Cleric
Clerics are an even split between a religious spellcaster and a soldier. They have deep reserves of faith and gain access to weapons and armor training.
Clerics are devout pilgrims and warriors of their god. Through their Faith, Training and Devotion they are granted certain Traits and Abilities. Clerics make up the grand majority of foot soldiers for most religious orders. Any follower with the courage and faith, could hope to become a great Cleric one day.
Playing a Cleric
XP Cost: 5 Prerequisites: Wisdom 14 or higher
Choosing this Archetype grants you the following:
Training
Pilgrim of Heaven You are granted Training in Athletics and any 2 of the following Skills: Arcane, Medicine, Perception, Survival, Charm, Debate or Insight.
You gain Training in the use of 2 Melee, Ranged or Thrown Weapon Types.
Gain Training in the use of Light Shields.
Gain Training in the use of Medium Armor.
Equipment
Religious Symbol Gain a Small or Tiny Religious Symbol made of Metal to your Inventory. You are considered to cast all Heavenly Invocations through this symbol and are Unable to Cast such Magic if it is lost or destroyed.
Acquire a Common or Uncommon Suit of Medium Armor of your choice.
Acquire a Common or Uncommon Light Shield of your choice.
Acquire a Common, Uncommon or Military Weapon of your choice.
Acquire a Common Bundle of your choice.
Ability
Faithful Believer You gain the Ability to cast Heavenly Invocations that you have Learned and have the necessary Faith to cast. You may convert Willpower into Faith.
Select a Heavenly Deity whom your character is considered to worship and revere. You may use one of the options provided, generate a deity of your own, use one from from the earth mythos or use something from from fiction. Make sure you consult your Narrator before finalizing this decision.
Trait
Vessel of Faith You gain +2 Faith for the purpose of Casting Invocations. You may treat your Willpower Points as if they were Faith.
Acquire 1 Tier I Heavenly Invocation of your choice.
Archetype Ability
Holy Touch You may spend Faith while making physical contact with your hand or grasping appendage with another creature or yourself to Restore Hit Points or deal Holy Damage.
Action | Motion |
---|---|
Range | Melee |
Faith Cost | 1+ |
Effect: You use a Motion to touch a willing creature within range, this can include yourself. If the creature is unwilling/avoiding the caster's touch(such as in a combat situation) the Caster must use an Attack Action to Roll a Melee Attack Roll and Hit the Creature in order to successfully use this Ability on that Creature. That creature has an amount of HP Restored or is dealt Holy Damage that correlates with the Faith expenditure. Use the Table below as a reference:
Faith Spent | Beneficial Effect | Negative Effect |
---|---|---|
1 | The Creature has 1d6 + Caster Modifier HP Restored. | The Creature is dealt 1d12 + Caster Modifier Holy Damage. |
2 | The Creature has 2d6 + Caster Modifier HP Restored. | The Creature is dealt 4d6 + Caster Modifier Holy Damage. |
3 | The Creature has 3d6 + Caster Modifier HP Restored. | The Creature is dealt 6d6 + Caster Modifier Holy Damage. |
4 | The Creature has 4d6 + Caster Modifier HP Restored. | The Creature is dealt 8d6 + Caster Modifier Holy Damage. |
Traits and Abilities
Purchase with XP
Traits
Strong Willed
XP Cost: 2 Prerequisites: Cleric
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Cleric
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Cleric
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Cleric
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Cleric
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resilient
XP Cost: 2 Prerequisites: Cleric
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Well of Faith
XP Cost: 3 Prerequisites: Cleric
Your dedication pays off as you unlock hidden reserves of Faith within yourself that you never knew existed. Gain +2 to your Faith Pool.
Mountainous Faith
XP Cost: 6 Prerequisites: Cleric, Well of Faith
Your extreme devotion has given you faith that could move mountains. Gain +3 to your Faith Pool.
Initiate
(Can be taken multiple times)
XP Cost: 1 Prerequisites: Cleric
You have acquired more than the average invocations due to your devout nature.
Acquire 1 Tier I Heavenly Invocation of your choice.
Neophyte
(Can be taken multiple times)
XP Cost: 2 Prerequisites: Cleric, Initiate
You have been granted more powerful invocations due to your devotion.
Acquire 1 Tier II Heavenly Invocation of your choice.
Indoctrinated
(Can be taken multiple times)
XP Cost: 3 Prerequisites: Cleric, Neophyte
You have been granted access to the most powerful invocations due to your extreme devotion.
Acquire 1 Tier III Heavenly Invocation of your choice.
Anointed Hands
XP Cost: 1 Prerequisites: Cleric
Your devotion has increased the power of your Holy Touch.
Add +1 to the Effects of your “Holy Touch” Ability.
Holy Hands
XP Cost: 2 Prerequisites: Cleric, Anointed Hands
Your devotion has increased the power of your Holy Touch.
Add an additional +1 to the Effects of your “Holy Touch” Ability.
Divine Hands
XP Cost: 4 Prerequisites: Cleric, Holy Hands
Your extreme devotion has greatly increased the power of your Holy Touch.
Add an additional +1 to the Effects of your “Holy Touch” Ability.
Divine Protection
XP Cost: 2 Prerequisites: Cleric
You can now choose to exclude any tiles in the area of your Invocation effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.
Perfect Pronunciation
XP Cost: 3 Prerequisites: Cleric
Your incantations fly off your tongue with perfect speed and precision allowing you to cast more invocations than the average practitioner.
Gain 1 Additional Spell Attack Action.
Mighty Faith
XP Cost: 2 Prerequisites: Cleric
So long as your faith does not falter, you remain strong.
So long as you have 1 Faith Remaining, you may Substitute your Strength Modifier with your Wisdom Modifier any time you would use Strength for a Roll or Modifier. This is most commonly added to Melee Attack and Damage Rolls, Strength Saving Throws and Athletics Skill Rolls.
Nimble Faith
XP Cost: 2 Prerequisites: Cleric
So long as your faith does not falter, you remain nimble.
So long as you have 1 Faith Remaining, you may Substitute your Dexterity Modifier with your Wisdom Modifier any time you would use Dexterity for a Roll or Modifier. This is most commonly added to Melee Attack and Damage Rolls, Dexterity Saving Throws and Dexterity based Skill Rolls.
Favored Maneuvers
XP Cost : 1 Prerequisites : Cleric
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Focused Maneuvers
XP Cost : 2 Prerequisites : Cleric, Favored Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Special Maneuvers
XP Cost : 3 Prerequisites : Cleric, Focused Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Calvary Training
XP Cost : 1 Prerequisites : Cleric
You gain Training in the Driving Skill.
Survival Training
XP Cost : 1 Prerequisites : Cleric
You gain Training in the Survival Skill.
Noose Training
XP Cost : 1 Prerequisites : Cleric
You gain Training in the Fine Motor Skill.
Shield Wielder
XP Cost : 1 Prerequisites : Cleric
You gain training in Light or Medium Shields.
If you purchase this during character creation, gain a Light to Medium Shield to your inventory with a total value of no more than 500 Silver.
Heavy Shield Wielder
XP Cost : 1 Prerequisites : Cleric, Shield Wielder
You gain training in Heavy Shields.
If you purchase this during character creation, gain a Heavy Shield to your inventory with a total value of no more than 500 Silver.
Zweihander
XP Cost : 1 Prerequisites : Cleric, Cleave
You gain an additional +2 damage vs all targets of your Cleave Attacks and Multi-Target Attacks made using 2 Handed Weapons.
Hammer-Jack
XP Cost : 1 Prerequisites : Cleric
You deal extra damage equal to your STR Modifier vs Prone Targets while you Wield Blunt Weapons.
Nerves of Steel
XP Cost : 2 Prerequisites : Cleric
You gain Advantage on WIS Saving Throws whenever a Creature or Spell causes you to roll one after you have Rolled Initiative and before Active combat has ended.
Crusader’s Reflexes
XP Cost : 1 Prerequisites : Cleric
You gain training in Dexterity Saving Throws.
Frontline Crusader
XP Cost : 1 Prerequisites : Cleric
You gain +2 to your Initiative.
Crusader’s March
XP Cost : 2 Prerequisites : Cleric
You do not spend Stamina to Sprint long distances.
Weapons Training
XP Cost : 1 Prerequisites : Cleric
Gain Training in the use of 1 additional Melee or Ranged Weapon Type
Special Weapons Training
XP Cost : 2 Prerequisites : Cleric
Gain training in the use of two additional Melee or Ranged Weapon Types, Or gain training with one High Skill Weapon Type of your choice.
Tough
XP Cost : 2 Prerequisites : Cleric
Your total HP is increased by +1 and each time you level up.
Efficient
XP Cost : 1 Prerequisites : Cleric
You gain one additional Motion.
Awkward Combat Style
XP Cost : 1 Prerequisites : Cleric
You halve the additional cost associated with Awkward Weapons.
Endurance Fighter
XP Cost : 2 Prerequisites : Cleric
You reduce the cost to Sustain all your Maneuvers by ½.
Reactive
XP Cost : 2 Prerequisites : Cleric
Gain one additional Reaction.
Abilities
Powerful Invocations
XP Cost: 2 Prerequisites: Cleric
You have gained the ability to empower your Invocations to increase their lethality. When you pay a Invocation’s Overpower Faith Cost you now deal an additional set of damage dice equal to the initial Effect. Any non-damage dice related effects are not doubled.
Quick Draw
XP Cost : 2 Prerequisites : Cleric
Once per turn, during your turn you can Draw and Wield any Medium or smaller Weapon(s) in worn Holster(s) at no Action cost. When it is not your turn, you can instead use a Reaction to activate this Ability.
Dual Wielder
XP Cost : 3 Prerequisites : Cleric
You gain +1 to your AC while you have a melee weapon held in two of your hands.
You gain an additional Melee Attack Action while you have a Melee Weapon held in two of your hands.
This Attack is always rolled with a -2 to Hit Modifier.
You gain an additional Ranged Attack Action while you have a Ranged Weapon held in two of your hands.
This Attack Action is always rolled with a -2 to Hit Modifier.
*You must have at least one hand free in order to reload most ranged weapons.
Phalanx Fighter
XP Cost : 2 Prerequisites : Cleric, Shield Wielder
You grant ½ your shield’s AC bonus to adjacent Allies. You can use your Reaction to have an attack that would have hit an adjacent ally, hit you instead. The attack hits you even if the initial roll to hit was not high enough to match or exceed your AC.