Cleric

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Having been raised in the orbit of a great religious order, piety is in your blood. As a child, you strove to give alms and help the needy whenever you could manage. You sought out the wise counsel of the priests and clergy in your town, and you took their teachings to heart, meditating on the precepts of your deities both day and night. Now, as a righteous pillar of your religious community, you continue to follow the path you began as a child: in all that you do, you seek to venerate your gods and enact their will on the world around you. You might pursue many clerical studies or focus your mind and soul upon mastering a single discipline, becoming an expert healer, righteous combatant, dedicated scholar, or a blend thereof. Regardless, you always have your divine icon at your side, a holy depiction of your god or your tenets. Your divine icon both serves as a moral anchor for you and connects you to deities that bless you with vestiges of holy authority.

Feature PreReq Discreption
CLERIC ENTRY

Class Entry, Cleric, Divine

Character Level 2 When you take this entry talent, you gain the following abilities.
Devotee Gain the Disciple of the Divine talent from the divine stack if you did not already have it. CHA is your magic attribute for cleric magic.
Divine Ward Spend 1 Reactive AP when an ally within 30 ft of you is attacked to increase that ally’s AR by +2 until

the start of that ally’s next turn.

Divine Icon. You gain a special Divine Icon depicting a deity or moment of religioussignificance. Choose one deity. That deity will have a list of three Icons. Gain one Icon ability whose prerequisite is only that you have access to that Icon.Divine Power. Each time you level up and spend your talent point on a cleric talent, you gain +5 SP and +1 Divine Power.

NOTE ON DIVINE ICONS Gaining a deity’s Divine Icon is considered an enforceable contract with that deity. You are expected to uphold that deity’s ideals and conduct yourself in a fashion that the deity would find commendable. At your MC’s discretion, failure to obey your deity’s tenets might cause your deity to revoke access to their Icons. If you are using homebrew deities, work with your MC to choose three Icons for which that deity will grant you access.

CLERIC STACKS

Exorcist Stronger of will than your average clergyperson or preacher, you might make it your life’s mission to stare down the darkest demons of humanity and draw them out of unfortunate souls.

Piety You can work small miracles, healing injury and disease with a mere touch, or invigorating a season’s crops to bounty.

Theologian You passionately study scripture and ancient texts, and how to illuminate manuscripts or scribe ornate icons with which you can spread the miraculous wonder of your faith.

Divine Icons You have at least one divine icon, which holds within it vestiges of holy power from the god or gods that you worship.

EXORCIST TRACK

Feature Tags PreReq Discreption
SENSE PLANAR Cleric, Exorcist Prerequisites: Cleric Entry Gain the Sense Planar ability.

Sense Planar 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. (2/Rest)

DIVINE WARD II Cleric, Exorcist Sense Planar, Holy Support Your Divine Ward boosts your ally’s AR and Physical Defenses for the duration.
DISTANT WARD Cleric, Exorcist Divine Ward II

Incompatible: Divine Shield

The range of your Divine Ward increases by +30 ft.
DIVINE SHIELD Cleric, Exorcist Divine Ward II

Incompatible: Distant Ward

Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.
SENSE PLANAR II Cleric, Exorcist Exorcist 3 Sense Evil recharges upon Recouping.You gain the Identify Planar ability.

Identify Planar When using Sense Planar, you may select one creature and learn its identity as well as its root motivation (selfless or selfish). (2/Rest)

ABJURE UNHOLY Cleric, Exorcist Sense Planar II, Holy Support II Gain Abjure Unholy, which counts as a spell for abilities that interact with spells. You can cast this unique spell 2/Rest.

Abjure Unholy Divine, Spell, Warding APC: 5 Range: 60 ft Requires: Verbal, Gesture Duration: 10 mins Choose a point within range. A powerful warding circle springs up in a 5 ft radius around that point. The circle conjures an accompanying invisible cylinder that is 15 ft tall. The cylinder does not block 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. 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. 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.You may choose to end the spell early.

DISTANT WARD II Cleric, Exorcist Abjure Unholy, Distant Ward The range of your Divine Ward increases by +30 ft.
DIVINE SHIELD II Cleric, Exorcist Abjure Unholy, Divine Shield Your Divine Ward adds an additional +1 to your targe creature’s relevant defenses.
DIVINE WARD III Cleric, Exorcist Exorcist 6 Divine Ward raises all defenses (AR, Physical, and Mental).
EXPERT EXORCIST Cleric, Exorcist Divine Ward III, Holy Support III You learn the Exorcism ritual if you did not already know it. Gain the Exorcist ability.

Exorcist When you use Exorcism and you do not upcharge it, you may choose not to roll on the side effect table. (1/Rest)

DISTANT WARD III Cleric, Exorcist Expert Exorcist, Divine Ward II The range of your Divine Ward increases by +30 ft.
DIVINE SHIELD III Cleric, Exorcist Expert Exorcist, Divine Shield II Your Divine Ward adds an additional +1 to your target creature’s relevant defenses.
ABJURE UNHOLY II Cleric, Exorcist Exorcist 9 Abjure Unholy can be a 10 ft radius (choose each time you cast it). Abjure Unholy becomes ½ CHA/Rest.
SENSE PLANAR III Cleric, Exorcist Abjure Unholy II Sense Planar has a range of 5 miles.When you deal radiant damage to avadri, celestial, eldritch, fae, or fiend creatures, add your CHA to the damage.
UNHOLY SCOURGE Cleric, Exorcist, Capstone Sense Planar III Malicious planar entities fear your name, and towns bereaved by such entities know to seek you out when they need a skilled exorcist.When you use the Exorcism ritual, you never have to roll on the side effect table. If you choose to Upcharge the exorcism, roll 2 times, instead of 4 times.When you use your Abjure Unholy spell, you may use

Unholy Scourge. Unholy Scourge All creatures in your circle take 4d10 radiant damage at the start of each of their turns. (1/Rest) Level 30: When you choose a creature type for abjure unholy, you can choose any creature type of your choice.

Piety

Feature Tags PreReq Discreption
LAY ON HANDS Cleric, Piety Cleric Entry Gain Lay on Hands.

Lay on Hands You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.(CHA/Rest)

MONASTIC HORTICULTURIST Cleric, Piety Lay on Hands, Holy Support By combining faith and agricultural understanding, you can bless a field of crops with your Monastic Horticulture ability.

Monastic Horticulture 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. (1/Month)

LAY ON HANDS II Cleric, Piety Monastic Horticulturist While Recouping, you can use Lay on Hands one time without expending a use of it. (1/Rest)
PIETY Cleric, Piety Lay on Hands II Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag.Gain the Piety ability.

Piety You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)

LAY ON HANDS III Cleric, Piety Piety, Holy Support II

Your Lay on Hands ability restores 2 additional HP.

WELLSPRING OF HEALTH Cleric, Piety Lay on Hands III When you cast a divine spell that restores HP to a target, add your CHA to the amount healed.
PIETY II Cleric, Piety Wellspring of Health

Piety can cure common diseases as well.

MONASTIC HORTICULTURIST II Cleric, Piety Piety II, Holy Support III Gain the Horticultural Blessing ability.

Horticultural Blessing 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. (1/Week)

PIETY III Cleric, Piety Monastic Horticulturist II

Incompatible: Battle Medic

Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag.Piety becomes 2/Week.
PIETY IV Cleric, Piety

Prerequisites: Piety III When you use Piety, you can instantaneously cure common or uncommon poisons or diseases. PIETY V Cleric, Piety Prerequisites: Piety IV Gain +4 Skill Points that you can spend on Skills with the Influence or Knowledge tag. Piety becomes 3/Week. MIRACLE WORKER Cleric, Piety, Capstone Prerequisites: Piety V You are heralded as a miraculous healer the world over. Any religious institution (besides extremists and cults) will happily house you. Clergy, kings, nobles, politicians, and generals seek your presence as they know you can work miraculous healing on the behalf of those you deem worthy. Many seek you out for your inspiring presence and your ability to work miracles. Gain the Miracle Worker ability. Miracle Worker. Yoou 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. (1/Rest) 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. Level 30: Miracle Worker becomes 1/Recoup. If you cure a magical poison or disease, you are only Sickened for 30 minutes. BATTLE MEDIC Cleric, Piety Prerequisites: Monastic Horticulturist II Incompatible: Piety III Lay on Hands can be used with Reactive AP. If the target is bloodied, the target regains 3 additional HP from Lay on Hands (8 total unless you gain another bonus from a different ability).