementalist 9&lt;br /&gt;
|Regain one use of Elemental Affinity upon Recouping. Affinity can work on energy damage as well.&lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Absorb Explosion'''&lt;br /&gt;
|Elemental Affinity IV&lt;br /&gt;
|(1/Rest) When you take elemental AOE damage, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and 1/2 damage on a miss. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Damage III'''&lt;br /&gt;
|Elemental Affinity IV, Repurpose Damage II&lt;br /&gt;
|Gain access to the Repurpose Damage III abilities. Gain another Repurpose Damage ability from those you have access to. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Affinity V'''&lt;br /&gt;
|Elemental Affinity IV, Elementalist 13&lt;br /&gt;
|(2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Oracle, Elementalist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Mastery'''&lt;br /&gt;
|Elemental Affinity V&lt;br /&gt;
|You are a master of all elements and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts. Regain one use of Elemental Affinity each time you Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose Damage usages. &lt;br /&gt;
You gain the Superior Affinity ability.&lt;br /&gt;
* &amp;lt;u&amp;gt;Superior Affinity&amp;lt;/u&amp;gt;: (1/ Rest) Affinity negates all damage of that type and heals the recipient for 1⁄2 the total damage instead.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Superior Affinity becomes 1/Recoup.&lt;br /&gt;
|''Oracle, Elementalist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Repurpose Damage Abilities Table ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ice [[Armor]]'''&lt;br /&gt;
|When you take cold damage, gain DR 4/Fire for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Corrosive Strikes'''&lt;br /&gt;
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat Aura'''&lt;br /&gt;
|When you take fire damage, gain DR 4/Cold for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flaming Shield'''&lt;br /&gt;
|When you would gain the Burning condition, you may instead cast the [[Fire Shield]] spell as if it were primal or psionic without spending SP.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lightning Fast'''&lt;br /&gt;
|When you take lightning damage, gain +4 AP on your next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sickening Strikes'''&lt;br /&gt;
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage I''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Permeation'''&lt;br /&gt;
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter).&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blunt Force Armor'''&lt;br /&gt;
|When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage II''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Necrosis'''&lt;br /&gt;
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychic Resonance'''&lt;br /&gt;
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Irradiated Aura'''&lt;br /&gt;
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sonorous Strikes'''&lt;br /&gt;
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller.&lt;br /&gt;
|''Oracle, Elementalist, Repurpose Damage III''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fate Track ==&lt;br /&gt;
[[File:Fate Track.png|thumb|531x531px|Fate Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain the Boon of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Boon of Fate&amp;lt;/u&amp;gt;: You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal'''&lt;br /&gt;
|Thread of Fate&lt;br /&gt;
|Gain the Weal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Weal&amp;lt;/u&amp;gt;: When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Skills'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on skills increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal II - Spells'''&lt;br /&gt;
|Weal&lt;br /&gt;
|Your crit range on spells increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Chants'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on chants increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal III - Weapons'''&lt;br /&gt;
|Weal II&lt;br /&gt;
|Your crit range on [[weapons]] increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Fortune's Favor'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weal IV - Invocations'''&lt;br /&gt;
|Weal III&lt;br /&gt;
|Your crit range on invocations increases by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread of Fate II'''&lt;br /&gt;
|Weal IV&lt;br /&gt;
|Gain the Bane of Fate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bane of Fate'':''&amp;lt;/u&amp;gt; (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Woe Is Me'''&lt;br /&gt;
|Thread of Fate II&lt;br /&gt;
|You crit fail on a roll of 1 or 2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate'''&lt;br /&gt;
|Woe Is Me&lt;br /&gt;
|Boon of Fate and Bane of Fate extend to 90 ft range.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Thread Of Fate III'''&lt;br /&gt;
|Thread of Fate III&lt;br /&gt;
|Bane of Fate becomes 2/Recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Weal'''&lt;br /&gt;
|Thread of Fate IV&lt;br /&gt;
|Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by 1.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambient Luck'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Ambient Luck ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Luck&amp;lt;/u&amp;gt;: (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Manipulate Chance'''&lt;br /&gt;
|Ambient Luck&lt;br /&gt;
|Gain the Manipulate Chance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Manipulate Chance&amp;lt;/u&amp;gt;: You may spend 4 SP to regain an expended Luck point. &lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Turn Of Fortune'''&lt;br /&gt;
|Manipulate Chance&lt;br /&gt;
|Gain the Turn of Fortune ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Turn of Fortune&amp;lt;/u&amp;gt;: When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Fated ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fated&amp;lt;/u&amp;gt;: Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated II'''&lt;br /&gt;
|Fated&lt;br /&gt;
|Your Fated bonus becomes +2.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fated III'''&lt;br /&gt;
|Fated II&lt;br /&gt;
|Your Fated bonus becomes +3.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Portent]]'''&lt;br /&gt;
|Great Weal&lt;br /&gt;
|Gain the Portent ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Portent&amp;lt;/u&amp;gt;: Regain 1 luck point when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent II'''&lt;br /&gt;
|Portent&lt;br /&gt;
|Portent becomes: Regain 2 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Portent III'''&lt;br /&gt;
|Portent II&lt;br /&gt;
|Portent becomes: Regain 3 luck points when you recoup.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overcome Woe'''&lt;br /&gt;
|Turn of Fortune, Fated III, or Portent III&lt;br /&gt;
|When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.&lt;br /&gt;
|''Oracle, Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Weal'''&lt;br /&gt;
|Overcome Woe&lt;br /&gt;
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) &lt;br /&gt;
The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your LUCK increases from 12 to 14.&lt;br /&gt;
|''Oracle, Fate, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guide Track ==&lt;br /&gt;
[[File:Guide Track.png|thumb|554x554px|Guide Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor'''&lt;br /&gt;
|Oracle Entry&lt;br /&gt;
|Gain 2 Skill Points in any skill. Gain the Mentor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mentor&amp;lt;/u&amp;gt;: (AWR/Rest) You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal skill points. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Instruction'''&lt;br /&gt;
|Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support'''&lt;br /&gt;
|Reactive Instruction&lt;br /&gt;
|When you end your turn with 0 AP, gain 1 special Mystic 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.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mentor II'''&lt;br /&gt;
|Mystic Support&lt;br /&gt;
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support II'''&lt;br /&gt;
|Mentor II&lt;br /&gt;
|Mystic Support gives you 2 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity'''&lt;br /&gt;
|Mystic Support II&lt;br /&gt;
|Gain the Wakeful Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Wakeful Serenity&amp;lt;/u&amp;gt;: The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wakeful Serenity II'''&lt;br /&gt;
|Wakeful Serenity&lt;br /&gt;
|Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor'''&lt;br /&gt;
|Oracle’s Support II&lt;br /&gt;
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor'''&lt;br /&gt;
|Talented Mentor&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each 1⁄2 X. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide II'''&lt;br /&gt;
|Guide&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide III'''&lt;br /&gt;
|Guide II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide IV'''&lt;br /&gt;
|Guide III&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.)&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice'''&lt;br /&gt;
|Magical Mentor&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice II'''&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice III'''&lt;br /&gt;
|Apprentice II&lt;br /&gt;
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprentice IV'''&lt;br /&gt;
|Apprentice III&lt;br /&gt;
|Gain 2 Skill Points in any Skill. Gain the Expert Guidance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Expert Guidance&amp;lt;/u&amp;gt;: (1/Rest) When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them. &lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystic Support III'''&lt;br /&gt;
|Guide IV or Apprentice IV&lt;br /&gt;
|Mystic Support gives you 3 Support AP.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talented Mentor II'''&lt;br /&gt;
|Mystic Support III&lt;br /&gt;
|Gain one specialization talent. &lt;br /&gt;
When you Mentor someone, you can lose access to two of your [[Specialization Talents|specialization talents]] to let them gain those talents. If this would result in you losing skill points, you choose how to assign the losses and regain those Skill Points at the end of the duration.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Mentor II'''&lt;br /&gt;
|Talented Mentor II&lt;br /&gt;
|Learn an extra spell from the source of magic that you chose when you took Oracle Entry. &lt;br /&gt;
When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the Spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time.&lt;br /&gt;
|''Oracle, Guide''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Mentor'''&lt;br /&gt;
|Magical Mentor II&lt;br /&gt;
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. &lt;br /&gt;
Gain 12 Skill Points, which you can spend on any skills of your choice. You may use your Mentor ability indefinitely. &lt;br /&gt;
People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you use your Mentor ability, receiving creatures gain +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).&lt;br /&gt;
|''Oracle, Guide, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3620</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3620"/>
		<updated>2024-01-17T14:27:08Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand. From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you. Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== '''Berzerker Entry Talent''' ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Exile Track''' ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone Wolf&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement skills with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown weapons cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than dying and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== '''Fearless Track'''  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow III'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Juggernaut Track''' ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch Resistance&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain [[Shield]] HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off II'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation for being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Rage Track''' ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a warrior of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rampage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll Initiative, all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3619</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3619"/>
		<updated>2024-01-17T14:25:50Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand. From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you. Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== '''Berzerker Entry Talent''' ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Exile Track''' ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone [[Wolf]]&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown weapons cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than dying and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== '''Fearless Track'''  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow III'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Juggernaut Track''' ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elemental]] Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch [[Resistance]]&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain [[Shield]] HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off II'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation for being impossible to [[kill]]. People challenge you to nonlethal [[combat]] just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Rage Track''' ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a [[warrior]] of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rampage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3502</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3502"/>
		<updated>2024-01-12T15:30:07Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Bolded Headers, removed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of [[arcane]] magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.&lt;br /&gt;
&lt;br /&gt;
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case, it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Mage Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Arcane Weaving:''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.&lt;br /&gt;
&lt;br /&gt;
'''Archmage:''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.&lt;br /&gt;
&lt;br /&gt;
'''Sorcery:''' By manipulating chance, you can mitigate the danger of [[Arcane Magic|arcane magic]] or can cause the magic to become even more unstable, with explosive results.&lt;br /&gt;
&lt;br /&gt;
'''Tome Wizard:''' If you enchant a tome or scroll, you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.&lt;br /&gt;
&lt;br /&gt;
== '''Mage Entry Talent''' ==&lt;br /&gt;
After gaining the Mage Entry Talent, you can take talents from any of the mage tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Learned&amp;lt;/u&amp;gt;: Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;Student of the Arcane&amp;lt;/u&amp;gt;: Gain the Student of the Arcane Talent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Power&amp;lt;/u&amp;gt;:  Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Focus&amp;lt;/u&amp;gt;: Choose one of the nine [[Magic in MythCraft#Functions of Magic|functions]] of magic from the list below. This choice grants you a special bonus when you cast magic of that function.&lt;br /&gt;
|''Class Entry, Mage, Arcane''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Focus&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined such as smelted ore, or cut timber, but cannot be crafted such as a sword or a door. Even the most talented Alchemists have not discovered how to transmute Silver, Gold, or Diamond, and thus those materials are unavailable for this ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Altering'''&lt;br /&gt;
|Altering Spells cost you 1 fewer AP (min 1). &lt;br /&gt;
|-&lt;br /&gt;
|'''Divining'''&lt;br /&gt;
|You can now spend 10 minutes meditating, after which you can see, hear, and smell from one of your Arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Arcane Signature after it is used.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchanting'''&lt;br /&gt;
|When you cast a Spell that has the Enchanting feature and Charms or Frightens a creature, multiply the duration of the effects by 1.5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Evoking'''&lt;br /&gt;
|(END/REST) When you deal damage with Evoking magic, add additional damage equal to 1⁄2 your level. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illusory'''&lt;br /&gt;
|Creatures attempting to identify your illusions have a -2 to their die rolls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Necromancy'''&lt;br /&gt;
|When you would be reduced to 0 HP, you can sacrifice an undead under your control to instead have 1 HP. The undead in question is immediately destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoning'''&lt;br /&gt;
|Creatures that you summon gain additional maximum HP equal to your Arcane Power Level. &lt;br /&gt;
|-&lt;br /&gt;
|'''Warding'''&lt;br /&gt;
|When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Arcane Weaving Track''' ==&lt;br /&gt;
[[File:Arcane Weaving Track.png|thumb|325x325px|Arcane Weaving Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Spells with the Metamagic tag cost you 4 fewer SP to cast.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Sculpt Spell]] costs you 1⁄2 the SP cost to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor II'''&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Sculpt Spell costs no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor III'''&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Extend Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper II'''&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Upcharging Extend Spell becomes +2 SP per 15 ft.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Delay Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert II'''&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert III'''&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Empower Spell Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Your [[Empower Spell]]’s APC is lowered by 2.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver II'''&lt;br /&gt;
|Arcane Weaver, Arcane Weaving 5&lt;br /&gt;
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest. If you spend Metamagic Points with a talent from a Sorcery talent in the Mage Stack, you must declare the expenditure before you cast your spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Spell Point Cost'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Morph Damage'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to change a spell’s damage type from Cold, Corrosive, Fire, or Necrotic to a different damage type out of those options.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Hasten'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overclock'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you choose to spend a point in this manner, but you may halve the cost (min 1) multiple times.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Maximize'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 6 Metamagic Points to maximize the damage of a spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overcome'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to ignore a creature’s Resist.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Humane Spell'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Leeching'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Duration'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point&lt;br /&gt;
you expend.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Conjuring'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 2 Metamagic Points to delay Conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Recoup. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert II'''&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Catch your Breath. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Versatility'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Caster'''&lt;br /&gt;
|Arcane Weaving 14&lt;br /&gt;
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. You gain 6 additional Metamagic Points (your total is now INT+6). &lt;br /&gt;
Gain the Strand of Metamagic ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Strand of Metamagic&amp;lt;/u&amp;gt;: You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Mage, Arcane Weaving, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Archmage Track''' ==&lt;br /&gt;
[[File:Archmage Track.png|thumb|260x260px|Archmage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!''Tags''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Intellectual'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talent points from the Mage and Arcane stacks. You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy II'''&lt;br /&gt;
|Mage: Alchemy&lt;br /&gt;
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a ladder or sword). You must have at least 4 Skill Points in the associated Skill to create in this way (Such as carpentry for a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy III'''&lt;br /&gt;
|Mage: Alchemy II&lt;br /&gt;
|Your Alchemy Creation can now be 15 ft wide, tall, and long.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy IV'''&lt;br /&gt;
|Mage: Alchemy III&lt;br /&gt;
|Your Alchemy Creation can now feature moving parts such as doors or windows.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy V'''&lt;br /&gt;
|Mage: Alchemy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Alchemy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Altering Focus. If you already had the Altering Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering II'''&lt;br /&gt;
|Mage: Altering&lt;br /&gt;
|Your [[Arcane Swap]] spell can now be cast on a willing, friendly creature also in range that is no more than one Size larger or smaller than the target of the swap, instead of being cast on yourself.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering III'''&lt;br /&gt;
|Mage: Altering II&lt;br /&gt;
|Your Arcane Swap spell now has no minimum size and can be cast on objects that are no larger than one Size larger than you, or twice your weight.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering IV'''&lt;br /&gt;
|Mage: Altering III&lt;br /&gt;
|You can no longer be teleported against your will.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering V'''&lt;br /&gt;
|Mage: Altering IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Divining Focus. If you already had the Divining Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining II'''&lt;br /&gt;
|Mage: Divining&lt;br /&gt;
|You can now use your Divining feature on a Signature twice before it is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining III'''&lt;br /&gt;
|Mage: Divining II&lt;br /&gt;
|Your Signatures are no longer dispelled by your Divining feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining IV'''&lt;br /&gt;
|Mage: Divining III&lt;br /&gt;
|(2/Rest) You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining V'''&lt;br /&gt;
|Mage: Divining IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting II'''&lt;br /&gt;
|Mage: Enchanting&lt;br /&gt;
|An object that has your Signature costs 0 SP to possess with the [[Possess Object]] spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting III'''&lt;br /&gt;
|Mage: Enchanting II&lt;br /&gt;
|Using your [[Unravel Magic]] ability always costs 1⁄2 the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting IV'''&lt;br /&gt;
|Mage: Enchanting III&lt;br /&gt;
|If you discover Enchantment magic using the [[Sense Magic]] spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting V'''&lt;br /&gt;
|Mage: Enchanting IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking II'''&lt;br /&gt;
|Mage: Evoking&lt;br /&gt;
|(END/Rest) You may now add additional damage equal to your Level. This replaces your original Evoking Focus ability. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking III'''&lt;br /&gt;
|Mage: Evoking II&lt;br /&gt;
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking IV'''&lt;br /&gt;
|Mage: Evoking III&lt;br /&gt;
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking V'''&lt;br /&gt;
|Mage: Evoking IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory II'''&lt;br /&gt;
|Mage: Illusory&lt;br /&gt;
|You may create one Illusory Duplicate of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory III'''&lt;br /&gt;
|Mage: Illusory II&lt;br /&gt;
|Your Illusory Duplicates ability creates two duplicates. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory IV'''&lt;br /&gt;
|Mage: Illusory III&lt;br /&gt;
|Your Illusory Duplicates ability creates three duplicates.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory V'''&lt;br /&gt;
|Mage: Illusory IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy II'''&lt;br /&gt;
|Mage: Necromancy&lt;br /&gt;
|The duration of the Raise Skeleton spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge [[Raise Skeleton]].&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy III'''&lt;br /&gt;
|Mage: Necromancy II&lt;br /&gt;
|Your maximum SP are now reduced by only 8 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy IV'''&lt;br /&gt;
|Mage: Necromancy III&lt;br /&gt;
|Your maximum SP are now reduced by only 4 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy V'''&lt;br /&gt;
|Mage: Necromancy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning II'''&lt;br /&gt;
|Mage: Summoning&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their attack rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning III'''&lt;br /&gt;
|Mage: Summoning II&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning IV'''&lt;br /&gt;
|Mage: Summoning III&lt;br /&gt;
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning V'''&lt;br /&gt;
|Mage: Summoning IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Warding Focus. If you already had the Warding Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding II'''&lt;br /&gt;
|Mage: Warding&lt;br /&gt;
|When you cast Mage Armor on yourself, and would be the victim of Massive Damage, you can reduce that damage by 1⁄2. If you do, your [[Mage Armor]] is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding III'''&lt;br /&gt;
|Mage: Warding II&lt;br /&gt;
|Your Mage Armor now increases all defenses by +4. This replaces your original Warding Focus ability.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding IV'''&lt;br /&gt;
|Mage: Warding III&lt;br /&gt;
|Your Mage Armor can no longer be dispelled by others and increases all defenses by +5.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding V'''&lt;br /&gt;
|Mage: Warding IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''High Mage'''&lt;br /&gt;
|Arcane 14&lt;br /&gt;
|(1/Rest) You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archmage'''&lt;br /&gt;
|High Mage, Arcane 29&lt;br /&gt;
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.&lt;br /&gt;
|''Mage, Archmage, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Sorcery Track''' ==&lt;br /&gt;
[[File:Sorcery Track.png|thumb|526x526px|Sorcery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sorcery Focus'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You can no longer take Backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wellspring Tap&lt;br /&gt;
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting II'''&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|You can no longer trigger backlash, and your critical casts do not cost fewer SP or restore SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting III'''&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|You may now choose if you are carefully casting Spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Careful Casting&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap II'''&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap III'''&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|You regain 1d4+LUCK HP when you critically cast.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting - Cantrips'''&lt;br /&gt;
|Sorcery 4&lt;br /&gt;
|You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia'''&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|When you are carefully casting a cantrip, you gain TA.&lt;br /&gt;
|''Mage, Sorcery'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus II'''&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (2 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus III'''&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (3 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus IV'''&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|You can now add half your INT to your cantrip damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus V'''&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|You critically cast on a 19-20, and trigger backlash on a 1-2.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting II'''&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|You critically cast on a 18-20, and trigger backlash on a 1-3.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting III'''&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|You critically cast on a 17-20, and trigger backlash on a 1-4.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting IV'''&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|You critically cast on a 16-20, and trigger backlash on a 1-5.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting V'''&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical'''&lt;br /&gt;
|Sorcery 11&lt;br /&gt;
|Your cantrip crits deal critical damage as if they were a physical attack.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your cantrip crits may also deal the same damage to one additional target that is within 5 ft of your target.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical III'''&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Your cantrip crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your next cantrip automatically crits after you are the victim of a critical hit.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia III'''&lt;br /&gt;
|Inertia II&lt;br /&gt;
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Dealing 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Sorcerer'''&lt;br /&gt;
|Sorcery 14&lt;br /&gt;
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.&lt;br /&gt;
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can spend 1 LUCK point to reroll all of your damage dice.&lt;br /&gt;
|''Mage, Sorcery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Tome Wizard Track''' ==&lt;br /&gt;
[[File:Tome Wizard Track.png|thumb|578x578px|Tome Wizard Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!'''PreReq'''&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you. You gain +1 to all your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.&lt;br /&gt;
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves. &lt;br /&gt;
&lt;br /&gt;
Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook II'''&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. You gain another +1 to your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar'''&lt;br /&gt;
|Spell Scribe II&lt;br /&gt;
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the LoS and LoE requirements for spells that originate from it. You must still perform any gesture or verbal components.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook III'''&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can imbue the mote of a spell that you captured through the [[Steal Spell]] spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar II'''&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy and can hover up to 30 ft in the air. Gain the Joint Cast ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Joint Cast&amp;lt;/u&amp;gt;: (3/Rest) When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing'''&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|You gain an additional slot for stolen spells (Currently two total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Thief'''&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|You gain a +5 bonus to your Steal Spell rolls.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spell Thief&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast multiple Arcane Rituals: 2/Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing II'''&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|You gain an additional slot for Stolen Spells (Currently three total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe III'''&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|The roll others must make to use your scroll can no longer be higher than 15.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing III'''&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|You learn one of the following of your choice: &lt;br /&gt;
[[Divine Magic|Divine]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Occult Magic|Occult]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Primal Magic|Primal]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] meditation&lt;br /&gt;
&lt;br /&gt;
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if primal or psionic, or 10+ the Divine or Occult power requirement if divine or occult. If you fail this check, you may never attempt to cast it again and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast more Arcane Rituals: 3/Rest. &lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Wizard'''&lt;br /&gt;
|Awakened Spellbook V&lt;br /&gt;
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your [[Grimoire]] spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside. Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.&lt;br /&gt;
|''Mage, Tome Wizard, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3501</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3501"/>
		<updated>2024-01-12T15:21:33Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed comma after &amp;quot;yourself&amp;quot; in Mage: Warding II, removed a bunch of links, corrected various corrections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of [[arcane]] magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.&lt;br /&gt;
&lt;br /&gt;
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case, it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Mage Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Arcane Weaving:''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.&lt;br /&gt;
&lt;br /&gt;
'''Archmage:''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.&lt;br /&gt;
&lt;br /&gt;
'''Sorcery:''' By manipulating chance, you can mitigate the danger of [[Arcane Magic|arcane magic]] or can cause the magic to become even more unstable, with explosive results.&lt;br /&gt;
&lt;br /&gt;
'''Tome Wizard:''' If you enchant a tome or scroll, you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.&lt;br /&gt;
&lt;br /&gt;
== Mage Entry Talent ==&lt;br /&gt;
After gaining the Mage Entry Talent, you can take talents from any of the mage tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Learned&amp;lt;/u&amp;gt;: Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;Student of the Arcane&amp;lt;/u&amp;gt;: Gain the Student of the Arcane Talent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Power&amp;lt;/u&amp;gt;:  Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Focus&amp;lt;/u&amp;gt;: Choose one of the nine [[Magic in MythCraft#Functions of Magic|functions]] of magic from the list below. This choice grants you a special bonus when you cast magic of that function.&lt;br /&gt;
|''Class Entry, Mage, Arcane''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Focus&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined such as smelted ore, or cut timber, but cannot be crafted such as a sword or a door. Even the most talented Alchemists have not discovered how to transmute Silver, Gold, or Diamond, and thus those materials are unavailable for this ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Altering'''&lt;br /&gt;
|Altering Spells cost you 1 fewer AP (min 1). &lt;br /&gt;
|-&lt;br /&gt;
|'''Divining'''&lt;br /&gt;
|You can now spend 10 minutes meditating, after which you can see, hear, and smell from one of your Arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Arcane Signature after it is used.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchanting'''&lt;br /&gt;
|When you cast a Spell that has the Enchanting feature and Charms or Frightens a creature, multiply the duration of the effects by 1.5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Evoking'''&lt;br /&gt;
|(END/REST) When you deal damage with Evoking magic, add additional damage equal to 1⁄2 your level. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illusory'''&lt;br /&gt;
|Creatures attempting to identify your illusions have a -2 to their die rolls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Necromancy'''&lt;br /&gt;
|When you would be reduced to 0 HP, you can sacrifice an undead under your control to instead have 1 HP. The undead in question is immediately destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoning'''&lt;br /&gt;
|Creatures that you summon gain additional maximum HP equal to your Arcane Power Level. &lt;br /&gt;
|-&lt;br /&gt;
|'''Warding'''&lt;br /&gt;
|When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arcane Weaving Track ==&lt;br /&gt;
[[File:Arcane Weaving Track.png|thumb|325x325px|Arcane Weaving Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Spells with the Metamagic tag cost you 4 fewer SP to cast.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Sculpt Spell]] costs you 1⁄2 the SP cost to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor II'''&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Sculpt Spell costs no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor III'''&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Extend Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper II'''&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Upcharging Extend Spell becomes +2 SP per 15 ft.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Delay Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert II'''&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert III'''&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empower Spell]] Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Your Empower Spell’s APC is lowered by 2.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver II'''&lt;br /&gt;
|Arcane Weaver, Arcane Weaving 5&lt;br /&gt;
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest. If you spend Metamagic Points with a talent from a Sorcery talent in the Mage Stack, you must declare the expenditure before you cast your spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Spell Point Cost'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Morph Damage'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to change a spell’s damage type from Cold, Corrosive, Fire, or Necrotic to a different damage type out of those options.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Hasten'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overclock'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you choose to spend a point in this manner, but you may halve the cost (min 1) multiple times.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Maximize'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 6 Metamagic Points to maximize the damage of a spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overcome'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to ignore a creature’s Resist.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Humane Spell'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Leeching'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Duration'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point&lt;br /&gt;
you expend.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Conjuring'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 2 Metamagic Points to delay Conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Recoup. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert II'''&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Catch your Breath. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Versatility'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Caster'''&lt;br /&gt;
|Arcane Weaving 14&lt;br /&gt;
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. You gain 6 additional Metamagic Points (your total is now INT+6). &lt;br /&gt;
Gain the Strand of Metamagic ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Strand of Metamagic&amp;lt;/u&amp;gt;: You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Mage, Arcane Weaving, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archmage Track ==&lt;br /&gt;
[[File:Archmage Track.png|thumb|260x260px|Archmage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!''Tags''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Intellectual'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talent points from the Mage and Arcane stacks. You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy II'''&lt;br /&gt;
|Mage: Alchemy&lt;br /&gt;
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a ladder or sword). You must have at least 4 Skill Points in the associated Skill to create in this way (Such as carpentry for a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy III'''&lt;br /&gt;
|Mage: Alchemy II&lt;br /&gt;
|Your Alchemy Creation can now be 15 ft wide, tall, and long.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy IV'''&lt;br /&gt;
|Mage: Alchemy III&lt;br /&gt;
|Your Alchemy Creation can now feature moving parts such as doors or windows.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy V'''&lt;br /&gt;
|Mage: Alchemy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Alchemy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Altering Focus. If you already had the Altering Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering II'''&lt;br /&gt;
|Mage: Altering&lt;br /&gt;
|Your [[Arcane Swap]] spell can now be cast on a willing, friendly creature also in range that is no more than one Size larger or smaller than the target of the swap, instead of being cast on yourself.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering III'''&lt;br /&gt;
|Mage: Altering II&lt;br /&gt;
|Your Arcane Swap spell now has no minimum size and can be cast on objects that are no larger than one Size larger than you, or twice your weight.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering IV'''&lt;br /&gt;
|Mage: Altering III&lt;br /&gt;
|You can no longer be teleported against your will.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering V'''&lt;br /&gt;
|Mage: Altering IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Divining Focus. If you already had the Divining Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining II'''&lt;br /&gt;
|Mage: Divining&lt;br /&gt;
|You can now use your Divining feature on a Signature twice before it is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining III'''&lt;br /&gt;
|Mage: Divining II&lt;br /&gt;
|Your Signatures are no longer dispelled by your Divining feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining IV'''&lt;br /&gt;
|Mage: Divining III&lt;br /&gt;
|(2/Rest) You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining V'''&lt;br /&gt;
|Mage: Divining IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting II'''&lt;br /&gt;
|Mage: Enchanting&lt;br /&gt;
|An object that has your Signature costs 0 SP to possess with the [[Possess Object]] spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting III'''&lt;br /&gt;
|Mage: Enchanting II&lt;br /&gt;
|Using your [[Unravel Magic]] ability always costs 1⁄2 the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting IV'''&lt;br /&gt;
|Mage: Enchanting III&lt;br /&gt;
|If you discover Enchantment magic using the [[Sense Magic]] spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting V'''&lt;br /&gt;
|Mage: Enchanting IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking II'''&lt;br /&gt;
|Mage: Evoking&lt;br /&gt;
|(END/Rest) You may now add additional damage equal to your Level. This replaces your original Evoking Focus ability. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking III'''&lt;br /&gt;
|Mage: Evoking II&lt;br /&gt;
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking IV'''&lt;br /&gt;
|Mage: Evoking III&lt;br /&gt;
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking V'''&lt;br /&gt;
|Mage: Evoking IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory II'''&lt;br /&gt;
|Mage: Illusory&lt;br /&gt;
|You may create one Illusory [[Duplicate]] of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory III'''&lt;br /&gt;
|Mage: Illusory II&lt;br /&gt;
|Your Illusory Duplicates ability creates two duplicates. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory IV'''&lt;br /&gt;
|Mage: Illusory III&lt;br /&gt;
|Your Illusory Duplicates ability creates three duplicates.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory V'''&lt;br /&gt;
|Mage: Illusory IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy II'''&lt;br /&gt;
|Mage: Necromancy&lt;br /&gt;
|The duration of the Raise Skeleton spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge [[Raise Skeleton]].&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy III'''&lt;br /&gt;
|Mage: Necromancy II&lt;br /&gt;
|Your maximum SP are now reduced by only 8 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy IV'''&lt;br /&gt;
|Mage: Necromancy III&lt;br /&gt;
|Your maximum SP are now reduced by only 4 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy V'''&lt;br /&gt;
|Mage: Necromancy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning II'''&lt;br /&gt;
|Mage: Summoning&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their attack rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning III'''&lt;br /&gt;
|Mage: Summoning II&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning IV'''&lt;br /&gt;
|Mage: Summoning III&lt;br /&gt;
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning V'''&lt;br /&gt;
|Mage: Summoning IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Warding Focus. If you already had the Warding Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding II'''&lt;br /&gt;
|Mage: Warding&lt;br /&gt;
|When you cast Mage Armor on yourself, and would be the victim of Massive Damage, you can reduce that damage by 1⁄2. If you do, your [[Mage Armor]] is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding III'''&lt;br /&gt;
|Mage: Warding II&lt;br /&gt;
|Your Mage Armor now increases all defenses by +4. This replaces your original Warding Focus ability.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding IV'''&lt;br /&gt;
|Mage: Warding III&lt;br /&gt;
|Your Mage Armor can no longer be dispelled by others and increases all defenses by +5.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding V'''&lt;br /&gt;
|Mage: Warding IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''High Mage'''&lt;br /&gt;
|Arcane 14&lt;br /&gt;
|(1/Rest) You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archmage'''&lt;br /&gt;
|High Mage, Arcane 29&lt;br /&gt;
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.&lt;br /&gt;
|''Mage, Archmage, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcery Track ==&lt;br /&gt;
[[File:Sorcery Track.png|thumb|526x526px|Sorcery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sorcery Focus'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You can no longer take Backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wellspring Tap&lt;br /&gt;
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting II'''&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|You can no longer trigger backlash, and your critical casts do not cost fewer SP or restore SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting III'''&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|You may now choose if you are carefully casting Spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Careful Casting&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap II'''&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap III'''&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|You regain 1d4+LUCK HP when you critically cast.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting - Cantrips'''&lt;br /&gt;
|Sorcery 4&lt;br /&gt;
|You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia'''&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|When you are carefully casting a cantrip, you gain TA.&lt;br /&gt;
|''Mage, Sorcery'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus II'''&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (2 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus III'''&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (3 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus IV'''&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|You can now add half your INT to your cantrip damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus V'''&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|You critically cast on a 19-20, and trigger backlash on a 1-2.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting II'''&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|You critically cast on a 18-20, and trigger backlash on a 1-3.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting III'''&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|You critically cast on a 17-20, and trigger backlash on a 1-4.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting IV'''&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|You critically cast on a 16-20, and trigger backlash on a 1-5.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting V'''&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical'''&lt;br /&gt;
|Sorcery 11&lt;br /&gt;
|Your cantrip crits deal critical damage as if they were a physical attack.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your cantrip crits may also deal the same damage to one additional target that is within 5 ft of your target.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical III'''&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Your cantrip crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your next cantrip automatically crits after you are the victim of a critical hit.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia III'''&lt;br /&gt;
|Inertia II&lt;br /&gt;
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Dealing 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Sorcerer'''&lt;br /&gt;
|Sorcery 14&lt;br /&gt;
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.&lt;br /&gt;
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can spend 1 LUCK point to reroll all of your damage dice.&lt;br /&gt;
|''Mage, Sorcery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tome Wizard Track ==&lt;br /&gt;
[[File:Tome Wizard Track.png|thumb|578x578px|Tome Wizard Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!'''PreReq'''&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you. You gain +1 to all your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.&lt;br /&gt;
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves. &lt;br /&gt;
&lt;br /&gt;
Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook II'''&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. You gain another +1 to your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar'''&lt;br /&gt;
|Spell Scribe II&lt;br /&gt;
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the LoS and LoE requirements for spells that originate from it. You must still perform any gesture or verbal components.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook III'''&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can imbue the mote of a spell that you captured through the [[Steal Spell]] spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar II'''&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy and can hover up to 30 ft in the air. Gain the Joint Cast ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Joint Cast&amp;lt;/u&amp;gt;: (3/Rest) When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing'''&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|You gain an additional slot for stolen spells (Currently two total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell [[Thief]]'''&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|You gain a +5 bonus to your Steal Spell rolls.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spell Thief&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast multiple Arcane Rituals: 2/Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing II'''&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|You gain an additional slot for Stolen Spells (Currently three total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe III'''&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|The roll others must make to use your scroll can no longer be higher than 15.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing III'''&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|You learn one of the following of your choice: &lt;br /&gt;
[[Divine Magic|Divine]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Occult Magic|Occult]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Primal Magic|Primal]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] meditation&lt;br /&gt;
&lt;br /&gt;
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if primal or psionic, or 10+ the Divine or Occult power requirement if divine or occult. If you fail this check, you may never attempt to cast it again and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast more Arcane Rituals: 3/Rest. &lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Wizard'''&lt;br /&gt;
|Awakened Spellbook V&lt;br /&gt;
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your [[Grimoire]] spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside. Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.&lt;br /&gt;
|''Mage, Tome Wizard, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3500</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3500"/>
		<updated>2024-01-12T15:11:02Z</updated>

		<summary type="html">&lt;p&gt;Javanos: added comma after &amp;quot;case&amp;quot; in introduction, corrected &amp;quot;chose&amp;quot; in Metamagic: Overclock, in Mage: Altering II removed comma after first size and uncapitalized second size,  Changed are to is in Mage: Necromancy II, as well as Necromancy III and IV. Removed comma after &amp;quot;others&amp;quot; in Mage: Warding IV, in Cantrip Focus IV removed an extra &amp;quot;your&amp;quot; before half, removed comma after &amp;quot;occupy&amp;quot; in Tome Familiar II, removed comma after &amp;quot;again&amp;quot; in Spellstealing III,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of [[arcane]] magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.&lt;br /&gt;
&lt;br /&gt;
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case, it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Mage Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Arcane Weaving:''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.&lt;br /&gt;
&lt;br /&gt;
'''Archmage:''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.&lt;br /&gt;
&lt;br /&gt;
'''Sorcery:''' By manipulating chance, you can mitigate the danger of [[Arcane Magic|arcane magic]] or can cause the magic to become even more unstable, with explosive results.&lt;br /&gt;
&lt;br /&gt;
'''Tome Wizard:''' If you enchant a tome or scroll, you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.&lt;br /&gt;
&lt;br /&gt;
== Mage Entry Talent ==&lt;br /&gt;
After gaining the Mage Entry Talent, you can take talents from any of the mage tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Learned&amp;lt;/u&amp;gt;: Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;[[Student]] of the Arcane&amp;lt;/u&amp;gt;: Gain the Student of the Arcane Talent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Power&amp;lt;/u&amp;gt;:  Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Focus&amp;lt;/u&amp;gt;: Choose one of the nine [[Magic in MythCraft#Functions of Magic|functions]] of magic from the list below. This choice grants you a special bonus when you cast magic of that function.&lt;br /&gt;
|''Class Entry, Mage, Arcane''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Focus&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined such as smelted ore, or cut timber, but cannot be crafted such as a sword or a door. Even the most talented Alchemists have not discovered [[how to]] transmute Silver, Gold, or Diamond, and thus those materials are unavailable for this ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Altering'''&lt;br /&gt;
|Altering Spells cost you 1 fewer AP (min 1). &lt;br /&gt;
|-&lt;br /&gt;
|'''Divining'''&lt;br /&gt;
|You can now spend 10 minutes meditating, after which you can see, hear, and smell from one of your Arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Arcane [[Signature]] after it is used.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchanting'''&lt;br /&gt;
|When you cast a Spell that has the Enchanting feature and Charms or Frightens a creature, multiply the duration of the effects by 1.5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Evoking'''&lt;br /&gt;
|(END/REST) When you deal [[damage]] with Evoking magic, add additional damage equal to 1⁄2 your level. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illusory'''&lt;br /&gt;
|Creatures attempting to identify your illusions have a -2 to their die rolls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Necromancy'''&lt;br /&gt;
|When you would be reduced to 0 HP, you can sacrifice an [[undead]] under your control to instead have 1 HP. The undead in question is immediately destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoning'''&lt;br /&gt;
|Creatures that you summon gain additional maximum HP equal to your Arcane Power Level. &lt;br /&gt;
|-&lt;br /&gt;
|'''Warding'''&lt;br /&gt;
|When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arcane Weaving Track ==&lt;br /&gt;
[[File:Arcane Weaving Track.png|thumb|325x325px|Arcane Weaving Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Spells with the Metamagic tag cost you 4 fewer SP to cast.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Sculpt Spell]] costs you 1⁄2 the SP cost to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor II'''&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Sculpt Spell costs no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor III'''&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Extend Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper II'''&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Upcharging Extend Spell becomes +2 SP per 15 ft.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Delay Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert II'''&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert III'''&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empower Spell]] Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Your Empower Spell’s APC is lowered by 2.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver II'''&lt;br /&gt;
|Arcane Weaver, Arcane Weaving 5&lt;br /&gt;
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest. If you spend Metamagic Points with a talent from a Sorcery talent in the Mage Stack, you must declare the expenditure before you cast your spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Spell Point Cost'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Morph Damage'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to change a spell’s damage type from Cold, Corrosive, Fire, or Necrotic to a different damage type out of those options.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: [[Hasten]]'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overclock'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you choose to spend a point in this manner, but you may halve the cost (min 1) multiple times.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Maximize'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 6 Metamagic Points to maximize the damage of a spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overcome'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to ignore a creature’s Resist.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Humane Spell'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Leeching'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Duration'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point&lt;br /&gt;
you expend.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Conjuring'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 2 Metamagic Points to delay Conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Recoup. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert II'''&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Catch your Breath. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Versatility'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Caster'''&lt;br /&gt;
|Arcane Weaving 14&lt;br /&gt;
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. You gain 6 additional Metamagic Points (your total is now INT+6). &lt;br /&gt;
Gain the Strand of Metamagic ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Strand of Metamagic&amp;lt;/u&amp;gt;: You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Mage, Arcane Weaving, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archmage Track ==&lt;br /&gt;
[[File:Archmage Track.png|thumb|260x260px|Archmage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!''Tags''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Intellectual'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talent points from the Mage and Arcane stacks. You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy II'''&lt;br /&gt;
|Mage: Alchemy&lt;br /&gt;
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a ladder or sword). You must have at least 4 Skill Points in the associated Skill to create in this way (Such as carpentry for a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy III'''&lt;br /&gt;
|Mage: Alchemy II&lt;br /&gt;
|Your Alchemy Creation can now be 15 ft wide, tall, and long.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy IV'''&lt;br /&gt;
|Mage: Alchemy III&lt;br /&gt;
|Your Alchemy Creation can now feature moving parts such as doors or windows.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy V'''&lt;br /&gt;
|Mage: Alchemy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Alchemy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Altering Focus. If you already had the Altering Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering II'''&lt;br /&gt;
|Mage: Altering&lt;br /&gt;
|Your [[Arcane Swap]] spell can now be cast on a willing, friendly creature also in range that is no more than one size larger or smaller than the target of the swap, instead of being cast on yourself.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering III'''&lt;br /&gt;
|Mage: Altering II&lt;br /&gt;
|Your Arcane Swap spell now has no minimum size and can be cast on objects that are no larger than one size larger than you, or twice your weight.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering IV'''&lt;br /&gt;
|Mage: Altering III&lt;br /&gt;
|You can no longer be teleported against your will.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering V'''&lt;br /&gt;
|Mage: Altering IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Divining Focus. If you already had the Divining Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining II'''&lt;br /&gt;
|Mage: Divining&lt;br /&gt;
|You can now use your Divining feature on a Signature twice before it is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining III'''&lt;br /&gt;
|Mage: Divining II&lt;br /&gt;
|Your Signatures are no longer dispelled by your Divining feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining IV'''&lt;br /&gt;
|Mage: Divining III&lt;br /&gt;
|(2/Rest) You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining V'''&lt;br /&gt;
|Mage: Divining IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting II'''&lt;br /&gt;
|Mage: Enchanting&lt;br /&gt;
|An object that has your Signature costs 0 SP to possess with the [[Possess Object]] spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting III'''&lt;br /&gt;
|Mage: Enchanting II&lt;br /&gt;
|Using your [[Unravel Magic]] ability always costs 1⁄2 the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting IV'''&lt;br /&gt;
|Mage: Enchanting III&lt;br /&gt;
|If you discover Enchantment magic using the [[Sense Magic]] spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting V'''&lt;br /&gt;
|Mage: Enchanting IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking II'''&lt;br /&gt;
|Mage: Evoking&lt;br /&gt;
|(END/Rest) You may now add additional damage equal to your Level. This replaces your original Evoking Focus ability. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking III'''&lt;br /&gt;
|Mage: Evoking II&lt;br /&gt;
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking IV'''&lt;br /&gt;
|Mage: Evoking III&lt;br /&gt;
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking V'''&lt;br /&gt;
|Mage: Evoking IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory II'''&lt;br /&gt;
|Mage: Illusory&lt;br /&gt;
|You may create one Illusory [[Duplicate]] of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory III'''&lt;br /&gt;
|Mage: Illusory II&lt;br /&gt;
|Your Illusory Duplicates ability creates two duplicates. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory IV'''&lt;br /&gt;
|Mage: Illusory III&lt;br /&gt;
|Your Illusory Duplicates ability creates three duplicates.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory V'''&lt;br /&gt;
|Mage: Illusory IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy II'''&lt;br /&gt;
|Mage: Necromancy&lt;br /&gt;
|The duration of the Raise [[Skeleton]] spell is now Indefinite, but your maximum SP is reduced by 16 for each active skeleton under your control. You can no longer upcharge [[Raise Skeleton]].&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy III'''&lt;br /&gt;
|Mage: Necromancy II&lt;br /&gt;
|Your maximum SP is now reduced by only 8 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy IV'''&lt;br /&gt;
|Mage: Necromancy III&lt;br /&gt;
|Your maximum SP is now reduced by only 4 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy V'''&lt;br /&gt;
|Mage: Necromancy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning II'''&lt;br /&gt;
|Mage: Summoning&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their attack rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning III'''&lt;br /&gt;
|Mage: Summoning II&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning IV'''&lt;br /&gt;
|Mage: Summoning III&lt;br /&gt;
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning V'''&lt;br /&gt;
|Mage: Summoning IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Warding Focus. If you already had the Warding Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding II'''&lt;br /&gt;
|Mage: Warding&lt;br /&gt;
|When you cast Mage [[Armor]] on yourself, and would be the victim of Massive Damage, you can reduce that damage by 1⁄2. If you do, your [[Mage Armor]] is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding III'''&lt;br /&gt;
|Mage: Warding II&lt;br /&gt;
|Your Mage Armor now increases all defenses by +4. This replaces your original Warding Focus ability.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding IV'''&lt;br /&gt;
|Mage: Warding III&lt;br /&gt;
|Your Mage Armor can no longer be dispelled by others and increases all defenses by +5.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding V'''&lt;br /&gt;
|Mage: Warding IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''High Mage'''&lt;br /&gt;
|Arcane 14&lt;br /&gt;
|(1/Rest) You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archmage'''&lt;br /&gt;
|High Mage, Arcane 29&lt;br /&gt;
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.&lt;br /&gt;
|''Mage, Archmage, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcery Track ==&lt;br /&gt;
[[File:Sorcery Track.png|thumb|526x526px|Sorcery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sorcery Focus'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You can no longer take Backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wellspring Tap&lt;br /&gt;
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting II'''&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|You can no longer trigger backlash, and your critical casts do not cost fewer SP or restore SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting III'''&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|You may now choose if you are carefully casting Spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Careful Casting&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap II'''&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap III'''&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|You regain 1d4+LUCK HP when you critically cast.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting - Cantrips'''&lt;br /&gt;
|Sorcery 4&lt;br /&gt;
|You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia'''&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|When you are carefully casting a cantrip, you gain TA.&lt;br /&gt;
|''Mage, Sorcery'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus II'''&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (2 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus III'''&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another TA (3 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus IV'''&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|You can now add half your INT to your cantrip damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus V'''&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|You critically cast on a 19-20, and trigger backlash on a 1-2.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting II'''&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|You critically cast on a 18-20, and trigger backlash on a 1-3.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting III'''&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|You critically cast on a 17-20, and trigger backlash on a 1-4.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting IV'''&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|You critically cast on a 16-20, and trigger backlash on a 1-5.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting V'''&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical'''&lt;br /&gt;
|Sorcery 11&lt;br /&gt;
|Your cantrip crits deal critical damage as if they were a physical attack.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your cantrip crits may also deal the same damage to one additional target that is within 5 ft of your target.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical III'''&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Your cantrip crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your next cantrip automatically crits after you are the victim of a critical hit.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia III'''&lt;br /&gt;
|Inertia II&lt;br /&gt;
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Dealing 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Sorcerer'''&lt;br /&gt;
|Sorcery 14&lt;br /&gt;
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.&lt;br /&gt;
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can spend 1 LUCK point to reroll all of your damage dice.&lt;br /&gt;
|''Mage, Sorcery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tome Wizard Track ==&lt;br /&gt;
[[File:Tome Wizard Track.png|thumb|578x578px|Tome Wizard Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!'''PreReq'''&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you. You gain +1 to all your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.&lt;br /&gt;
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves. &lt;br /&gt;
&lt;br /&gt;
Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook II'''&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. You gain another +1 to your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar'''&lt;br /&gt;
|Spell Scribe II&lt;br /&gt;
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the LoS and LoE requirements for spells that originate from it. You must still perform any gesture or verbal components.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook III'''&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can imbue the mote of a spell that you captured through the [[Steal Spell]] spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar II'''&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy and can hover up to 30 ft in the air. Gain the Joint Cast ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Joint Cast&amp;lt;/u&amp;gt;: (3/Rest) When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing'''&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|You gain an additional slot for stolen spells (Currently two total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell [[Thief]]'''&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|You gain a +5 bonus to your Steal Spell rolls.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spell Thief&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast multiple Arcane Rituals: 2/Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing II'''&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|You gain an additional slot for Stolen Spells (Currently three total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe III'''&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|The roll others must make to use your scroll can no longer be higher than 15.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing III'''&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|You learn one of the following of your choice: &lt;br /&gt;
[[Divine Magic|Divine]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Occult Magic|Occult]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Primal Magic|Primal]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] meditation&lt;br /&gt;
&lt;br /&gt;
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if [[primal]] or [[psionic]], or 10+ the [[Divine]] or [[Occult]] power requirement if divine or occult. If you fail this check, you may never attempt to cast it again and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast more Arcane Rituals: 3/Rest. &lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Wizard'''&lt;br /&gt;
|Awakened Spellbook V&lt;br /&gt;
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your [[Grimoire]] spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside. Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.&lt;br /&gt;
|''Mage, Tome Wizard, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3479</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3479"/>
		<updated>2024-01-07T16:28:26Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed Link from arcane in opening information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of arcane magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.&lt;br /&gt;
&lt;br /&gt;
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Mage Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Arcane Weaving:''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.&lt;br /&gt;
&lt;br /&gt;
'''Archmage:''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.&lt;br /&gt;
&lt;br /&gt;
'''Sorcery:''' By manipulating chance, you can mitigate the danger of [[Arcane Magic|arcane magic]] or can cause the magic to become even more unstable, with explosive results.&lt;br /&gt;
&lt;br /&gt;
'''Tome Wizard:''' If you enchant a tome or scroll, you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.&lt;br /&gt;
&lt;br /&gt;
== Mage Entry Talent ==&lt;br /&gt;
After gaining the Mage Entry Talent, you can take talents from any of the mage tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Learned&amp;lt;/u&amp;gt;: Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;[[Student]] of the Arcane&amp;lt;/u&amp;gt;: Gain the Student of the Arcane Talent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Power&amp;lt;/u&amp;gt;:  Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Focus&amp;lt;/u&amp;gt;: Choose one of the nine [[Magic in MythCraft#Functions of Magic|functions]] of magic from the list below. This choice grants you a special bonus when you cast magic of that function.&lt;br /&gt;
|''Class Entry, Mage, Arcane''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Focus&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined such as smelted ore, or cut timber, but cannot be crafted such as a sword or a door. Even the most talented Alchemists have not discovered [[how to]] transmute Silver, Gold, or Diamond, and thus those materials are unavailable for this ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Altering'''&lt;br /&gt;
|Altering Spells cost you 1 fewer AP (min 1). &lt;br /&gt;
|-&lt;br /&gt;
|'''Divining'''&lt;br /&gt;
|You can now spend 10 minutes meditating, after which you can see, hear, and smell from one of your Arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Arcane [[Signature]] after it is used.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchanting'''&lt;br /&gt;
|When you cast a Spell that has the Enchanting feature and Charms or Frightens a creature, multiply the duration of the effects by 1.5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Evoking'''&lt;br /&gt;
|(END/REST) When you deal [[damage]] with Evoking magic, add additional damage equal to 1⁄2 your level. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illusory'''&lt;br /&gt;
|Creatures attempting to identify your illusions have a -2 to their die rolls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Necromancy'''&lt;br /&gt;
|When you would be reduced to 0 HP, you can sacrifice an [[undead]] under your control to instead have 1 HP. The undead in question is immediately destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoning'''&lt;br /&gt;
|Creatures that you summon gain additional maximum HP equal to your Arcane Power Level. &lt;br /&gt;
|-&lt;br /&gt;
|'''Warding'''&lt;br /&gt;
|When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arcane Weaving Track ==&lt;br /&gt;
[[File:Arcane Weaving Track.png|thumb|325x325px|Arcane Weaving Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Spells with the Metamagic tag cost you 4 fewer SP to cast.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Sculpt Spell]] costs you 1⁄2 the SP cost to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor II'''&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Sculpt Spell costs no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor III'''&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Extend Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper II'''&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Upcharging Extend Spell becomes +2 SP per 15 ft.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Delay Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert II'''&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert III'''&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empower Spell]] Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Your Empower Spell’s APC is lowered by 2.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver II'''&lt;br /&gt;
|Arcane Weaver, Arcane Weaving 5&lt;br /&gt;
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest. If you spend Metamagic Points with a talent from a Sorcery talent in the Mage Stack, you must declare the expenditure before you cast your spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Spell Point Cost'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Morph Damage'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to change a spell’s damage type from Cold, Corrosive, Fire, or Necrotic to a different damage type out of those options.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: [[Hasten]]'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overclock'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you chose to spend a point in this manner, but you may halve the cost (min 1) multiple times.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Maximize'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 6 Metamagic Points to maximize the damage of a spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overcome'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to ignore a creature’s Resist.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Humane Spell'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Leeching'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Duration'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point&lt;br /&gt;
you expend.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Conjuring'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 2 Metamagic Points to delay Conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Recoup. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert II'''&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Catch your Breath. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Versatility'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Caster'''&lt;br /&gt;
|Arcane Weaving 14&lt;br /&gt;
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. You gain 6 additional Metamagic Points (your total is now INT+6). &lt;br /&gt;
Gain the Strand of Metamagic ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Strand of Metamagic&amp;lt;/u&amp;gt;: You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Mage, Arcane Weaving, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archmage Track ==&lt;br /&gt;
[[File:Archmage Track.png|thumb|260x260px|Archmage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!''Tags''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Intellectual'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talent points from the Mage and Arcane stacks. You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy II'''&lt;br /&gt;
|Mage: Alchemy&lt;br /&gt;
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a ladder or sword). You must have at least 4 Skill Points in the associated Skill to create in this way (Such as carpentry for a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy III'''&lt;br /&gt;
|Mage: Alchemy II&lt;br /&gt;
|Your Alchemy Creation can now be 15 ft wide, tall, and long.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy IV'''&lt;br /&gt;
|Mage: Alchemy III&lt;br /&gt;
|Your Alchemy Creation can now feature moving parts such as doors or windows.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy V'''&lt;br /&gt;
|Mage: Alchemy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Alchemy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Altering Focus. If you already had the Altering Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering II'''&lt;br /&gt;
|Mage: Altering&lt;br /&gt;
|Your [[Arcane Swap]] spell can now be cast on a willing, friendly creature also in range that is no more than one size larger or smaller than the target of the swap, instead of being cast on yourself.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering III'''&lt;br /&gt;
|Mage: Altering II&lt;br /&gt;
|Your Arcane Swap spell now has no minimum size, and can be cast on objects that are no larger than one Size larger than you, or twice your weight.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering IV'''&lt;br /&gt;
|Mage: Altering III&lt;br /&gt;
|You can no longer be teleported against your will.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering V'''&lt;br /&gt;
|Mage: Altering IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Divining Focus. If you already had the Divining Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining II'''&lt;br /&gt;
|Mage: Divining&lt;br /&gt;
|You can now use your Divining feature on a Signature twice before it is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining III'''&lt;br /&gt;
|Mage: Divining II&lt;br /&gt;
|Your Signatures are no longer dispelled by your Divining feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining IV'''&lt;br /&gt;
|Mage: Divining III&lt;br /&gt;
|(2/Rest) You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining V'''&lt;br /&gt;
|Mage: Divining IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting II'''&lt;br /&gt;
|Mage: Enchanting&lt;br /&gt;
|An object that has your Signature costs 0 SP to possess with the [[Possess Object]] spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting III'''&lt;br /&gt;
|Mage: Enchanting II&lt;br /&gt;
|Using your [[Unravel Magic]] ability always costs 1⁄2 the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting IV'''&lt;br /&gt;
|Mage: Enchanting III&lt;br /&gt;
|If you discover Enchantment magic using the [[Sense Magic]] spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting V'''&lt;br /&gt;
|Mage: Enchanting IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking II'''&lt;br /&gt;
|Mage: Evoking&lt;br /&gt;
|(END/Rest) You may now add additional damage equal to your Level. This replaces your original Evoking Focus ability. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking III'''&lt;br /&gt;
|Mage: Evoking II&lt;br /&gt;
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking IV'''&lt;br /&gt;
|Mage: Evoking III&lt;br /&gt;
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking V'''&lt;br /&gt;
|Mage: Evoking IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory II'''&lt;br /&gt;
|Mage: Illusory&lt;br /&gt;
|You may create one Illusory [[Duplicate]] of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory III'''&lt;br /&gt;
|Mage: Illusory II&lt;br /&gt;
|Your Illusory Duplicates ability creates two duplicates. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory IV'''&lt;br /&gt;
|Mage: Illusory III&lt;br /&gt;
|Your Illusory Duplicates ability creates three duplicates.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory V'''&lt;br /&gt;
|Mage: Illusory IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy II'''&lt;br /&gt;
|Mage: Necromancy&lt;br /&gt;
|The duration of the Raise [[Skeleton]] spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge [[Raise Skeleton]].&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy III'''&lt;br /&gt;
|Mage: Necromancy II&lt;br /&gt;
|Your maximum SP are now reduced by only 8 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy IV'''&lt;br /&gt;
|Mage: Necromancy III&lt;br /&gt;
|Your maximum SP are now reduced by only 4 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy V'''&lt;br /&gt;
|Mage: Necromancy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning II'''&lt;br /&gt;
|Mage: Summoning&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their attack rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning III'''&lt;br /&gt;
|Mage: Summoning II&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning IV'''&lt;br /&gt;
|Mage: Summoning III&lt;br /&gt;
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning V'''&lt;br /&gt;
|Mage: Summoning IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Warding Focus. If you already had the Warding Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding II'''&lt;br /&gt;
|Mage: Warding&lt;br /&gt;
|When you cast Mage [[Armor]] on yourself, and would be the victim of Massive Damage, you can reduce that damage by 1⁄2. If you do, your [[Mage Armor]] is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding III'''&lt;br /&gt;
|Mage: Warding II&lt;br /&gt;
|Your Mage Armor now increases all defenses by +4. This replaces your original Warding Focus ability.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding IV'''&lt;br /&gt;
|Mage: Warding III&lt;br /&gt;
|Your Mage Armor can no longer be dispelled by others, and increases all defenses by +5.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding V'''&lt;br /&gt;
|Mage: Warding IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''High Mage'''&lt;br /&gt;
|Arcane 14&lt;br /&gt;
|(1/Rest) You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archmage'''&lt;br /&gt;
|High Mage, Arcane 29&lt;br /&gt;
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.&lt;br /&gt;
|''Mage, Archmage, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcery Track ==&lt;br /&gt;
[[File:Sorcery Track.png|thumb|526x526px|Sorcery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sorcery Focus'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You can no longer take Backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wellspring Tap&lt;br /&gt;
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting II'''&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|You can no longer trigger backlash, and your critical casts do not cost fewer SP or restore SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting III'''&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|You may now choose if you are carefully casting Spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Careful Casting&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap II'''&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap III'''&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|You regain 1d4+LUCK HP when you critically cast.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting - Cantrips'''&lt;br /&gt;
|Sorcery 4&lt;br /&gt;
|You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia'''&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|When you are carefully casting a cantrip, you gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Mage, Sorcery'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus II'''&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another [[Tactical Advantages|TA]] (2 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus III'''&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another [[Tactical Advantages|TA]] (3 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus IV'''&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|You can now add your half your INT to your cantrip damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus V'''&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|You critically cast on a 19-20, and trigger backlash on a 1-2.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting II'''&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|You critically cast on a 18-20, and trigger backlash on a 1-3.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting III'''&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|You critically cast on a 17-20, and trigger backlash on a 1-4.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting IV'''&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|You critically cast on a 16-20, and trigger backlash on a 1-5.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting V'''&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical'''&lt;br /&gt;
|Sorcery 11&lt;br /&gt;
|Your cantrip crits deal critical damage as if they were a physical attack.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your cantrip crits may also deal the same damage to one additional target that is within 5 ft of your target.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical III'''&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Your cantrip crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your next cantrip automatically crits after you are the victim of a critical hit.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia III'''&lt;br /&gt;
|Inertia II&lt;br /&gt;
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Dealing 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Sorcerer'''&lt;br /&gt;
|Sorcery 14&lt;br /&gt;
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.&lt;br /&gt;
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can spend 1 LUCK point to reroll all of your damage dice.&lt;br /&gt;
|''Mage, Sorcery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tome Wizard Track ==&lt;br /&gt;
[[File:Tome Wizard Track.png|thumb|578x578px|Tome Wizard Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!'''PreReq'''&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you. You gain +1 to all your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.&lt;br /&gt;
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves. &lt;br /&gt;
&lt;br /&gt;
Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook II'''&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. You gain another +1 to your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar'''&lt;br /&gt;
|Spell Scribe II&lt;br /&gt;
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the LoS and LoE requirements for spells that originate from it. You must still perform any gesture or verbal components.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook III'''&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can imbue the mote of a spell that you captured through the [[Steal Spell]] spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar II'''&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy, and can hover up to 30 ft in the air. Gain the Joint Cast ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Joint Cast&amp;lt;/u&amp;gt;: (3/Rest) When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing'''&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|You gain an additional slot for stolen spells (Currently two total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell [[Thief]]'''&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|You gain a +5 bonus to your Steal Spell rolls.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spell Thief&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast multiple Arcane Rituals: 2/Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing II'''&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|You gain an additional slot for Stolen Spells (Currently three total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe III'''&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|The roll others must make to use your scroll can no longer be higher than 15.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing III'''&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|You learn one of the following of your choice: &lt;br /&gt;
[[Divine Magic|Divine]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Occult Magic|Occult]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Primal Magic|Primal]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] meditation&lt;br /&gt;
&lt;br /&gt;
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if [[primal]] or [[psionic]], or 10+ the [[Divine]] or [[Occult]] power requirement if divine or occult. If you fail this check, you may never attempt to cast it again, and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast more Arcane Rituals: 3/Rest. &lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Wizard'''&lt;br /&gt;
|Awakened Spellbook V&lt;br /&gt;
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your [[Grimoire]] spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside. Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.&lt;br /&gt;
|''Mage, Tome Wizard, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3478</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Mage&amp;diff=3478"/>
		<updated>2024-01-07T16:20:58Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Made PreReq in Tome Wizard a header cell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of [[arcane]] magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.&lt;br /&gt;
&lt;br /&gt;
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Mage Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Arcane Weaving:''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.&lt;br /&gt;
&lt;br /&gt;
'''Archmage:''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.&lt;br /&gt;
&lt;br /&gt;
'''Sorcery:''' By manipulating chance, you can mitigate the danger of [[Arcane Magic|arcane magic]] or can cause the magic to become even more unstable, with explosive results.&lt;br /&gt;
&lt;br /&gt;
'''Tome Wizard:''' If you enchant a tome or scroll, you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.&lt;br /&gt;
&lt;br /&gt;
== Mage Entry Talent ==&lt;br /&gt;
After gaining the Mage Entry Talent, you can take talents from any of the mage tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Learned&amp;lt;/u&amp;gt;: Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.&lt;br /&gt;
* &amp;lt;u&amp;gt;[[Student]] of the Arcane&amp;lt;/u&amp;gt;: Gain the Student of the Arcane Talent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Power&amp;lt;/u&amp;gt;:  Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Focus&amp;lt;/u&amp;gt;: Choose one of the nine [[Magic in MythCraft#Functions of Magic|functions]] of magic from the list below. This choice grants you a special bonus when you cast magic of that function.&lt;br /&gt;
|''Class Entry, Mage, Arcane''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Focus&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Alchemy'''&lt;br /&gt;
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined such as smelted ore, or cut timber, but cannot be crafted such as a sword or a door. Even the most talented Alchemists have not discovered [[how to]] transmute Silver, Gold, or Diamond, and thus those materials are unavailable for this ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Altering'''&lt;br /&gt;
|Altering Spells cost you 1 fewer AP (min 1). &lt;br /&gt;
|-&lt;br /&gt;
|'''Divining'''&lt;br /&gt;
|You can now spend 10 minutes meditating, after which you can see, hear, and smell from one of your Arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Arcane [[Signature]] after it is used.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enchanting'''&lt;br /&gt;
|When you cast a Spell that has the Enchanting feature and Charms or Frightens a creature, multiply the duration of the effects by 1.5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Evoking'''&lt;br /&gt;
|(END/REST) When you deal [[damage]] with Evoking magic, add additional damage equal to 1⁄2 your level. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illusory'''&lt;br /&gt;
|Creatures attempting to identify your illusions have a -2 to their die rolls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Necromancy'''&lt;br /&gt;
|When you would be reduced to 0 HP, you can sacrifice an [[undead]] under your control to instead have 1 HP. The undead in question is immediately destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Summoning'''&lt;br /&gt;
|Creatures that you summon gain additional maximum HP equal to your Arcane Power Level. &lt;br /&gt;
|-&lt;br /&gt;
|'''Warding'''&lt;br /&gt;
|When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arcane Weaving Track ==&lt;br /&gt;
[[File:Arcane Weaving Track.png|thumb|325x325px|Arcane Weaving Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Spells with the Metamagic tag cost you 4 fewer SP to cast.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Sculpt Spell]] costs you 1⁄2 the SP cost to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor II'''&lt;br /&gt;
|Spell Sculptor&lt;br /&gt;
|Sculpt Spell costs no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sculptor III'''&lt;br /&gt;
|Spell Sculptor II&lt;br /&gt;
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Extend Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Sniper II'''&lt;br /&gt;
|Spell Sniper&lt;br /&gt;
|Upcharging Extend Spell becomes +2 SP per 15 ft.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|[[Delay Spell]] costs you 1⁄2 the SP to cast. This replaces your Arcane Weaver ability.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert II'''&lt;br /&gt;
|Mote Expert&lt;br /&gt;
|You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mote Expert III'''&lt;br /&gt;
|Mote Expert II&lt;br /&gt;
|You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empower Spell]] Expert'''&lt;br /&gt;
|Arcane Weaver&lt;br /&gt;
|Your Empower Spell’s APC is lowered by 2.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Weaver II'''&lt;br /&gt;
|Arcane Weaver, Arcane Weaving 5&lt;br /&gt;
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest. If you spend Metamagic Points with a talent from a Sorcery talent in the Mage Stack, you must declare the expenditure before you cast your spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Spell Point Cost'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Morph Damage'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to change a spell’s damage type from Cold, Corrosive, Fire, or Necrotic to a different damage type out of those options.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: [[Hasten]]'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overclock'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you chose to spend a point in this manner, but you may halve the cost (min 1) multiple times.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Maximize'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 6 Metamagic Points to maximize the damage of a spell.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Overcome'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to ignore a creature’s Resist.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Humane Spell'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Leeching'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Duration'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point&lt;br /&gt;
you expend.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic: Conjuring'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may spend 2 Metamagic Points to delay Conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Recoup. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Expert II'''&lt;br /&gt;
|Metamagic Expert&lt;br /&gt;
|(1/Rest) You may regain expended Metamagic Points when you Catch your Breath. &lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Versatility'''&lt;br /&gt;
|Arcane Weaver II&lt;br /&gt;
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.&lt;br /&gt;
|''Mage, Arcane Weaving''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metamagic Caster'''&lt;br /&gt;
|Arcane Weaving 14&lt;br /&gt;
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. You gain 6 additional Metamagic Points (your total is now INT+6). &lt;br /&gt;
Gain the Strand of Metamagic ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Strand of Metamagic&amp;lt;/u&amp;gt;: You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Mage, Arcane Weaving, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archmage Track ==&lt;br /&gt;
[[File:Archmage Track.png|thumb|260x260px|Archmage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!''Tags''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Intellectual'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talent points from the Mage and Arcane stacks. You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy II'''&lt;br /&gt;
|Mage: Alchemy&lt;br /&gt;
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a ladder or sword). You must have at least 4 Skill Points in the associated Skill to create in this way (Such as carpentry for a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy III'''&lt;br /&gt;
|Mage: Alchemy II&lt;br /&gt;
|Your Alchemy Creation can now be 15 ft wide, tall, and long.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy IV'''&lt;br /&gt;
|Mage: Alchemy III&lt;br /&gt;
|Your Alchemy Creation can now feature moving parts such as doors or windows.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Alchemy V'''&lt;br /&gt;
|Mage: Alchemy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Alchemy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Altering Focus. If you already had the Altering Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering II'''&lt;br /&gt;
|Mage: Altering&lt;br /&gt;
|Your [[Arcane Swap]] spell can now be cast on a willing, friendly creature also in range that is no more than one size larger or smaller than the target of the swap, instead of being cast on yourself.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering III'''&lt;br /&gt;
|Mage: Altering II&lt;br /&gt;
|Your Arcane Swap spell now has no minimum size, and can be cast on objects that are no larger than one Size larger than you, or twice your weight.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering IV'''&lt;br /&gt;
|Mage: Altering III&lt;br /&gt;
|You can no longer be teleported against your will.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Altering V'''&lt;br /&gt;
|Mage: Altering IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Divining Focus. If you already had the Divining Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining II'''&lt;br /&gt;
|Mage: Divining&lt;br /&gt;
|You can now use your Divining feature on a Signature twice before it is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining III'''&lt;br /&gt;
|Mage: Divining II&lt;br /&gt;
|Your Signatures are no longer dispelled by your Divining feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining IV'''&lt;br /&gt;
|Mage: Divining III&lt;br /&gt;
|(2/Rest) You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Divining V'''&lt;br /&gt;
|Mage: Divining IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting II'''&lt;br /&gt;
|Mage: Enchanting&lt;br /&gt;
|An object that has your Signature costs 0 SP to possess with the [[Possess Object]] spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting III'''&lt;br /&gt;
|Mage: Enchanting II&lt;br /&gt;
|Using your [[Unravel Magic]] ability always costs 1⁄2 the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting IV'''&lt;br /&gt;
|Mage: Enchanting III&lt;br /&gt;
|If you discover Enchantment magic using the [[Sense Magic]] spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Enchanting V'''&lt;br /&gt;
|Mage: Enchanting IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking II'''&lt;br /&gt;
|Mage: Evoking&lt;br /&gt;
|(END/Rest) You may now add additional damage equal to your Level. This replaces your original Evoking Focus ability. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking III'''&lt;br /&gt;
|Mage: Evoking II&lt;br /&gt;
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking IV'''&lt;br /&gt;
|Mage: Evoking III&lt;br /&gt;
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Evoking V'''&lt;br /&gt;
|Mage: Evoking IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory II'''&lt;br /&gt;
|Mage: Illusory&lt;br /&gt;
|You may create one Illusory [[Duplicate]] of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory III'''&lt;br /&gt;
|Mage: Illusory II&lt;br /&gt;
|Your Illusory Duplicates ability creates two duplicates. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory IV'''&lt;br /&gt;
|Mage: Illusory III&lt;br /&gt;
|Your Illusory Duplicates ability creates three duplicates.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Illusory V'''&lt;br /&gt;
|Mage: Illusory IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy II'''&lt;br /&gt;
|Mage: Necromancy&lt;br /&gt;
|The duration of the Raise [[Skeleton]] spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge [[Raise Skeleton]].&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy III'''&lt;br /&gt;
|Mage: Necromancy II&lt;br /&gt;
|Your maximum SP are now reduced by only 8 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy IV'''&lt;br /&gt;
|Mage: Necromancy III&lt;br /&gt;
|Your maximum SP are now reduced by only 4 for each active skeleton under your control.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Necromancy V'''&lt;br /&gt;
|Mage: Necromancy IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning II'''&lt;br /&gt;
|Mage: Summoning&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their attack rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning III'''&lt;br /&gt;
|Mage: Summoning II&lt;br /&gt;
|Creatures you create using a Summoning spell add 1⁄2 your INT to their damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning IV'''&lt;br /&gt;
|Mage: Summoning III&lt;br /&gt;
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Summoning V'''&lt;br /&gt;
|Mage: Summoning IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding'''&lt;br /&gt;
|Arcane Intellectual&lt;br /&gt;
|You gain the Warding Focus. If you already had the Warding Focus, you gain 6 Skill Points you can spend on skills with the INT tag.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding II'''&lt;br /&gt;
|Mage: Warding&lt;br /&gt;
|When you cast Mage [[Armor]] on yourself, and would be the victim of Massive Damage, you can reduce that damage by 1⁄2. If you do, your [[Mage Armor]] is dispelled.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding III'''&lt;br /&gt;
|Mage: Warding II&lt;br /&gt;
|Your Mage Armor now increases all defenses by +4. This replaces your original Warding Focus ability.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding IV'''&lt;br /&gt;
|Mage: Warding III&lt;br /&gt;
|Your Mage Armor can no longer be dispelled by others, and increases all defenses by +5.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mage: Warding V'''&lt;br /&gt;
|Mage: Warding IV&lt;br /&gt;
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the Warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.&lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''High Mage'''&lt;br /&gt;
|Arcane 14&lt;br /&gt;
|(1/Rest) You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup. &lt;br /&gt;
|''Mage, Archmage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Archmage'''&lt;br /&gt;
|High Mage, Arcane 29&lt;br /&gt;
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.&lt;br /&gt;
|''Mage, Archmage, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sorcery Track ==&lt;br /&gt;
[[File:Sorcery Track.png|thumb|526x526px|Sorcery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sorcery Focus'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|You can no longer take Backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Wellspring Tap&lt;br /&gt;
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting II'''&lt;br /&gt;
|Careful Casting&lt;br /&gt;
|You can no longer trigger backlash, and your critical casts do not cost fewer SP or restore SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting III'''&lt;br /&gt;
|Careful Casting II&lt;br /&gt;
|You may now choose if you are carefully casting Spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap'''&lt;br /&gt;
|Sorcery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Careful Casting&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap II'''&lt;br /&gt;
|Wellspring Tap&lt;br /&gt;
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring Tap III'''&lt;br /&gt;
|Wellspring Tap II&lt;br /&gt;
|You regain 1d4+LUCK HP when you critically cast.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Careful Casting - Cantrips'''&lt;br /&gt;
|Sorcery 4&lt;br /&gt;
|You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia'''&lt;br /&gt;
|Careful Casting - Cantrips&lt;br /&gt;
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|When you are carefully casting a cantrip, you gain [[Tactical Advantages|TA]].&lt;br /&gt;
|''Mage, Sorcery'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus II'''&lt;br /&gt;
|Cantrip Focus&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another [[Tactical Advantages|TA]] (2 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus III'''&lt;br /&gt;
|Cantrip Focus II&lt;br /&gt;
|When you are carefully casting a cantrip, you gain another [[Tactical Advantages|TA]] (3 total from this feature).&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus IV'''&lt;br /&gt;
|Cantrip Focus III&lt;br /&gt;
|You can now add your half your INT to your cantrip damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cantrip Focus V'''&lt;br /&gt;
|Cantrip Focus IV&lt;br /&gt;
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting'''&lt;br /&gt;
|Inertia&lt;br /&gt;
|You critically cast on a 19-20, and trigger backlash on a 1-2.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting II'''&lt;br /&gt;
|Unstable Casting&lt;br /&gt;
|You critically cast on a 18-20, and trigger backlash on a 1-3.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting III'''&lt;br /&gt;
|Unstable Casting II&lt;br /&gt;
|You critically cast on a 17-20, and trigger backlash on a 1-4.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting IV'''&lt;br /&gt;
|Unstable Casting III&lt;br /&gt;
|You critically cast on a 16-20, and trigger backlash on a 1-5.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstable Casting V'''&lt;br /&gt;
|Unstable Casting IV&lt;br /&gt;
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical'''&lt;br /&gt;
|Sorcery 11&lt;br /&gt;
|Your cantrip crits deal critical damage as if they were a physical attack.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your cantrip crits may also deal the same damage to one additional target that is within 5 ft of your target.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Explosive Critical III'''&lt;br /&gt;
|Explosive Critical II&lt;br /&gt;
|Your cantrip crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia II'''&lt;br /&gt;
|Explosive Critical&lt;br /&gt;
|Your next cantrip automatically crits after you are the victim of a critical hit.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inertia III'''&lt;br /&gt;
|Inertia II&lt;br /&gt;
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Dealing 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.&lt;br /&gt;
|''Mage, Sorcery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Sorcerer'''&lt;br /&gt;
|Sorcery 14&lt;br /&gt;
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.&lt;br /&gt;
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can spend 1 LUCK point to reroll all of your damage dice.&lt;br /&gt;
|''Mage, Sorcery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tome Wizard Track ==&lt;br /&gt;
[[File:Tome Wizard Track.png|thumb|578x578px|Tome Wizard Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!'''PreReq'''&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook'''&lt;br /&gt;
|Mage Entry&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you. You gain +1 to all your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook&lt;br /&gt;
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.&lt;br /&gt;
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves. &lt;br /&gt;
&lt;br /&gt;
Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook II'''&lt;br /&gt;
|Spell Scribe&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. You gain another +1 to your mental defenses.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe'''&lt;br /&gt;
|Awakened Spellbook II&lt;br /&gt;
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar'''&lt;br /&gt;
|Spell Scribe II&lt;br /&gt;
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the LoS and LoE requirements for spells that originate from it. You must still perform any gesture or verbal components.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook III'''&lt;br /&gt;
|Tome Familiar&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You can imbue the mote of a spell that you captured through the [[Steal Spell]] spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Familiar II'''&lt;br /&gt;
|Awakened Spellbook III&lt;br /&gt;
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy, and can hover up to 30 ft in the air. Gain the Joint Cast ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Joint Cast&amp;lt;/u&amp;gt;: (3/Rest) When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing'''&lt;br /&gt;
|Tome Familiar II&lt;br /&gt;
|You gain an additional slot for stolen spells (Currently two total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell [[Thief]]'''&lt;br /&gt;
|Spellstealing&lt;br /&gt;
|You gain a +5 bonus to your Steal Spell rolls.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spell Thief&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast multiple Arcane Rituals: 2/Rest.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing II'''&lt;br /&gt;
|Awakened Spellbook IV&lt;br /&gt;
|You gain an additional slot for Stolen Spells (Currently three total from this track).&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Scribe III'''&lt;br /&gt;
|Spellstealing II&lt;br /&gt;
|The roll others must make to use your scroll can no longer be higher than 15.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spellstealing III'''&lt;br /&gt;
|Spell Scribe III&lt;br /&gt;
|You learn one of the following of your choice: &lt;br /&gt;
[[Divine Magic|Divine]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Occult Magic|Occult]] ritual&lt;br /&gt;
&lt;br /&gt;
[[Primal Magic|Primal]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] invocation&lt;br /&gt;
&lt;br /&gt;
[[Psionic Magic|Psionic]] meditation&lt;br /&gt;
&lt;br /&gt;
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if [[primal]] or [[psionic]], or 10+ the [[Divine]] or [[Occult]] power requirement if divine or occult. If you fail this check, you may never attempt to cast it again, and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.&lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spellbook IV'''&lt;br /&gt;
|Spellstealing III&lt;br /&gt;
|Learn a new spell with the Arcane Ritual tag whose SPC does not exceed your total SP. You gain another +1 to your mental defenses. You can now cast more Arcane Rituals: 3/Rest. &lt;br /&gt;
|''Mage, Tome Wizard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tome Wizard'''&lt;br /&gt;
|Awakened Spellbook V&lt;br /&gt;
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your [[Grimoire]] spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside. Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.&lt;br /&gt;
|''Mage, Tome Wizard, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3477</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3477"/>
		<updated>2024-01-07T16:18:05Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Removed Comma after Level in Holy Lectionary, Corrected Divine Icon: Serenity spelling,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== '''Cleric Entry Talent''' ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons to which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== '''Exorcist Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping. You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for Abjure Unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Piety Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a 500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If the target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Support Talents''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Theologian Track''' ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to the ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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 before 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Apocrypha List''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Divine Icon Track''' ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;'''Divine Icon Abilities List'''&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the [[Nature’s Bounty]] primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Repentance&amp;lt;/u&amp;gt;: 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serenity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3476</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3476"/>
		<updated>2024-01-07T15:26:44Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Added &amp;quot;the&amp;quot; in Apocrypha, In Iconographer II replaced &amp;quot;until&amp;quot; with &amp;quot;before&amp;quot; and removed the comma after &amp;quot;it&amp;quot;, Removed the second &amp;quot;which&amp;quot; in Iconographer,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== '''Cleric Entry Talent''' ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons to which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== '''Exorcist Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping. You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for Abjure Unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Piety Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a 500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If the target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Support Talents''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Theologian Track''' ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to the ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and is the lowest level for that ability (such as Blinding Dark I). You write a duplicate of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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 before 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Apocrypha List''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Divine Icon Track''' ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;'''Divine Icon Abilities List'''&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the [[Nature’s Bounty]] primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Repentance&amp;lt;/u&amp;gt;: 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3325</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3325"/>
		<updated>2023-12-31T17:27:00Z</updated>

		<summary type="html">&lt;p&gt;Javanos: uncapitalized &amp;quot;Berzerker&amp;quot; in Berzerker Entry Talent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== '''Berzerker Entry Talent''' ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Exile Track''' ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone Wolf&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown weapons cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than dying and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== '''Fearless Track'''  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Juggernaut Track''' ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch Resistance&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain Shield HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off II'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation for being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Rage Track''' ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a warrior of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rampage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3324</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3324"/>
		<updated>2023-12-31T17:26:28Z</updated>

		<summary type="html">&lt;p&gt;Javanos: changed &amp;quot;for&amp;quot; to &amp;quot;to&amp;quot; in Note on Divine Icons, Added a space in Sense Planar II, removed comma in Abjure Unholy, Added Space to sense Planar, Removed comma in Unholy Scourge, Removed &amp;quot;the&amp;quot; in &amp;quot;healing on the behalf&amp;quot; in Miracle Worker, Added &amp;quot;the&amp;quot; before target in Battle Medic III,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== '''Cleric Entry Talent''' ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons to which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== '''Exorcist Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping. You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for Abjure Unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Piety Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a 500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If the target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Support Talents''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Theologian Track''' ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Apocrypha List''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Divine Icon Track''' ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;'''Divine Icon Abilities List'''&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the [[Nature’s Bounty]] primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Repentance&amp;lt;/u&amp;gt;: 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3320</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3320"/>
		<updated>2023-12-31T17:12:33Z</updated>

		<summary type="html">&lt;p&gt;Javanos: bolded headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== '''Berzerker Entry Talent''' ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the Berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Exile Track''' ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone Wolf&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown weapons cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than dying and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== '''Fearless Track'''  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Juggernaut Track''' ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch Resistance&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain Shield HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off II'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation for being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Rage Track''' ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a warrior of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rampage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3319</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3319"/>
		<updated>2023-12-31T17:11:42Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== Berzerker Entry Talent ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the Berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exile Track ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone Wolf&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown weapons cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than dying and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== Fearless Track  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Juggernaut Track ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch Resistance&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain Shield HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off II'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation for being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rage Track ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a warrior of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rampage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3318</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3318"/>
		<updated>2023-12-31T17:07:14Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Removed comma in Rage,  Changed &amp;quot;of&amp;quot; to &amp;quot;for&amp;quot; in Unstoppable Juggernaut,  Changed &amp;quot;Blood Rage ability&amp;quot; to &amp;quot;Blood Rampage ability&amp;quot; in Blood Rampage, Capitalized berzerker in Berzerker Entry Talent,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage. This allows you to do significantly more damage but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== Berzerker Entry Talent ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the Berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exile Track ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone [[Wolf]]&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown [[weapons]] cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than [[dying]] and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== Fearless Track  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Juggernaut Track ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch Resistance&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain Shield HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off II'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation for being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rage Track ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a warrior of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rampage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3317</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3317"/>
		<updated>2023-12-31T16:51:16Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Removed link from Elemental Inurement and Staunch Resistance, Removed link from Shield HP under Shrug It Off, Added II to second Shrug It Off and capitalized &amp;quot;It&amp;quot; in Shrug It Off II, Removed link in Unstoppable Juggernaut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average soldier and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage.  This allows you to do significantly more damage, but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== Berzerker Entry Talent ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exile Track ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone [[Wolf]]&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown [[weapons]] cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than [[dying]] and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== Fearless Track  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Juggernaut Track ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elemental Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch Resistance&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain Shield HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off II'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation of being impossible to kill. People challenge you to nonlethal combat just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rage Track ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a [[warrior]] of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3315</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3315"/>
		<updated>2023-12-31T16:31:37Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Removed &amp;quot;in&amp;quot; in Unimpeachable, changed &amp;quot;continue&amp;quot; to &amp;quot;continued&amp;quot; in the opening description, removed a comma in fearless, corrected &amp;quot;abilities&amp;quot; in Berzerker Entry, corrected &amp;quot;chose&amp;quot; to &amp;quot;choose&amp;quot; in Blood Rage, Removed unneeded comma in Drunken Fighter, Altered the second sentence in Beast Companion to what Andi typed in discord, Changed &amp;quot;was&amp;quot; to &amp;quot;is&amp;quot; in Seeing Red III,  Capitalized &amp;quot;Fort&amp;quot; in Frenzy II, Corrected &amp;quot;remanining&amp;quot; in Ferocious V,  Removed &amp;quot;of&amp;quot; in Stoic IV, removed a lot of double space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a [[darkness]] about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continued to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a [[blind]] fury or enter an almost [[transcendent]] state of awareness amid the [[carnage]], your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke. Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average [[soldier]] and do not frighten easily. You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage.  This allows you to do significantly more [[damage]], but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== Berzerker Entry Talent ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, choose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious. You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exile Track ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way. This sign of your exile has not broken your will. Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery. When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone [[Wolf]]&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown [[weapons]] cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6). If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature. This creature can be ML 2 or lower and must have the Beast tag and no other creature tags. Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP it falls unconscious rather than [[dying]] and returns to full HP upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name. You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored. Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest. When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== Fearless Track  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG. While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG is already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 FORT.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Juggernaut Track ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elemental]] Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch [[Resistance]]&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain [[Shield]] HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation of being impossible to [[kill]]. People challenge you to nonlethal [[combat]] just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rage Track ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a [[warrior]] of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3313</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3313"/>
		<updated>2023-12-31T15:42:51Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Removed &amp;quot;in&amp;quot; in Unimpeachable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a [[darkness]] about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continue to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a [[blind]] fury or enter an almost [[transcendent]] state of awareness amid the [[carnage]], your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke.  Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average [[soldier]], and do not frighten easily.  You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage.  This allows you to do significantly more [[damage]], but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== Berzerker Entry Talent ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilites.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, chose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious.  You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exile Track ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way.  This sign of your exile has not broken your will.  Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery.  When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone [[Wolf]]&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown [[weapons]] cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6).  If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature.  This creature can be ML 2 or lower and must have the Beast tag and no other creature tags.  Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP, it falls unconscious rather than [[dying]], and will return to full health upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name.  You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored.  Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest.  When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== Fearless Track  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG.  While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG was already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 Fort.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remanining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all of your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Juggernaut Track ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elemental]] Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch [[Resistance]]&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain [[Shield]] HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation of being impossible to [[kill]]. People challenge you to nonlethal [[combat]] just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rage Track ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a [[warrior]] of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3033</id>
		<title>Berzerker</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Berzerker&amp;diff=3033"/>
		<updated>2023-12-30T17:03:37Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed double spaces after periods in the opening description and removed a few linked words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You were born amidst the towering arctic mountains, axe and spear in hand.  From an early age, you displayed unmatched ferocity and unyielding spirit, but there was also a darkness about you.  Even by the time you were a young teen, you displayed not just bravery, but unmitigated savagery on the battlefield. As you continue to hone your physical prowess, the burning rage within you only grew hotter. Now, you brim with tremendous bloodlust. The life of adventuring suits you, especially a life in pursuit of dangerous battles, as you look for any opportunity to unleash your inner demon.&lt;br /&gt;
&lt;br /&gt;
You are known and feared for your unstoppable blood rage. Whether you give into a blind fury or enter an almost transcendent state of awareness amid the carnage, your blood rage is a savage and terrible thing that few have ever survived.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Berzerker Tracks&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Exile:''' Your life is a cruel joke.  Through some misdeed or overzealous act, you have become an exile, and you seek to make your own way in an uncaring world.&lt;br /&gt;
&lt;br /&gt;
'''Fearless:'''  You are made of sterner stuff than the average soldier, and do not frighten easily.  You can stare down any horror without flinching.&lt;br /&gt;
&lt;br /&gt;
'''Juggernaut:'''  Capable of withstanding more punishment than your companions, you assume the responsibility of the front-line fighter where you can absorb the brunt of enemy attacks.&lt;br /&gt;
&lt;br /&gt;
'''Rage:'''  By unleashing your inner demons, you can fuel your attacks with mighty rage.  This allows you to do significantly more damage, but also makes you easier to hit in your blind fury.&lt;br /&gt;
&lt;br /&gt;
== Berzerker Entry Talent ==&lt;br /&gt;
After gaining the Berzerker Entry Talent, you can take talents from any of the berzerker tracks.  After gaining the Berzerker Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Berzerker Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the following abilites.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rage&amp;lt;/u&amp;gt;: Gain one special AP that can only be used to make attacks on your turn or to make reactive attacks if you have the ability to do so.  You regain this AP at the start of each of your turns, but it cannot carry over like normal AP.  You can only gain one source of special AP.  If you take this class feature while already having a source of special AP, chose which feature to retain.&lt;br /&gt;
* &amp;lt;u&amp;gt;Ferocious&amp;lt;/u&amp;gt;:  (2/Rest) If an effect would cause you to become Frightened, you may become determined and ferocious.  You ignore that effect and become immune to being Frightened for a number of minutes equal to your amount of Berzerker talents+1.&lt;br /&gt;
|''Class Entry, Berzerker''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exile Track ==&lt;br /&gt;
[[File:Exile Track.png|260x260px|thumb|Exile Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Marked'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|You are marked, tattooed, or branded in some way.  This sign of your exile has not broken your will.  Gain one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Mad Dog&amp;lt;/u&amp;gt;''':''' You have turned to the life of the mercenary, specializing in protection and thuggery.  When you are within 5 ft of a friendly creature, that creature can add 1/2 your STR/Menacing to a CHA check that they make.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Kraken&amp;lt;/u&amp;gt;''':''' You have turned to the sea, gaining +6 to the Vehicles (Water) skill.  When you roll CHA to interact with professional sailors or port workers, you can roll 2d20 and take the higher result.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lone Wolf&amp;lt;/u&amp;gt;: When making AWR or INT checks that would implement [[skills]] with the survival tag, you may use your CHA instead.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fighter'''&lt;br /&gt;
|Marked&lt;br /&gt;
|If you have imbibed in the past hour, you gain +2 to your weapon damage rolls, but have TD.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Improvised thrown [[weapons]] cost you 1 fewer AP to use (min. 1) and deal 1d6 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brutality'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Gain +1 [[Tactical Advantages|TA]] when attacking a creature that is Frightened or Prone.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Another Swig'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you spend AP to move, you may take a drink (such as a potion or a tankard of ale) as part of the same move.  Doing so does not provoke additional reactive attacks, even if your movement does.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Stagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|While the effects of Drunken Fighter are active, the first time you move on any given turn you do not trigger reactive [[actions]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Fist'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|(CHA/Rest) If you have imbibed in the past hour, you may subtract any number up to your CHA from your attack roll, and add that same number to your damage roll.  You must declare if you are using Drunken Fist and how much you are subtracting before you roll your attack. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Your Sneak Attack Damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6).&lt;br /&gt;
You can apply Sneal Attack damage to a creature that you hit with a weapon that has the Concealed tag, once per turn, as long as you have at least one source of [[Tactical Advantages|TA]].  You may still use Sneak Attack if Drunken Fighter is your only source of [[Tactical Advantages|TD]].&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;quot;Cowards!&amp;quot;'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Whenever your Ferocious ability is active and friendly creatures you can see are Frightened, you deal +1 damage per ally you can see that is Frightened, to a maximum equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fighting Dirty'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|When you are Flanking, you can apply [[Tactical Advantages|TA]] to your Maneuver attack rolls.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Brawling'''&lt;br /&gt;
|Drunken Fighter&lt;br /&gt;
|Increase your unarmed damage die size by one (e.g., from 1d4 to 1d6).  If you didn't have an unarmed damage die, it becomes 1d4.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Beast Companion'''&lt;br /&gt;
|Exile 6&lt;br /&gt;
|You gain a special bond with a creature.  This creature can be ML 2 or lower and must have the Beast tag and no other creature tags.  Your companion follows your instructions and acts at the end of your turn.&lt;br /&gt;
When your companion reaches 0 HP, it falls unconscious rather than [[dying]], and will return to full health upon Taking a Rest.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Regain Honor'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Defiance&lt;br /&gt;
|(CHA/Rest) Your mark becomes a badge of honor, an emblem of your path to restoring your name.  You may use your WILL in place of your ANT or LOG when your ANT or LOG is attacked. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Companion gains additional maximum HP equal to your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon II'''&lt;br /&gt;
|Companion Boon&lt;br /&gt;
|Whenever you and your companion are within 5 ft each other, you both gain [[Tactical Advantages|TA]] of your attacks.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Companion Boon III'''&lt;br /&gt;
|Companion Boon II&lt;br /&gt;
|Your beast companion gains a bonus to its attack rolls equal to 1/2 your CHA.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Resilience'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|You gain Toxic 5 and become immune to common poisons.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Drunken Fist becomes Steady Fist and no longer requires imbibing to use.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steady Fist II'''&lt;br /&gt;
|Steady Fist&lt;br /&gt;
|You now gain +2 damage per -1 to hit from Steady Fist.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Restored Honor'''&lt;br /&gt;
|Regain Honor, Exile 14&lt;br /&gt;
|Through endless tribulation, you have emerged victorious, your Honor restored.  Your name and force of character are an inspiring presence to behold.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unimpeachable&amp;lt;/u&amp;gt;: Your allies within in 30 ft of you may use your WILL instead of their own. Once an ally has used your WILL, they cannot benefit from this again until they Take a Rest.  When someone uses your WILL in place of their own, you regain 1d10 HP.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;''':''' When an ally uses Unimpeachable, their WILL is replaced by your WILL for 1 minute.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Defiance'''&lt;br /&gt;
|Beast Companion&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Regain Honor&lt;br /&gt;
|Your Drunken Fighter feature deals +2 damage.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Throw Anything II'''&lt;br /&gt;
|Throw Anything, Exile 7&lt;br /&gt;
|You gain +20 ft range with improvised thrown weapons, and the damage becomes 1d8.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hidden Dagger II'''&lt;br /&gt;
|Hidden Dagger, Exile 7&lt;br /&gt;
|You gain +1 sneak attack die.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drunken Ferocity'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your Ferocious ability becomes activated whenever you have imbibed in the past hour and you can no longer voluntarily activate it.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrapping'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|(2/Recoup) You gain two Maneuvers of your choice from the [[Pugilist]]'s Maneuver List.  You can use these Pugilist's Maneuvers 2/Recoup, regaining all expended uses upon Recouping.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drag'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|Your companion gains a special maneuver: Drag&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Drag&amp;lt;/u&amp;gt;: Forgoing all other actions this turn, your companion can move 1/2 its speed and drag a prone target with it.  This movement can provoke reactive actions.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Refresh'''&lt;br /&gt;
|Exile 7&lt;br /&gt;
|If you are Bleeding, Burning, Frozen, or Dazed, you may roll 1d6 every time you imbibe.  If you roll a 5 or 6, the condition is removed.&lt;br /&gt;
|''Berzerker, Exile''&lt;br /&gt;
|-&lt;br /&gt;
|'''Utterly Independent'''&lt;br /&gt;
|Exile 14, Defiance&lt;br /&gt;
|Your exile has led you to a life of fierce and complete independence from all others.  Urban Legends might follow you as you face down grave threats on your own.  &lt;br /&gt;
You become immune to the Charmed and Enthralled [[conditions]]. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Independence&amp;lt;/u&amp;gt;: Whenever a creature attacks your WILL or attempts to Charm or Enthrall you, your next Drunken Fist against that target does not consume one of your uses of Drunken Fist, and you may attack their WILL instead of their AR.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;:  Independence activates with your ANT and LOG defenses as well.&lt;br /&gt;
|''Berzerker, Exile, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
== Fearless Track  ==&lt;br /&gt;
[[File:Fearless Track.png|536x536px|thumb|Fearless Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tag&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious II'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Stoic&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills&lt;br /&gt;
You are considered Bloodied at 3/4 max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow'''&lt;br /&gt;
|Seeing Red&lt;br /&gt;
|While you are bloodied, deal an additional 1d12 on a crit.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic'''&lt;br /&gt;
|Ferocious II&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR or END skills.&lt;br /&gt;
You are considered Bloodied at 1/4 your max HP.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable'''&lt;br /&gt;
|Stoic&lt;br /&gt;
|You can Trigger your Ferocious ability when you would gain the Shaken condition.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious III'''&lt;br /&gt;
|Fearless 3&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
Ferocious becomes 4/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red II'''&lt;br /&gt;
|Ferocious III, Blood Will Flow&lt;br /&gt;
|If your Ferocious ability is active, and you are bloodied, deal +2 damage on all of your damage rolls.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red II&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|When you are Ferocious, you may Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Frenzy&amp;lt;/u&amp;gt;: (2/Rest) For the duration of your Ferocious ability, when you crit on an attack that cost 1 or more AP, you may immediately make another attack for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic II'''&lt;br /&gt;
|Ferocious III, Unflappable&lt;br /&gt;
|Choose REF, FORT, ANT, or LOG.  While you are not blooded, WILL and your selection increase by +1.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable II'''&lt;br /&gt;
|Stoic II&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Demoralized&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat'''&lt;br /&gt;
|Unflappable II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Stoic&lt;br /&gt;
|When you are Ferocious and not Bloodied, you are [[Grounded]] and cannot be knocked Prone or moved against your will.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious IV'''&lt;br /&gt;
|Fearless 7&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR Skills.&lt;br /&gt;
If you Recoup and have no uses of Ferocious remaining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seeing Red III'''&lt;br /&gt;
|Ferocious IV, Frenzy&lt;br /&gt;
|Gain +2 Skill Points that you can spend on DEX or END skills.&lt;br /&gt;
While Ferocious, your LOG equals your FORT unless your LOG was already higher.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Will Flow II'''&lt;br /&gt;
|Seeing Red III&lt;br /&gt;
|While you are Bloodied, your crit range increases by 1 more.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy II'''&lt;br /&gt;
|Blood Will Flow II&lt;br /&gt;
|Gain +1 Fort.&lt;br /&gt;
Frenzy becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic III'''&lt;br /&gt;
|Ferocious IV, Never Retreat&lt;br /&gt;
|Gain +2 Skill Points that you can spend on AWR or CHA skills.&lt;br /&gt;
When you are Ferocious, gain an additional +2 to your defenses that you selected from Stoic II.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unflappable III'''&lt;br /&gt;
|Stoic III&lt;br /&gt;
|You can trigger your Ferocious ability when you would become Charmed.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat II'''&lt;br /&gt;
|Unflappable III&lt;br /&gt;
|Gain Iron Advance&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Advance&amp;lt;/u&amp;gt;: When you are Ferocious and not Bloodied, if you would be moved against your will, you may spend 1 Reactive AP to instead move up to your speed in a direction of your choice.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ferocious V'''&lt;br /&gt;
|Fearless 11&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END or AWR skills.&lt;br /&gt;
If you Catch Breath and have no uses of Ferocious remanining, regain one use.&lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Horrifying Frenzy'''&lt;br /&gt;
|Ferocious V, Frenzy II&lt;br /&gt;
|(1/Rest) When you use Frenzy and you are Bloodied, you can make it Horrifying. Your Frenzy ability works when you hit, instead of only when you crit. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Frenzy'''&lt;br /&gt;
|Horifying Frenzy&lt;br /&gt;
|Gain Savage Frenzy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Savage Frenzy&amp;lt;/u&amp;gt;: (2/Rest) When you make an attack that costs 0 AP, you may choose to instead make two attacks if you are Bloodied. These attacks both have [[Tactical Advantages|TA]], and the crit range increases by 1. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Berzerker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoic IV'''&lt;br /&gt;
|Ferocious IV, Never Retreat II&lt;br /&gt;
|When you are not Bloodied, all of your Physical and Mental defenses increase by +1.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Never Retreat III'''&lt;br /&gt;
|Stoic IV&lt;br /&gt;
|Gain Iron Reave. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iron Reave&amp;lt;/u&amp;gt;: (END/Rest) When you use Iron Advance, if you end your movement adjacent to an enemy, you can make one melee attack against it for 0 AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berserker, Fearless''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Ferocity'''&lt;br /&gt;
|Fearless 14&lt;br /&gt;
|Having stared down the jaws of death myriad times, you finally reach your snapping point.&lt;br /&gt;
When you reach 0 HP, you may activate Unstoppable Ferocity. This costs 0 Reactive AP. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable Ferocity&amp;lt;/u&amp;gt;: For the duration of Ferocious, gain +3 to all defenses. Gain [[Tactical Advantages|TA]] on all attacks, and roll 2d20 and use the higher. Whenever you hit a creature that has imposed an active condition of Broken, Demoralized, Frightened, or Shaken against you, the hit counts as a crit. Whenever you hit a creature that would have imposed such a condition against you but did not because of your Ferocious ability, that hit counts as a crit. If you die during this time, you remain living until the end of the duration of Ferocious. During such time, you cannot regain HP, and you die at the end of that duration, whereupon you can be resurrected. After you use this ability, you permanently lose all of your Talents in the Ferocious stack and lose Ferocious 1. You do not gain replacement Talents&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: If you used Unstoppable Ferocity before reaching level 30, you regain all of your lost talents except for Unstoppable Ferocity. If you did not use Unstoppable Ferocity before reaching level 30, then whenever a creature attempts to inflict Broken, Demoralized, Frightened, or Shaken against you, your next attack against that creature is considered a crit.&lt;br /&gt;
|''Berserker, Fearless, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Juggernaut Track ==&lt;br /&gt;
[[File:Juggernaut Track.png|thumb|510x510px|Juggernaut Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut'''&lt;br /&gt;
|Berzerker Entry&lt;br /&gt;
|Gain the Juggernaut ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Juggernaut&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you may enter a combative focus that allows you to tune out injury. For the next 10 minutes, whenever you take physical damage, if you have any reactive AP, gain DR 3. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy'''&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|Gain the Hardy [[Specialization Talents|specialization talent]].&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elemental]] Inurement'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Staunch [[Resistance]]&lt;br /&gt;
|While your Juggernaut ability is active, reduce elemental damage as well as physical.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault'''&lt;br /&gt;
|Elemental Inurement&lt;br /&gt;
|When you are not Bloodied, deal +2 damage on melee attacks.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance'''&lt;br /&gt;
|Hardy&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Elemental Inurement&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Staunch Resistance&lt;br /&gt;
|(1/Recoup) By spending 1 Reactive AP, gain [[Shield]] HP equal to the amount of physical damage that you just took. You may use Rage AP on this feature.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure'''&lt;br /&gt;
|Juggernaut 4&lt;br /&gt;
|Gain the Endure ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Endure&amp;lt;/u&amp;gt;: (2/Rest) When a creature makes an attack against your AR, you may use your FORT instead. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut II'''&lt;br /&gt;
|Endure&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Juggernaut becomes 1/2 END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut III'''&lt;br /&gt;
|Juggernaut II&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 2.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Inurement'''&lt;br /&gt;
|Juggernaut III, Ardent Assault&lt;br /&gt;
|While your Juggernaut ability is active, reduce energy damage as well as physical and elemental.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Citadel Of Stamina'''&lt;br /&gt;
|Energy Inurement&lt;br /&gt;
|Gain +2 FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Staunch Resistance II'''&lt;br /&gt;
|Juggernaut III, Shrug It Off&lt;br /&gt;
|While your Juggernaut ability is active, increase DR by 3.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Ready'''&lt;br /&gt;
|Staunch Resistance II&lt;br /&gt;
|When you Recoup, you may remove +1 Death Point.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure II'''&lt;br /&gt;
|Juggernaut 9&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills. Endure becomes 3/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardy II'''&lt;br /&gt;
|Endure II&lt;br /&gt;
|Gain +1 HP per character level, and +1 HP each time you level up.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Assault II'''&lt;br /&gt;
|Hardy II, Citadel of Stamina&lt;br /&gt;
|Gain +2 Skill Points that you can spend on STR skills. When you are not Bloodied, gain +1 to FORT.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shrug It Off'''&lt;br /&gt;
|Hardy II, Battle-Ready &lt;br /&gt;
|Shrug it Off becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure III'''&lt;br /&gt;
|Juggernaut 12&lt;br /&gt;
|Gain +4 Skill Points that you can spend on END skills.&lt;br /&gt;
If you have no uses of Endure remaining and you Recoup, regain one use.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Juggernaut IV'''&lt;br /&gt;
|Endure III&lt;br /&gt;
|You no longer need leftover AP to gain the benefits of Juggernaut. Juggernaut becomes END/Rest.&lt;br /&gt;
|''Berzerker, Juggernaut''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Juggernaut'''&lt;br /&gt;
|Juggernaut 14&lt;br /&gt;
|You have a reputation of being impossible to [[kill]]. People challenge you to nonlethal [[combat]] just to witness your unending stamina.&lt;br /&gt;
The final cap for your END increases from 12 to 14. When your END is 14, gain +1 additional HP per character level.&lt;br /&gt;
&lt;br /&gt;
Gain the Back in the Fight ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Back in the Fight&amp;lt;/u&amp;gt;: (1/ Rest) When you start your turn with 0 HP, you may spend X AP. Remove Death Points equal to 1⁄2 X. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Back in the Fight becomes: Remove Death Points equal to X.&lt;br /&gt;
|''Berzerker, Juggernaut, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rage Track ==&lt;br /&gt;
[[File:Rage Track.png|thumb|560x560px|Rage Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage II'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Fury ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fury&amp;lt;/u&amp;gt;: When you make a melee attack, you may gain +2 to your attack rolls, but all attacks against you have [[Tactical Advantages|TA]] and your mental defenses reduce by 2. This lasts until the start of your next turn.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Death Defier&lt;br /&gt;
|Attacks made with Fury deal +2 damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Blows II'''&lt;br /&gt;
|Furious Blows&lt;br /&gt;
|Deal +2 additional damage if you attack with Fury and are Bloodied.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier'''&lt;br /&gt;
|Blood Rage II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Furious Blows&lt;br /&gt;
|When attacking with Fury, gain +X to attack and damage where X = your current Death Points.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop'''&lt;br /&gt;
|Death Defier&lt;br /&gt;
|Gain the Death Drop ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Death Drop&amp;lt;/u&amp;gt;: (2/Rest) For 0 AP, If you start your turn with fewer than 10 HP, you may choose to lose all remaining HP. If you do, then your first hit this turn that was not a crit becomes a crit. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Drop'''&lt;br /&gt;
|Rage 3&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage IV'''&lt;br /&gt;
|Blood Rage III &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust'''&lt;br /&gt;
|Blood Rage IV, Furious Blows II&lt;br /&gt;
|When you start your turn, if you have both taken damage and dealt damage since the start of your last turn, you may use the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: Move up to your Speed for 0 AP. Any creature that attacks you reactively takes 1d6 sharp damage.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|When you attack with Fury and hit, You may use the Berzerk Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Berzerk Smash&amp;lt;/u&amp;gt;: Roll 1d6 and 1d12. Add the d12 to the damage you dealt and take damage equal to the 1d6.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop II'''&lt;br /&gt;
|Blood Rage IV, Death Drop&lt;br /&gt;
|Death Drop works when you are Bloodied (instead of having to be 10 HP or fewer).&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier II'''&lt;br /&gt;
|Death Drop II &lt;br /&gt;
|Gain the Cling to Life ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cling to Life&amp;lt;/u&amp;gt;: When you reach 8 Death Points, roll 1d20+END. On 14 or higher, you don’t die and go back to 7 Death Points. This check increases by +1 each time you make it, resetting when you Take a Rest.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage V'''&lt;br /&gt;
|Rage 7&lt;br /&gt;
|If you are Bloodied when you crit with Fury, regain 1d6 HP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VI'''&lt;br /&gt;
|Prerequisites: Blood Rage V &lt;br /&gt;
|Gain +1 Rage AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust II'''&lt;br /&gt;
|Blood Rage VI, Furious Smash &lt;br /&gt;
|When you use Bloodlust, you may also use Rend.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rend&amp;lt;/u&amp;gt;: (2/Recoup) Spend 1 AP to attack a creature that took damage from your Bloodlust ability. Use STR or DEX (your choice) vs. their FORT. If you hit, the creature gains Bleeding (1d4) for 30 seconds. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Furious Smash II'''&lt;br /&gt;
|Bloodlust II &lt;br /&gt;
|Gain the Furious Smash ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Furious Smash&amp;lt;/u&amp;gt;: (1/Rest) When you hit with Frenzy and are Bloodied, turn it into a crit. &lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodlust III'''&lt;br /&gt;
|Furious Smash II&lt;br /&gt;
|If you crit with Fury and are Bloodied, gain 1 AP.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier III'''&lt;br /&gt;
|Blood Rage VI, Death Defier II&lt;br /&gt;
|When you complete a Rest, you may gain 1 Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Defier IV'''&lt;br /&gt;
|Death Defier III&lt;br /&gt;
|When you Recoup, you may choose not to remove a Death Point.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death Drop III'''&lt;br /&gt;
|Bloodlust IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR skills. Death Drop becomes 2/Recoup.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VII'''&lt;br /&gt;
|Prerequisites: Rage 12&lt;br /&gt;
|Your attacks made with Fury gain +1 to their crit range.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rage VIII'''&lt;br /&gt;
|Blood Rage VII&lt;br /&gt;
|Gain +4 Skill Points that you can spend on STR, DEX, or END skills.&lt;br /&gt;
When you crit with Fury, regain additional HP equal to your END.&lt;br /&gt;
|''Berzerker, Rage''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Rampage'''&lt;br /&gt;
|Blood Rage VIII&lt;br /&gt;
|You are feared the world over as a [[warrior]] of legend, and none wish to cross steel with you.&lt;br /&gt;
You gain the Blood Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blood Rampage&amp;lt;/u&amp;gt;: (1/Week) When you roll [[Initiative]], all enemies gain the Shaken condition for the duration of the fight. When you are Bloodied, You gain double your Rage AP at the start of each round. This can cause you to exceed 12 AP/ round.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Blood Rampage becomes 1/Rest.&lt;br /&gt;
|''Berzerker, Rage, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3032</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3032"/>
		<updated>2023-12-30T17:00:36Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Bolded Headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== '''Cleric Entry Talent''' ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== '''Exorcist Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Piety Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Support Talents''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Theologian Track''' ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== '''Apocrypha List''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Divine Icon Track''' ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;'''Divine Icon Abilities List'''&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the [[Nature’s Bounty]] primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Repentance&amp;lt;/u&amp;gt;: 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3031</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3031"/>
		<updated>2023-12-30T17:00:08Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Bolded Headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== '''Cleric Entry Talent''' ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== '''Exorcist Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Piety Track''' ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Support Talents''' ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Theologian Track''' ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Divine Icon Track''' ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the [[Nature’s Bounty]] primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Repentance&amp;lt;/u&amp;gt;: 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3030</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3030"/>
		<updated>2023-12-30T16:18:22Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Reformatted the Repentance ability in Divine Icon: Redemption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the [[Nature’s Bounty]] primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Repentance&amp;lt;/u&amp;gt;: 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3029</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3029"/>
		<updated>2023-12-30T16:14:40Z</updated>

		<summary type="html">&lt;p&gt;Javanos: added link to Nature's Bounty in the Nature Divine Icon and removed spaces after / in Even the Scales&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the [[Nature’s Bounty]] primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3028</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3028"/>
		<updated>2023-12-30T16:06:02Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed link from &amp;quot;commune&amp;quot; in Last Rites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3027</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3027"/>
		<updated>2023-12-30T16:00:45Z</updated>

		<summary type="html">&lt;p&gt;Javanos: made Divine Icon: Fate collapsible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3026</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3026"/>
		<updated>2023-12-30T15:57:50Z</updated>

		<summary type="html">&lt;p&gt;Javanos: added link to Nature's Bounty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature's Bounty|Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3025</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3025"/>
		<updated>2023-12-30T15:55:40Z</updated>

		<summary type="html">&lt;p&gt;Javanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[https://srd.mythcraftrpg.com/Nature%27s_Bounty Nature’s Bounty] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3024</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3024"/>
		<updated>2023-12-30T15:53:41Z</updated>

		<summary type="html">&lt;p&gt;Javanos: added link to Nature's Bounty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|[[Nature’s Bounty]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3023</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3023"/>
		<updated>2023-12-30T15:52:54Z</updated>

		<summary type="html">&lt;p&gt;Javanos: moved links for Decay and Darkness to the spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|Nature’s Bounty (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness'''&lt;br /&gt;
|[[Darkness]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay'''&lt;br /&gt;
|[[Decay]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3022</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3022"/>
		<updated>2023-12-30T15:50:40Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed links to magic sources from the Apocrypha list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|Nature’s Bounty (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Darkness (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] (arcane cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decay]]'''&lt;br /&gt;
|Decay (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or Vessel 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3021</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3021"/>
		<updated>2023-12-30T15:37:11Z</updated>

		<summary type="html">&lt;p&gt;Javanos: Capitalized Divine Spells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] ([[occult]] chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] ([[psionic]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] ([[primal]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|Nature’s Bounty (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Darkness (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] ([[arcane]] cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decay]]'''&lt;br /&gt;
|Decay (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Divine_Spells&amp;diff=3020</id>
		<title>Divine Spells</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Divine_Spells&amp;diff=3020"/>
		<updated>2023-12-30T15:36:03Z</updated>

		<summary type="html">&lt;p&gt;Javanos: realigned entry of a spell, removed the period from the end of Evoking in Angel Wings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Devine Spells&lt;br /&gt;
&lt;br /&gt;
These spells all have the &amp;quot;[[Divine]] Spell&amp;quot; tag.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!SPC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|[[Angel Wings|'''Angel Wings''']]&lt;br /&gt;
|Sacrament&lt;br /&gt;
| Evoking&lt;br /&gt;
|4&lt;br /&gt;
|32&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|up to 10 minutes&lt;br /&gt;
|CRB p. ##&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor of Starlight|'''Armor of Starlight''']]&lt;br /&gt;
| &lt;br /&gt;
|Warding&lt;br /&gt;
|4&lt;br /&gt;
|30&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|up to 10 minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Banish]]'''&lt;br /&gt;
|Conjure 4&lt;br /&gt;
|Summoning &lt;br /&gt;
|18&lt;br /&gt;
|40&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Visual, Gesture, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
|[[Brooding Darkness|'''Brooding Darkness''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|120 ft&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|1 minute&lt;br /&gt;
|-&lt;br /&gt;
|[[Bust of Healing|'''Burst of Healing''']]&lt;br /&gt;
|Sacrament&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|20&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual, Gesture, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Celestial Form|'''Celestial Form''']]&lt;br /&gt;
|Sacrament, Conjuring 3&lt;br /&gt;
|Alchemy&lt;br /&gt;
|8&lt;br /&gt;
|50&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Censure]]''' &lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 round (until the end of your next turn)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Commandment]]'''&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 round (until the end of your next turn)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Compel Truth|'''Compel Truth''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Curitive Word|'''Curitive Word''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|40 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Daylight]]'''&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|5&lt;br /&gt;
|32&lt;br /&gt;
|300 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decree]]''' &lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|24&lt;br /&gt;
|80 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Up to 30 seconds&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Demoralize]]'''&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|5&lt;br /&gt;
|16&lt;br /&gt;
|30 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Detect Thoughts|'''Detect Thoughts''']]&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|30 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Detect Threat|'''Detect Threat''']]&lt;br /&gt;
|Conjuring 5&lt;br /&gt;
|Divining &lt;br /&gt;
|30&lt;br /&gt;
|8&lt;br /&gt;
|15 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Divine Challenge|'''Divine Challenge''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Healing Touch|'''Healing Touch''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavenly Fire|'''Heavenly Fire''']]&lt;br /&gt;
|Sacrament, Conjuring 1&lt;br /&gt;
|Evoking&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|100 ft&lt;br /&gt;
|Visual, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Heroism]]'''&lt;br /&gt;
|Sacrament&lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Inspire Ferver|'''Inspire Ferver''']]&lt;br /&gt;
|Conjure 1&lt;br /&gt;
|Enchanting&lt;br /&gt;
|8&lt;br /&gt;
|15&lt;br /&gt;
|20 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Intervene]]''' &lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|1, which you may spend reactively when an enemy within range casts a spell&lt;br /&gt;
|Special&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Keep Standing|'''Keep Standing''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1, which you may spend reactively when an ally within range is reduced to 0 HP.&lt;br /&gt;
|3&lt;br /&gt;
|20 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Laurel of Stars|'''Laurel of Stars''']]&lt;br /&gt;
|&lt;br /&gt;
|Invocation&lt;br /&gt;
|6&lt;br /&gt;
|24&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Up to 10 minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Levitation]]'''&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|32&lt;br /&gt;
|20 ft&lt;br /&gt;
|Visual, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Light and Shadow|'''Light and Shadow''']]&lt;br /&gt;
|&lt;br /&gt;
|Illusory&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|80 ft&lt;br /&gt;
|Visual, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Minor Blessing|'''Minor Blessing''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|40 ft&lt;br /&gt;
|Visual, Verbal, Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Miricle|'''Miracle''']]&lt;br /&gt;
|Conguring 10&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|30&lt;br /&gt;
|150&lt;br /&gt;
Indefinite&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Miraculous Luck|'''Miraculous Luck''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
&lt;br /&gt;
|1, which you may spend reactively when a creature within range hits another creature within range with an attack&lt;br /&gt;
|20&lt;br /&gt;
|80 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
|[[Miraculous Word|'''Miraculous Word''']]&lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|6&lt;br /&gt;
|60&lt;br /&gt;
|Sight&lt;br /&gt;
|Gesture, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Order]]''' &lt;br /&gt;
|Enchanting&lt;br /&gt;
|6&lt;br /&gt;
|24&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Radiance of the Dawn|'''Radiance of the Dawn''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|6&lt;br /&gt;
|20&lt;br /&gt;
|60 ft cone&lt;br /&gt;
|Gesture, Line of Effect&lt;br /&gt;
|1 round (until the end of your next turn)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Radiant Word|'''Radiant Word''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|4&lt;br /&gt;
|30&lt;br /&gt;
|120 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Refocus]]'''&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|30 ft&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Revitalize]]''' &lt;br /&gt;
|Sacrament, Conjuring 3&lt;br /&gt;
|Necromancy&lt;br /&gt;
|15&lt;br /&gt;
|5&lt;br /&gt;
|Touch&lt;br /&gt;
|Visual, Verbal, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Salvation]]''' &lt;br /&gt;
|&lt;br /&gt;
|Necromancy&lt;br /&gt;
|1&lt;br /&gt;
|80&lt;br /&gt;
|300 ft&lt;br /&gt;
|Visual, Verbal, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Searing Radiance|'''Searing Radiance''']]&lt;br /&gt;
|Conjuring 3&lt;br /&gt;
|Evoking&lt;br /&gt;
|15&lt;br /&gt;
|20&lt;br /&gt;
|Self&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|1 to 5 minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[See Invisibility|'''See Invisibility''']]&lt;br /&gt;
|Conjuring 6&lt;br /&gt;
|Divining&lt;br /&gt;
|24&lt;br /&gt;
|12&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Shining Bolt|'''Shining Bolt''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|80 ft&lt;br /&gt;
|Visual, Gesture, Line of Effect&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Shield of Divinity]]&lt;br /&gt;
|&lt;br /&gt;
|Warding&lt;br /&gt;
|1, which you can take reactively in response to being attacked&lt;br /&gt;
|4&lt;br /&gt;
|Self&lt;br /&gt;
|Gesture&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlight Nebula|'''Starlight Nebula''']]&lt;br /&gt;
|&lt;br /&gt;
|Invocation&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|80 ft&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sympathy]]'''&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|30 ft&lt;br /&gt;
|Visual&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Walk on Water|'''Walk on Water''']]&lt;br /&gt;
|Conjuring 2&lt;br /&gt;
|Altering&lt;br /&gt;
|12&lt;br /&gt;
|30&lt;br /&gt;
|15 ft&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|up to 10 minutes&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Divine Prayers&lt;br /&gt;
&lt;br /&gt;
All of these prayers hat the &amp;quot;Divine Prayer&amp;quot; Tag&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!Function&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Requires&lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Amplify]]''' &lt;br /&gt;
|&lt;br /&gt;
|Altering&lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Vocal, Gesture&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Candle pf Faith|'''Candle of Faith''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|1&lt;br /&gt;
|Touch&lt;br /&gt;
|Gesture&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Celestial Grace|'''Celestial Grace''']]&lt;br /&gt;
| &lt;br /&gt;
|Enchanting&lt;br /&gt;
|3&lt;br /&gt;
|15 ft&lt;br /&gt;
|Verbal&lt;br /&gt;
|Up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gental Whisper|'''Gental Whisper''']]&lt;br /&gt;
|&lt;br /&gt;
|Divining&lt;br /&gt;
|1&lt;br /&gt;
|60 ft&lt;br /&gt;
|Visual, Verbal&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Graceful Poise|'''Graceful Poise''']]&lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|2&lt;br /&gt;
|20 ft&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|1 Round&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Guide]]''' &lt;br /&gt;
|&lt;br /&gt;
|Enchanting&lt;br /&gt;
|1, which you can use reactively when a creature within range attempts an Attribute check&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Visual&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Light Burst|'''Light Burst''']]&lt;br /&gt;
|Evoking&lt;br /&gt;
|3&lt;br /&gt;
|Self (5 ft radius)&lt;br /&gt;
|Gesture&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sacred Flare|'''Sacred Flare''']]&lt;br /&gt;
|&lt;br /&gt;
|Evoking&lt;br /&gt;
|2&lt;br /&gt;
|60 ft&lt;br /&gt;
|Verbal, Visual, Gesture, Line of Effect&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Stabilizing Touch|'''Stabilizing Touch''']]&lt;br /&gt;
| &lt;br /&gt;
|Necromancy&lt;br /&gt;
|2&lt;br /&gt;
|Touch&lt;br /&gt;
|Verbal, Gesture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Twinkling Lights|'''Twinkling Lights''']]&lt;br /&gt;
|Altering&lt;br /&gt;
|3&lt;br /&gt;
|60 ft&lt;br /&gt;
|Gesture&lt;br /&gt;
|up to 1 minute&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Divine Rituals &lt;br /&gt;
&lt;br /&gt;
All the Rituals in this section have the &amp;quot;Divine Ritual&amp;quot; tag.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell Name&lt;br /&gt;
!Tags&lt;br /&gt;
!PreReq &lt;br /&gt;
!Liturgy APC&lt;br /&gt;
!Liturgy SPC: 12&lt;br /&gt;
!Casting Time&lt;br /&gt;
!Range&lt;br /&gt;
!Materials &lt;br /&gt;
!Recharge &lt;br /&gt;
!Duration&lt;br /&gt;
!Sourcebook&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Altar]]'''&lt;br /&gt;
|Altering&lt;br /&gt;
|Divine 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 Hour&lt;br /&gt;
|&lt;br /&gt;
|Materials: One fattened mammalian livestock, such as a cow or pig, or three fattened avian livestock, such as hens (or the equivalent value of relevant sacrificial materials specific to your deity/pantheon)&lt;br /&gt;
|Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Calming Presence|'''Calming Presence''']]&lt;br /&gt;
|Enchanting, Liturgy&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|1 hour, which can be part of a Recoup&lt;br /&gt;
|30 ft&lt;br /&gt;
|10 sc worth of incense, which the ritual&lt;br /&gt;
consumes&lt;br /&gt;
|Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Commune]]'''&lt;br /&gt;
|Divining&lt;br /&gt;
|Divine 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2 hours; you can recoup during this time or use this time as part of a rest&lt;br /&gt;
|&lt;br /&gt;
|10 sc worth of incense, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|1d20 + (Magic Attribute) Minutes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Undead|'''Create Undead''']]&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Divine 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10 minutes per corpse, up to 30 minutes&lt;br /&gt;
|&lt;br /&gt;
|1, 2, or 3 corpses&lt;br /&gt;
|Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Empathy]]'''&lt;br /&gt;
| ''Warding, Liturgy''&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|1 hour, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Catch Breath&lt;br /&gt;
|Up to 8 Hours&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Epistle]]'''&lt;br /&gt;
|''Divining, Liturgy''&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|10 minutes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Recoup or Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Exorcism]]'''&lt;br /&gt;
|'', Warding''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30 minutes&lt;br /&gt;
|Touch&lt;br /&gt;
|20 sc worth of incense or gems, which are burned or magically consumed over the casting of the ritual&lt;br /&gt;
|&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Greater Restoration|'''Greater Restoration''']]&lt;br /&gt;
|''Warding''&lt;br /&gt;
|Divine 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4 hours&lt;br /&gt;
|&lt;br /&gt;
|500 sc worth of incense or gems, which are burned or magically consumed over the casting of the ritual&lt;br /&gt;
|7 Days&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hallow]]'''&lt;br /&gt;
|Warding&lt;br /&gt;
|Divine 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24 hours&lt;br /&gt;
|&lt;br /&gt;
|100 sc worth of incense, which are burned over the course of the ritual&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Heaven-Touched]]'''&lt;br /&gt;
| ''Enchanting''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|10 sc worth of oils and incense, expended as part of the ritual&lt;br /&gt;
|Rest&lt;br /&gt;
|4 Hours&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Holy Weapon|'''Holy Weapon''']]&lt;br /&gt;
| ''Alchemy''&lt;br /&gt;
|Divine 7&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|1 sc worth of scented oils, expended as part of the ritual&lt;br /&gt;
|Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Immunity]]'''&lt;br /&gt;
|''Warding''&lt;br /&gt;
|Divine 24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|A diamond worth at least 10,000 sc, which the ritual consumes&lt;br /&gt;
|1 Rest&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser Resteration|'''Lesser Resteration''']]&lt;br /&gt;
|''Warding, Liturgy''&lt;br /&gt;
|Divine 7&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|1 hour&lt;br /&gt;
|Touch&lt;br /&gt;
|100 sc worth of incense or gems, which are burned or magically consumed over the casting of the ritual&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Merriment]]'''&lt;br /&gt;
|''Alchemy''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|10 minutes, which can be part of a Recoup or Rest&lt;br /&gt;
|30ft &lt;br /&gt;
|&lt;br /&gt;
|Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Portent]]'''&lt;br /&gt;
|''Divining''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 Week&lt;br /&gt;
|24 Hours&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Plague]]'''&lt;br /&gt;
|''Evoking''&lt;br /&gt;
|Divine 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|Visual (Line of Sight)&lt;br /&gt;
|&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Prayer of Healing|'''Prayer of Healing''']]&lt;br /&gt;
|''Evoking''&lt;br /&gt;
|Divine 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30 minutes, which can be part of a Recoup or Rest&lt;br /&gt;
|30 ft&lt;br /&gt;
|&lt;br /&gt;
|Rest&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Precognition]]'''&lt;br /&gt;
| ''Divining''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or a Rest&lt;br /&gt;
|Touch&lt;br /&gt;
|&lt;br /&gt;
|Recoup&lt;br /&gt;
|1 Hour&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Providence]]'''&lt;br /&gt;
| ''Divining''&lt;br /&gt;
|Divine 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour, which can be part of a Recoup or Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 week&lt;br /&gt;
|24 hours&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Purify]]'''&lt;br /&gt;
|''Alchemy, Liturgy''&lt;br /&gt;
|Divine 12&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|1 hour, which can be part of a Recoup or Rest&lt;br /&gt;
|10 ft&lt;br /&gt;
|&lt;br /&gt;
|1 Week&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Regeneration]]'''&lt;br /&gt;
| ''Alchemy''&lt;br /&gt;
|Divine 16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24 hours&lt;br /&gt;
|Touch&lt;br /&gt;
|1,000 sc worth of gems and oils, which the ritual consumes&lt;br /&gt;
|7 Days&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Reincarnation]]'''&lt;br /&gt;
|''Necromancy''&lt;br /&gt;
|Divine 24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|12 hours&lt;br /&gt;
|&lt;br /&gt;
|At least one physical body part of the creature you intend to reincarnate and 1000 sc worth of crystals and diamonds, which the ritual consumes&lt;br /&gt;
|1 Year&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Resistance]]'''&lt;br /&gt;
|''Warding, Liturgy''&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|1 hour, which can be part of a Recoup or a Rest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Recoup&lt;br /&gt;
|2 Hours&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Resurection]]'''&lt;br /&gt;
|''Necromancy''&lt;br /&gt;
|Divine 24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|24 hours&lt;br /&gt;
|&lt;br /&gt;
|Corpse including at least the torso and head; 10,000 sc worth of incense, crystals, diamonds, rubies, and oils, all of which are consumed in the ritual&lt;br /&gt;
|1 Year&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Revive]]'''&lt;br /&gt;
|''Necromancy''&lt;br /&gt;
|Divine 12&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1 hour&lt;br /&gt;
|&lt;br /&gt;
|A corpse with at least the torso and head intact; 500 sc worth of incense, crystals, diamonds, rubies, and oils, all of which are consumed in the ritual&lt;br /&gt;
|1 Week&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3019</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3019"/>
		<updated>2023-12-30T15:30:08Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed link from Divine &amp;quot;salvation&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine Salvation.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells|divine spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] ([[occult]] chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] ([[psionic]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] ([[primal]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|Nature’s Bounty (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Darkness (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] ([[arcane]] cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decay]]'''&lt;br /&gt;
|Decay (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3016</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3016"/>
		<updated>2023-12-30T15:22:23Z</updated>

		<summary type="html">&lt;p&gt;Javanos: added space between &amp;quot;exorcist&amp;quot; and &amp;quot;When&amp;quot; in Unholy Scourge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine [[Salvation]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells|divine spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] ([[occult]] chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] ([[psionic]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] ([[primal]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|Nature’s Bounty (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Darkness (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] ([[arcane]] cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decay]]'''&lt;br /&gt;
|Decay (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3015</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3015"/>
		<updated>2023-12-30T15:19:37Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed link from &amp;quot;passage&amp;quot; and &amp;quot;damage&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine [[Salvation]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells|divine spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] ([[occult]] chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] ([[psionic]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] ([[primal]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|Nature’s Bounty (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Darkness (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] ([[arcane]] cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decay]]'''&lt;br /&gt;
|Decay (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3014</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3014"/>
		<updated>2023-12-30T15:13:07Z</updated>

		<summary type="html">&lt;p&gt;Javanos: removed link from Divine &amp;quot;shield&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine Shield&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine [[Salvation]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells|divine spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] ([[occult]] chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] ([[psionic]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] ([[primal]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|Nature’s Bounty (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Darkness (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] ([[arcane]] cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decay]]'''&lt;br /&gt;
|Decay (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3013</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cleric&amp;diff=3013"/>
		<updated>2023-12-30T15:12:15Z</updated>

		<summary type="html">&lt;p&gt;Javanos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Cleric Tracks&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''Piety:''' You can work small miracles, healing injury and [[disease]] with a mere touch, or invigorating a season's crops to bounty. &lt;br /&gt;
&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
'''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.  &lt;br /&gt;
&lt;br /&gt;
== Cleric Entry Talent ==&lt;br /&gt;
After gaining the Cleric Entry Talent, you can take talents from any of the cleric tracks. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cleric Entry'''&lt;br /&gt;
&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Devotee&amp;lt;/u&amp;gt;: Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Ward&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Icon&amp;lt;/u&amp;gt;: 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 [[Cleric#Divine Icon Talents|Icon ability]] whose prerequisite is only that you have access to that Icon. &lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power. &lt;br /&gt;
|''Class Entry, Cleric, Divine''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Note on Divine Icons&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.&lt;br /&gt;
&lt;br /&gt;
== Exorcist Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|284x284px|Exorcist Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Sense Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sense Planar&amp;lt;/u&amp;gt;: (2/Rest) You sense the presence of avadri, celestial, eldritch, fae, and fiends 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 mins if you do nothing else other than non-strenuous walking, talking, or light activity. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward II'''&lt;br /&gt;
|Sense Planar, Holy Support&lt;br /&gt;
|Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distant Ward'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Divine [[Shield]]&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield'''&lt;br /&gt;
|Divine Ward II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Distant Ward&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar II'''&lt;br /&gt;
|Exorcist 3&lt;br /&gt;
|Sense Evil recharges upon Recouping.You gain the Identify Planar ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Identify Planar&amp;lt;/u&amp;gt;: (2/Rest) When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy'''&lt;br /&gt;
|Sense Planar II, Holy Support II&lt;br /&gt;
|Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest. You regain all expended uses when you Take a Rest.&lt;br /&gt;
___________________________________________________ &lt;br /&gt;
&lt;br /&gt;
'''Abjure Unholy''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: Divine, Spell, Warding &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 5     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Verbal, Gesture    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: 10 mins&lt;br /&gt;
&lt;br /&gt;
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 LoS but does block LoE. 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.&lt;br /&gt;
&lt;br /&gt;
A creature within the barrier can attempt to escape by making a CHA check against 10 + your magic attribute. On a success the creature can move through the barrier, taking 2d10 psychic damage.  &lt;br /&gt;
&lt;br /&gt;
When you cast this spell, choose a creature type: avadri, celestial, eldritch, fae, or fiend. Creatures of that type 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 use the lower when trying to escape. &lt;br /&gt;
&lt;br /&gt;
You may choose to end the spell early.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward II'''&lt;br /&gt;
|Abjure Unholy, Distant Ward&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Abjure Unholy, Divine Shield&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ward III'''&lt;br /&gt;
|Exorcist 6&lt;br /&gt;
|Divine Ward raises all defenses (AR, Physical, and Mental).&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Expert Exorcist'''&lt;br /&gt;
|Divine Ward III, Holy Support III&lt;br /&gt;
|You learn the [[Exorcism]] ritual if you did not already know it. Gain the Exorcist ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Exorcist&amp;lt;/u&amp;gt;: (1/Rest) When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Distence Ward III'''&lt;br /&gt;
|Expert Exorcist, Divine Ward II&lt;br /&gt;
|The range of your Divine Ward increases by +30 ft.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Shield II'''&lt;br /&gt;
|Expert Exorcist, Divine Shield II&lt;br /&gt;
|Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Abjure Unholy II'''&lt;br /&gt;
|Exorcist 9&lt;br /&gt;
|Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes 1/2 CHA/Rest.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sense Planar'''&lt;br /&gt;
|Abjure Unholy II&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Exorcist''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Scourge'''&lt;br /&gt;
|Sense Planar III&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unholy Scourge&amp;lt;/u&amp;gt;: (1/Rest) All creatures in your circle take 4d10 radiant damage at the start of each of their turns. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.&lt;br /&gt;
|''Cleric, Exorcist, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piety Track ==&lt;br /&gt;
[[File:Piety-Exorcist Track.png|thumb|285x285px|Piety Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt;: (CHA/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulture'''&lt;br /&gt;
|Lay on Hands, Holy Support&lt;br /&gt;
|By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Monastic Horticulture&amp;lt;/u&amp;gt;: (1/Month) Select a field of crops that is a  500 ft square or smaller. 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.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Monastic Horticulturist&lt;br /&gt;
|(1/Rest) While Recouping, you can use Lay on Hands one time without expending a use of it. &lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Gain the Piety ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Piety&amp;lt;/u&amp;gt;: (1/Week) You may touch a creature suffering from a common [[poison]] and instantaneously cure it.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Piety, Holy Support II&lt;br /&gt;
|Your Lay on Hands ability restores 2 additional HP.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wellspring of Health'''&lt;br /&gt;
|Lay on Hands III&lt;br /&gt;
|When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Wellspring of Health&lt;br /&gt;
|Piety can cure common diseases as well.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monastic Horticulturist II'''&lt;br /&gt;
|Piety II, Holy Support III&lt;br /&gt;
|Gain the Horticultural Blessing ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Horticultural Blessing&amp;lt;/u&amp;gt;: (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 2d10 additional rations’ worth of food each day for the next week (in addition to what they would normally produce). Rations produced in this way become spoiled after 24 hours.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Battle Medic&lt;br /&gt;
|Gain +4 Skill Points that you can spend on [[Skills]] with the Influence or Knowledge tag. Piety becomes 2/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Piety III&lt;br /&gt;
|When you use Piety, you can instantaneously cure common or uncommon poisons or diseases.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety V'''&lt;br /&gt;
|Piety IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Worker'''&lt;br /&gt;
|Piety V&lt;br /&gt;
|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 the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. &lt;br /&gt;
Gain the Miracle Worker ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Miracle Worker&amp;lt;/u&amp;gt;: (1/Rest) You may touch a creature suffering from any nonmagical poison or disease and instantaneously cure them, or you can touch a creature suffering from a magical poison or disease and cure them, becoming Sickened for the next 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 can gain the stats of any NPC of ML 3 or lower. You can have no more Apostles at a time than your cleric level.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic'''&lt;br /&gt;
|Monastic Horticulturist II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Piety III&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic II'''&lt;br /&gt;
|Battle Medic&lt;br /&gt;
|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).&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Medic III'''&lt;br /&gt;
|Battle Medic II&lt;br /&gt;
|If target has 0 HP, your Lay on Hands restores double the HP it otherwise would. Gain the Relentless Healer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Relentless Healer&amp;lt;/u&amp;gt;: If you roll [[Initiative]] and have no Lay on Hands, regain one use of Lay on Hands.&lt;br /&gt;
|''Cleric, Piety''&lt;br /&gt;
|-&lt;br /&gt;
|'''Savoir'''&lt;br /&gt;
|Battle Medic III&lt;br /&gt;
|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. &lt;br /&gt;
You gain two abilities: Ambient Divinity and Divine [[Salvation]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Ambient Divinity&amp;lt;/u&amp;gt;: (CHA/Rest) When you cast a divine spell, choose a creature within 20 ft of you to regain HP equal to the SP you just spent on that spell. You regain all expended uses when you Take a Rest.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Salvation&amp;lt;/u&amp;gt;: (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. &lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Divine Salvation becomes 1/Recoup and you are only Helpless until the start of your next turn.&lt;br /&gt;
|''Cleric, Piety, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Support Talents ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support'''&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support II'''&lt;br /&gt;
|Holy Support, Cleric 5&lt;br /&gt;
|Holy Support gives you 2 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Support III'''&lt;br /&gt;
|Holy Support II, Cleric 8&lt;br /&gt;
|Holy Support gives you 3 Support AP.&lt;br /&gt;
|''Cleric, Support, Special AP''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Theologian Track ==&lt;br /&gt;
[[File:Theologian Track.png|thumb|440x440px|Theologian Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent'''&lt;br /&gt;
|Cleric Entry&lt;br /&gt;
|Gain +6 Skill Points, which 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 1/2 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 1/2 the time).&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha'''&lt;br /&gt;
|Ardent&lt;br /&gt;
|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. &lt;br /&gt;
Refer to ''Apocrypha List'' section for the Icons and their corresponding magic.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium'''&lt;br /&gt;
|Apocrypha&lt;br /&gt;
|Gain the Scriptorium ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scriptorium&amp;lt;/u&amp;gt;: (1/Month) When in a well-equipped religious center with a library, you can reselect which [[Divine Spells|divine spells]] you know. This takes 24 hours.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Scrivener&lt;br /&gt;
|Gain the Iconographer ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconographer&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you can create a new Divine Icon. Pick a Divine Icon that you know which has a recharge ability (X/Rest, /Recoup, or /Catch Breath) and which is the lowest level for that ability (such as Blinding Dark I). You write a [[duplicate]] of that Icon. Choose one willing creature to bond with the Icon. That creature gains one use of that Icon and it recharges on Taking a Rest, Recouping, or Catching your Breath as normal. The creature can use this Icon until you use this ability again.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer II'''&lt;br /&gt;
|Iconographer&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener'''&lt;br /&gt;
|Scriptorium&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Iconographer&lt;br /&gt;
|Gain the Scrivener ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Scrivener&amp;lt;/u&amp;gt;: 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 10x the spell’s SPC. 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. The magic fades from the scroll once used, or after 24 hours if unused.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener II'''&lt;br /&gt;
|Scrivener&lt;br /&gt;
|You have grown more skilled at scribing your spell scrolls. It only costs you 1⁄2 the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha II'''&lt;br /&gt;
|Theologian 5&lt;br /&gt;
|Use your Apocrypha ability again, selecting a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium II'''&lt;br /&gt;
|Apocrypha II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium III'''&lt;br /&gt;
|Scriptorium II&lt;br /&gt;
|When you use Scriptorium, you can also reselect which divine rituals you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apprenticeship'''&lt;br /&gt;
|Scriptorium III, Iconographer II&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Gain the Apprenticeship ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Apprenticeship&amp;lt;/u&amp;gt;: When Recouping, you may change the effects of your Icon that another creature is bonded to as though using your Iconographer ability. You cannot assign this Icon to a new creature when changing the Icon in this way.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer III'''&lt;br /&gt;
|Apprenticeship&lt;br /&gt;
|Iconographer now allows you to create two Icons, bonding them to the same creature or different ones. One Icon must be only 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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer IV'''&lt;br /&gt;
|Iconographer III&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sola Scriptura'''&lt;br /&gt;
|Scriptorium III, Scrivener II&lt;br /&gt;
|(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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener III'''&lt;br /&gt;
|Sola Scriptura&lt;br /&gt;
|Thanks to careful gilding and embossing techniques, it only costs you sp equal to 5x the spell’s SPC to scribe it.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Scrivener III&lt;br /&gt;
|By spending the necessary SP and material costs, you can scribe two scrolls.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminated Manuscript'''&lt;br /&gt;
|Theologian 11&lt;br /&gt;
|(1/Week) When in a well-equipped religious center or library you can spend 1 hour to make one additional scroll or Icon.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scriptorium IV'''&lt;br /&gt;
|Illuminated Manuscript&lt;br /&gt;
|When you use Scriptorium, you can also reselect which cleric talents you know.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apocrypha III'''&lt;br /&gt;
|Scriptorium IV&lt;br /&gt;
|''Repeatable.'' Use your Apocrypha ability again, choosing a new Divine Icon for which you have access.&lt;br /&gt;
|''Cleric, Theologian, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconographer V'''&lt;br /&gt;
|Apocrypha III, Iconographer IV&lt;br /&gt;
|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.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Iconic Covenant'''&lt;br /&gt;
|Iconographer V&lt;br /&gt;
|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 skills with the Observation or Knowledge tag. &lt;br /&gt;
Gain the Iconic Covenant ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Iconic Covenant&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: You can now create three permanent Icons per year.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Scrivener V'''&lt;br /&gt;
|Apocrypha III, Scrivener IV&lt;br /&gt;
|Gain +4 Skill Points that you can spend on skills with the Observation or Knowledge tag. Your spell scrolls no longer require you to expend any SP.&lt;br /&gt;
|''Cleric, Theologian''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lectionary'''&lt;br /&gt;
|Scrivener V&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Lectionary&amp;lt;/u&amp;gt;: (1/Week) Create one special scripture, your Holy Lectionary. This scripture can have an SPC equal to or less than 2x your Divine Level, and does not lose magical potency for 1 month or until you use this ability again.&lt;br /&gt;
** &amp;lt;u&amp;gt;Level 30&amp;lt;/u&amp;gt;: Your Holy Lectionary retains its magical potency until you use this ability again. Increase all of your mental defenses by +2.&lt;br /&gt;
|''Cleric, Theologian, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apocrypha List ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Divine Icon&lt;br /&gt;
!Magic&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition'''&lt;br /&gt;
|[[Sonorous Voice]] ([[occult]] chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity'''&lt;br /&gt;
|[[Ignore Pain]] ([[psionic]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery'''&lt;br /&gt;
|[[Cornered Frenzy]] ([[primal]] spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation'''&lt;br /&gt;
|Nature’s Bounty (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Darkness]]'''&lt;br /&gt;
|Darkness (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|[[Grave Whisper]] ([[arcane]] cantrip)&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Decay]]'''&lt;br /&gt;
|Decay (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate'''&lt;br /&gt;
|[[Sense Danger]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom'''&lt;br /&gt;
|[[Levitate]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism'''&lt;br /&gt;
|[[Bountiful Joy]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor'''&lt;br /&gt;
|[[Circle of Power]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge'''&lt;br /&gt;
|[[Scry]] (occult ritual)&lt;br /&gt;
|-&lt;br /&gt;
|'''Light'''&lt;br /&gt;
|[[Glimmer]] (primal chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
|[[Charm Person]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature'''&lt;br /&gt;
|[[Summon Beast]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Order'''&lt;br /&gt;
|[[Arcane Swap]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption'''&lt;br /&gt;
|[[Calming Presence]] (primal spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge'''&lt;br /&gt;
|[[Cultic Revenge]] (occult chant)&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation'''&lt;br /&gt;
|[[Mage]] [[Armor]] (arcane spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity'''&lt;br /&gt;
|[[Silence]] (occult spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom'''&lt;br /&gt;
|[[Detect Truth]] (psionic spell)&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath'''&lt;br /&gt;
|[[Boarish Savagery]] (primal spell)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Icon Track ==&lt;br /&gt;
[[File:Divine Icon Track.png|thumb|654x654px|Divine Icon Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Cleric 1 or [[Vessel]] 1&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities, choosing a feature from Icons that you already have access to.&lt;br /&gt;
|''Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Polytheism'''&lt;br /&gt;
|Cleric 1&lt;br /&gt;
|''Repeatable.'' Choose one deity. Gain access to that deity’s Divine Icons in addition to the ones that you can already access. Your new deity will have a list of three Icons. Gain one Icon ability.&lt;br /&gt;
|''Cleric, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel 1&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon. You gain access to that Icon and get one of its abilities.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Divine Icon Abilities List&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Ambition&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Silver Tongue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Silver Tongue&amp;lt;/u&amp;gt;: (1/ Recoup) When making a Skill check that uses the Influence tag, add a bonus equal to 1⁄2 your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Silver Tongue II'''&lt;br /&gt;
|Silver Tongue&lt;br /&gt;
|The bonus from Silver Tongue equals your CHA.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Vendetta ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vendetta&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 minute talking with a creature or meditating, give a creature you touch (which can be yourself) +2 damage for the next 10 minutes. The extra damage is +4 if the recipient is Bloodied. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ambition: Vendetta II'''&lt;br /&gt;
|Vendetta&lt;br /&gt;
|Vendetta becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Ambition''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Austerity&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Fasting'''&lt;br /&gt;
|&lt;br /&gt;
|(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.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Provision ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Provision&amp;lt;/u&amp;gt;: (1/Recoup) When making a LUCK check, add your CHA to the roll.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision II'''&lt;br /&gt;
|Provision&lt;br /&gt;
|Provision becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Austerity: Provision III'''&lt;br /&gt;
|Provision II&lt;br /&gt;
|Provision becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Austerity''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Bravery&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Courage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Courage&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP and touching one creature, you insulate it to horrors that would cause most to tremble. For 1 minute, that creature cannot be Shaken. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage II'''&lt;br /&gt;
|Courage&lt;br /&gt;
|Courage becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage III'''&lt;br /&gt;
|Courage II&lt;br /&gt;
|Courage becomes 2/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bravery: Courage IV'''&lt;br /&gt;
|Courage III&lt;br /&gt;
|Courage becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Bravery''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Cultivation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Legacy'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you leave a settlement and have one or more [[Goodwill]] there, immediately gain +1 Goodwill.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Nurturance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Nurturance&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, one willing creature that you touch regains 1 HP at the start of each of its turns for the next 1d6 rounds. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance II'''&lt;br /&gt;
|Nurturance&lt;br /&gt;
|Nurturance lasts for 2d6 rounds.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivation: Nurturance III'''&lt;br /&gt;
|Nurturance II&lt;br /&gt;
|Nurturance becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Cultivation''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Darkness&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Blinding Dark ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Blinding Dark&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, make a magic attack vs ANT of a creature within 80 ft of you. If you hit, the creature is Blinded until the end of its next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark II'''&lt;br /&gt;
|Blinding Dark&lt;br /&gt;
|Blinding Dark becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark III'''&lt;br /&gt;
|Blinding Dark II&lt;br /&gt;
|Blinding Dark lasts until the end of your next turn.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkness: Blinding Dark IV'''&lt;br /&gt;
|Blinding Dark III&lt;br /&gt;
|Blinding Dark becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Darkness''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Death&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Last Rites ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Last Rites&amp;lt;/u&amp;gt;: 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.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Last Rites II'''&lt;br /&gt;
|Last Rites&lt;br /&gt;
|One willing creature you touch also gains the shield HP.&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Gravemaster ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gravemaster&amp;lt;/u&amp;gt;: When you finish Taking a Rest, you may touch one willing creature (besides yourself). For that creature to die, it must gain one more death point than normal (typically 9 DP instead of 8).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|-&lt;br /&gt;
|'''Death: Gravemaster II'''&lt;br /&gt;
|Gravemaster&lt;br /&gt;
|Using Gravemaster, target two willing creatures (you still cannot choose yourself).&lt;br /&gt;
|''Divine Icon - Death''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Decay&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Withering ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Withering&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Withering II'''&lt;br /&gt;
|Withering&lt;br /&gt;
|Withering becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Trembling ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Trembling&amp;lt;/u&amp;gt;: (2/Rest) By spending 2 AP, a creature that you touch is Shaken until the end of their next turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|-&lt;br /&gt;
|'''Decay: Trembling II'''&lt;br /&gt;
|Trembling&lt;br /&gt;
|Trembling becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Decay''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Divine Icon: Fate&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Minor Weal'''&lt;br /&gt;
|&lt;br /&gt;
|When you roll a crit on a spell, regain 1 SP. This cannot exceed your maximum SP.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Destonys Touch'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may reroll one of your d20s, using the second result, as though you spent a Luck Point.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse'''&lt;br /&gt;
|&lt;br /&gt;
|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.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fate: Prophetic Glimpse II'''&lt;br /&gt;
|Prophetic Glimpse&lt;br /&gt;
|Use your Prophetic Glimpse ability when you finish Recouping.&lt;br /&gt;
|''Divine Icon - Fate''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Freedom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Uncontainable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Uncontainable&amp;lt;/u&amp;gt;: (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 costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Uncontainable'''&lt;br /&gt;
|Uncontainable&lt;br /&gt;
|Uncontainable becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Unstoppable ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Unstoppable&amp;lt;/u&amp;gt;: (CHA/Rest) You or one creature of your choice within 10 ft of you that just became Dazed cancels that condition. This costs 0 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Freedom: Unstoppable II'''&lt;br /&gt;
|Unstoppable&lt;br /&gt;
|Unstoppable also allows you to cancel Staggered.&lt;br /&gt;
|''Divine Icon - Freedom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Hedonism&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Gluttony ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Gluttony&amp;lt;/u&amp;gt;: (CHA/Recoup) Spend 1 AP to choose a creature within 40 ft of you. That creature becomes Taunted by you for 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Gluttony II'''&lt;br /&gt;
|Gluttony&lt;br /&gt;
|Gluttony becomes CHA/Catch Breath.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Bloodlust ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bloodlust&amp;lt;/u&amp;gt;: (2/Rest) Gain +1 on attacks and damage, and +5 ft speed, until the end of your current turn. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hedonism: Bloodlust II'''&lt;br /&gt;
|Bloodlust&lt;br /&gt;
|Bloodlust becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Hedonism''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Honor&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Vow of Enmity''' &lt;br /&gt;
|&lt;br /&gt;
|You gain the Vow of Enmity ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vow of Enmity&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Binding Oath ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Binding Oath&amp;lt;/u&amp;gt;: (2/Recoup) Spend 3 AP and choose one creature within 60 ft of you. Make a Magic attack vs 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath II'''&lt;br /&gt;
|Binding Oath&lt;br /&gt;
|You do not become Charmed by the other creature.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|-&lt;br /&gt;
|'''Honor: Binding Oath III'''&lt;br /&gt;
|Binding Oath II&lt;br /&gt;
|Binding Oath becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Honor''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Knowledge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Debate ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Debate&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Debate II'''&lt;br /&gt;
|Debate&lt;br /&gt;
|Debate becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Divine Recollection ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Recollection&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Knowledge tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Knowledge: Divine Recollection II'''&lt;br /&gt;
|Divine Recollection&lt;br /&gt;
|Divine Recollection becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Knowledge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Light&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Cleareye'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Cleareye ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleareye&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 30 ft becomes Blinded, cancel the condition by spending 1 Reactive AP. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Reveal ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Reveal&amp;lt;/u&amp;gt;: (2/Rest) By spending 3 AP, creatures within 15 ft of you lose the Invisible condition. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Reveal II'''&lt;br /&gt;
|Reveal&lt;br /&gt;
|Reveal becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''Light: Illumine'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Illumine ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Illumine&amp;lt;/u&amp;gt;: By spending 1 AP, light a nonmagical torch, lantern, or the like.&lt;br /&gt;
|''Divine Icon - Light''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Love&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Sacrificial'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Sacrificial ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Sacrificial&amp;lt;/u&amp;gt;: When a creature within 5 ft of you takes damage, you may take the damage instead by spending 1 Reactive AP.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Enrapture ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Enrapture&amp;lt;/u&amp;gt;: (1/Rest) By spending 3 AP, a creature becomes Charmed by 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.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture II'''&lt;br /&gt;
|Enrapture&lt;br /&gt;
|Enrapture becomes 2/Rest.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine: Enrapture III'''&lt;br /&gt;
|Enrapture II&lt;br /&gt;
|Enrapture causes a target creature to become Enthralled, instead of Charmed.&lt;br /&gt;
|''Divine Icon - Love''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Nature&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom'''&lt;br /&gt;
|&lt;br /&gt;
|You can cast the [[Bloom]] primal chant.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Blossom II'''&lt;br /&gt;
|Blossom&lt;br /&gt;
|(1/Rest) You can cast the Nature’s Bounty primal spell without spending SP. &lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Survivor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survivor&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Survival tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|-&lt;br /&gt;
|'''Nature: Survivor II'''&lt;br /&gt;
|Survivor&lt;br /&gt;
|Survivor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Nature''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Order&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Even the Scales ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Even the Scales&amp;lt;/u&amp;gt;: (1/ Recoup) By spending 3 AP, choose yourself or an allied creature within 30 ft of you that is suffering from Charmed, Demoralized, Frightened, Shaken, Sickened, and/ 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. &lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Even the Scales II'''&lt;br /&gt;
|Even the Scales&lt;br /&gt;
|You may choose which of those conditions each creature removes.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Rebalance ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rebalance&amp;lt;/u&amp;gt;: (2/Recoup) Touch a willing creature and spend 1 AP; you and that creature each change your HP to be the average of each other’s HP (this cannot exceed max HP). You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|-&lt;br /&gt;
|'''Order: Rebalance'''&lt;br /&gt;
|Rebalance&lt;br /&gt;
|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).&lt;br /&gt;
|''Divine Icon - Order''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Redemption&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Repentance'''&lt;br /&gt;
|&lt;br /&gt;
|(2/Rest) You gain the Repentance ability. Repentance. 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. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Redeeming Fervor ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Redeeming Fervor&amp;lt;/u&amp;gt;: (2/Rest) Spend 1 AP and touch yourself or an allied 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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor II'''&lt;br /&gt;
|Redeeming Fervor&lt;br /&gt;
|When you use Redeeming Fervor, the creature also gains +1 to attacks and damage for the duration.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|-&lt;br /&gt;
|'''Redemption: Redeeming Fervor III'''&lt;br /&gt;
|Redeeming Fervor II&lt;br /&gt;
|Redeeming Fervor becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Redemption''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Revenge&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Aggressive Taunt'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aggressive Taunt ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aggressive Taunt&amp;lt;/u&amp;gt;: (2/Recoup) By spending 1 AP, 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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Vengeful ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Vengeful&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful II'''&lt;br /&gt;
|Vengeful&lt;br /&gt;
|Vengeful becomes “Each time you hit it before the end of your next turn.”&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|-&lt;br /&gt;
|'''Revenge: Vengeful III'''&lt;br /&gt;
|Vengeful II&lt;br /&gt;
|Vengeful costs 0 Reactive AP.&lt;br /&gt;
|''Divine Icon - Revenge''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Salvation&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rescue ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rescue&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue II'''&lt;br /&gt;
|Rescue&lt;br /&gt;
|Rescue becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue III'''&lt;br /&gt;
|Rescue II&lt;br /&gt;
|Rescue’s range increases by 30 ft.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Salvation: Rescue IV'''&lt;br /&gt;
|Rescue III&lt;br /&gt;
|Rescue becomes CHA/Recoup.&lt;br /&gt;
|''Divine Icon - Salvation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Serentiy&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded'''&lt;br /&gt;
|&lt;br /&gt;
|You gain the Levelheaded ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Levelheaded&amp;lt;/u&amp;gt;: (2/Rest) By spending 1 AP, you or one creature you touch loses all Charmed and Frightened conditions. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Levelheaded II'''&lt;br /&gt;
|Levelheaded&lt;br /&gt;
|Levelheaded becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Keep Your Wit ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Keep Your Wit&amp;lt;/u&amp;gt;: (2/Rest) By spending 10 minutes and touching one creature, for the next 30 minutes, that creature cannot be Charmed. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|-&lt;br /&gt;
|'''Serenity: Keep your Wit II'''&lt;br /&gt;
|Keep your Wit&lt;br /&gt;
|Keep Your Wit becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Serenity''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wisdom&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Aphobia'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Aphobia ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aphobia&amp;lt;/u&amp;gt;: (1/Rest) By spending 1 hour concentrating on one creature that you touch, you may remove one instance of the Phobic condition from that creature.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute''' &lt;br /&gt;
|&lt;br /&gt;
|Gain the Astute ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Astute&amp;lt;/u&amp;gt;: (2/Rest) When you or an allied creature within 10 ft of you makes a skill check with the Observation tag, add a +3 bonus. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute II'''&lt;br /&gt;
|Astute&lt;br /&gt;
|Astute becomes CHA/Rest.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wisdom: Astute III'''&lt;br /&gt;
|Astute II&lt;br /&gt;
|The bonus from Astute becomes +5.&lt;br /&gt;
|''Divine Icon - Wisdom''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Divine Icon: Wrath&lt;br /&gt;
!Ability&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the Rage ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Rage&amp;lt;/u&amp;gt;: (2/Recoup) Deal +2 damage on all attacks for the next 1 minute. You regain all expended uses when you Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: Rage II'''&lt;br /&gt;
|Rage&lt;br /&gt;
|The damage from your Rage ability becomes +4.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;War Cry&amp;lt;/u&amp;gt;: (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. You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath: War Cry'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|War Cry becomes 2/Recoup.&lt;br /&gt;
|''Divine Icon - Wrath''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Javanos</name></author>
	</entry>
</feed>