Cleric

Cleric #

A Cleric is someone who has been supernaturally chosen by a patron, divine or otherwise, to represent their will. Someone chosen in this way is bestowed power through Domains, explicit representations of a portfolio or agenda, and Miracles, which express themselves as direct representations of favor.

Oftentimes Clerics are trained priests (hence the name). In some cases, though, they’re less created unintentionally. Sometimes a Cleric is a person who didn’t so much volunteer as get conscripted. Sometimes a Cleric is a person who got offered the job after doing a deity’s bidding better than official priests. And sometimes a Cleric is a person who is serving penance for past deeds against their current patron.

Examples of Cleric Skills: Judge, Executioner, Community Leader, Healer, Reformed Thief, Ex-Demonologist.

A typical Cleric Skill should cover at least some of these:

  • Conduct an autopsy.
  • Convince someone to help you.
  • Get a crowd’s attention.
  • Inspect traces of the divine.
  • Inspire others.
  • Perform a ritual.
  • Perform for a crowd.
  • Recall a historical fact.
  • Remember laws for a region.
  • Research something

Uncommon Terms in Cleric Abilities #

Miracles: Direct, undeniable actions that demonstrate connection to some kind of higher power. Clerics may prepare a certain number of these in a day.

Base Attributes #

Attribute Value
Volition 3
Vitality 4
Initiative Slow
Rolled
Recovery
(1d8 x Level) + (Vitality x Tier)
Average
Recovery
(4 x Level) + (Vitality x Tier)
HP/Level 5 + Vitality*
Other +1 PD and Vitality
OR
+1 MD and AC
Recoveries 8
Save Bonus 0

*See level chart.

Base Defenses by Armor #

Type AC PD MD
None/Light 13 14 15
Heavy 14 13 15

Melee Stances #

Miss damage equal to level

  • Defensive: d6 damage, +1 AC
  • Aggressive: d8 damage

Ranged/Other Stances #

No miss damage

  • Close (N): d6 damage
  • Aimed (F): d8 damage
  • Focused: Can’t make melee/ranged attacks. +1 MD and PD.
Level HP Focus and
Relationships
Total Perks Miracles Tier Multiplier
1 (5 + Vitality) x 3 3 1 Adventurer 2 1x
2 (5 + Vitality) x 4 3 2 Adventurer 3 1x
3 (5 + Vitality) x 5 3 3 Adventurer 3 1x
4 (5 + Vitality) x 6 3 4 Adventurer 4 1x
5 (5 + Vitality) x 8 4 4 Adventurer
1 Champion
4 2x
6 (5 + Vitality) x 10 4 4 Adventurer
2 Champion
5 2x
7 (5 + Vitality) x 12 4 4 Adventurer
3 Champion
5 2x
8 (5 + Vitality) x 16 5 4 Adventurer
3 Champion
1 Epic
6 3x
9 (5 + Vitality) x 20 5 4 Adventurer
3 Champion
2 Epic
6 3x
10 (5 + Vitality) x 24 5 4 Adventurer
3 Champion
3 Epic
7 3x

Class Features #

All Clerics have Focus, Cast for Power/Cast for Broad Effect, Blessings, and Channel Energy.

Focus #

Clerics use Focus to power many of their abilities, especially Channel. Every Cleric has 3 Focus in Adventurer Tier, 4 Focus in Champion Tier, and 5 Focus in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Focus as a free action on or outside your turn to give 1 Disadvantage to an attack against your MD.

  • Champion Perk: If the attack against your MD misses, the attacker is Softened until the end of your next turn.
  • Epic Perk: You have one extra maximum Focus.

Cast for Power/Cast For Broad Effect #

Some spells can be cast for power or broad effect. This means you can choose to cast a more powerful version that can’t target the caster (listed under Power) or a weaker version that targets multiple allies and can include the caster (listed under Broad Effect).
  • Adventurer Perk: Once per day, you may target yourself with a spell cast for Power.

Blessings #

Clerics can give Blessings to allies. These are bonuses that are consumed upon a triggering action/decision. They expire at the end of the encounter if they haven’t been used unless otherwise specified.

Clerics can give blessings to other characters out of combat. This mostly consists of small boons like curing minor sicknesses or purifying food or water, performed using a Cleric skill roll. Anything that seems stronger than that should probably involve a ritual (see Pushing your Limits).

  • Adventurer Perk: Once per day, a Blessing that expires from being used is re-applied after expiration.

Channel Energy #

You gain the following spells:

Channel Positive
Spell, At-Will, Quick
Spend 1 Focus

Choose an ally next to you or yourself. The target may heal using a recovery.

Special: You may only use this once per turn.

  • Adventurer Perk: Your target may be at nearby range instead.
  • Champion Perk: You may spend 1 Recovery to spend 1 less Focus when you use this.
  • Epic Perk: When you use this, you can spend 2 Focus instead to use this on two different targets.

Channel Negative
Spell, At-Will, Quick
Spend 1 Focus

Make an attack vs. PD on an engaged enemy.

Hit: 1d4 x Level radiant damage. Miss: Necrotic damage equal to your level. Special: If you’ve already attacked this turn, attack rolls for this gain 1 Disadvantage. After you use this, any other attacks you make for the rest of your turn gain 1 Disadvantage.

  • Adventurer Perk: Your target may be at nearby range instead.
  • Champion Perk: On a Natural 13+ Hit with this, the target is Enervated until the end of your next turn. You can make any ability that deals radiant damage instead deal necrotic damage.
  • Epic Perk: When you use this, you can spend 2 Focus instead to use this on two different targets.

Talents #

Every Cleric selects three Talents. Each Talent represents a portfolio that their source of power represents and can be one of the two listed things. For example, a deity might have more of an affinity towards Life or Death, which would be represented by listing it as either Life Domain or Death Domain.

Healing or Structure Domain #

When you let an ally heal using a recovery, the target recovers an extra amount equal to your level. You gain Fortify.

Fortify
Spell, At-Will, Standard
Provokes

One nearby ally gets 2 Temporary HP/level. They may make a save against one random save ends effect.

  • Adventurer Perk: Increase Fortify’s Temporary HP by 1 per level.
  • Champion Perk: When you Channel Positive, you may attempt a 13+ save. On a success, you can Channel Positive a second time this turn.
  • Epic Perk: The save is now a 11+ save.

Justice or Vengeance Domain #

Once per turn, if an enemy achieves a critical hit on or drops a nearby ally, you grant one ally a Blessing that allows them to give one attack roll 2 Advantage. You gain Retribution.

Retribution
Melee, At-Will, Standard

Make a basic melee attack against an enemy who’s staggered or dropped you or an ally in the past round. It has miss damage equal to half of your hit damage.

  • Adventurer Perk: Increase your hit damage with Retribution by one die size.
  • Champion Perk: You can give the Domain’s blessing to yourself instead.
  • Epic Perk: Increase the Volition of every nearby ally (and yourself) by 1 if you have a downed ally.

Knowledge or Secrets Domain #

When you roll any Skill for information recall, you gain 1 Advantage on the roll. You gain Rend Thoughts.

Rend Thoughts
Spell, At-Will, Standard
Provokes

Make an attack vs. MD on a nearby enemy.

Hit: 1d4 x Level + Volition x Tier psychic damage. Miss: Psychic damage equal to level. Special: Increase damage dice to 1d6 against intelligent enemies and 1d8 against enemies with spells.

  • Adventurer Perk: If the enemy has spells, they are Dazed (9+ save ends) by Rend Thoughts on a Natural 13+ Hit.
  • Champion Perk: The Dazed effect is now 11+ save ends.
  • Epic Perk: When you deal Psychic damage, increase damage dice by 1 size. You can also read the enemy’s surface thoughts on a hit. Channel Negative can deal Psychic damage instead of Necrotic.

Life or Death Domain #

You and every ally in sight gain 1 Advantage on Death Saves. You gain Death Knell.

Death Knell
Melee, At-Will, Standard

Make a basic melee attack. If you stagger or kill your target with this attack, gain 1d4 x Level temporary HP.

  • Adventurer Perk: You can give Death Knell’s temporary HP from Death Knell to an ally next to you.
  • Champion Perk: When a nearby ally succeeds at a Death Save and recovers, add HP equal to your level to their recovery.
  • Epic Perk: When you give someone temporary HP or increase HP for someone recovering from dying, they increase the amount given by your level.

Love or Beauty Domain #

Whenever you gain a level (and on character creation), pick an Icon you don’t have a relationship die with. You gain a positive relationship die with that Icon (and lose any previous dice gained from this Domain). You gain Sow Doubt.

Sow Doubt
Spell, At-Will, Standard

Make an attack vs. MD on an engaged enemy.

Hit: 1d4 x Level + Volition x Tier psychic damage. The target is Confused until the start of your next turn.

  • Adventurer Perk: On a miss with Sow Doubt, the target is Dazed until the start of your next turn.
  • Champion Perk: You gain two positive dice with that Icon instead of one.
  • Epic Perk: You may mitigate any Twists from 1’s on positive relationship dice.

Protection or Community Domain #

You may affect every ally when you cast a spell for broad effect. You gain Interpose.

Interpose
Spell, At-Will, Standard
Give a nearby ally a Blessing that reduces damage from one attack of their choice by your level.

  • Adventurer Perk: Whenever you target one or more allies with a spell, one affected ally of your choice may roll a save against a save ends effect.
  • Champion Perk: When you Channel Positive, you may spend 1 Focus to Interpose the target as a free action.
  • Epic Perk: When you cast a spell for broad effect, you may spend 2 Focus to treat one of the affected targets (not yourself) as if you had cast the spell for power on that target.

Sun or Zeal Domain #

You can choose to make any attack deal radiant damage instead of its normal damage type. You gain Javelin of Faith.

Javelin of Faith
Spell, At-Will, Standard
Provokes

Make an attack vs. PD on a nearby enemy.

Hit: 1d6 x Level + Volition x Tier radiant damage. Miss: Radiant damage equal to your level.

  • Adventurer Perk: If an attack ability already deals radiant damage, undamaged targets are Dazed until the end of their turn on a hit.
  • Champion Perk: An even miss with Javelin of Faith deals half damage.
  • Epic Perk: When you cast a daily spell, you may spend 2 Focus to roll 1d6. If you roll under Escalation, the spell isn’t expended.

War or Strength Domain #

Your Volition counts as 4 for melee and ranged attacks only. You gain Flex.

Flex
Melee, At-Will, Standard

Make a basic melee attack. If you stagger or kill the enemy, roll a 13+ save. On a success, increase the escalation die by 1.

  • Adventurer Perk: Increase your melee stance damage dice by one size.
  • Champion Perk: At Escalation 2+, Channel Negative does half damage on a miss.
  • Epic Perk: When you cast a non-attack spell that gives an attack, damage, or defense bonus to only one ally, the target also gains a Blessing that gives them 1 Advantage to their next attack or gives the next attack against them 1 Disadvantage.

Trickery or Illusion Domain #

On your turn as a quick action, you may spend 1 Focus to roll a d6 and set it aside. Before the start of your next turn, as a free action, you may give a nearby ally or enemy who is about to roll an attack the die as if they had rolled it. You may do this once per roll.

Misdirect
Spell, At-Will, Standard
Provokes

Make an attack vs. MD on a nearby enemy.

Hit: Level + Volition x Tier psychic damage. An ally engaged with the target can attempt to Disengage.

  • Adventurer Perk: You may use the die for a disengage check or a save roll.
  • Champion Perk: The first time the Escalation die is 3+ at the end of your turn, you gain a die as if you used this ability.
  • Epic Perk: When you cast a non-attack spell that gives an attack, damage, or defense bonus to only one ally, tYou may spend 2 Focus to gain three dice instead of 1 Focus for one die.

Leadership or Guidance Domain #

Once per round, when you attack enemies, pick one enemy you’ve attacked. The first ally who attacks that enemy gains a Blessing before rolling the attack that gives them 1 Advantage on it.

Lead the Way
Spell, At-Will, Standard

A nearby enemy is Softened until the start of your next turn.

  • Adventurer Perk: You may use Lead The Way as a quick action if you hit the target with an even hit on a melee attack this turn.
  • Champion Perk: When you give an ally Advantage through a blessing, their attacks with miss damage increase it by your level.
  • Epic Perk: The Blessing from this increases to 2 Advantage if you spend 1 Focus.

Miracles #

You can select Level / 2 + 2 (round down) Miracles during a Full Rest. You can only take Miracles of a level less than or equal to your current level.
  • Epic Perk: At the beginning of one encounter per day, you may set your Focus to 0. If you do, replenish one Daily or Recharge ability.

1st Level #

Sword of Faith
Spell, Daily, Quick
Provokes

Cast this for power or broad effect.

Power: One nearby ally gains 1 Advantage to Attack until the end of the encounter.

Broad Effect: Choose three nearby allies (including you). They gain 1 Advantage to attack until the end of your next turn.

Soothe
Spell, 13+ Recharge, Quick
Provokes

You or one nearby ally may heal using a free recovery.
Spirits of the Righteous
Spell, Daily, Standard
Provokes

Make an attack vs MD on a nearby enemy.

Hit: 2d6 x Level + Volition x Tier. The two nearby allies with the least HP receive Blessings that give the next attack against them 1 Disadvantage.

Miss: The nearby ally with the least HP receives a Blessing that give the next attack against them 1 Disadvantage. Replenish Spirits of the Righteous at your next quick rest.

Hammer of Faith
Spell, Daily, Quick

Your melee weapon damage rolls use d12s until the end of the encounter. If they were d8 or higher prior to casting, your misses with melee weapons increase their miss damage to half hit damage while this is in effect.
Shield of Faith
Spell, Daily, Quick
Provokes

Cast this for power or broad effect.

Power: Choose one ally. All attacks against them gain 1 Disadvantage until the end of the encounter. Broad Effect: Choose three nearby allies (including you). They gain a blessing that gives the next attack against them 1 Disadvantage.

Turn Unholy
Spell, Daily, Standard

Make an attack vs PD on 1d4 nearby enemies.

Hit: 1d4 x Level + Volition x Tier radiant damage. Hit on an enemy that’s Weak to Radiant: 1d10 x Level + Volition x Tier radiant damage. The target is dazed (11+ save ends). On a Crit, single-strength targets who are Staggered after the attack are destroyed outright. Miss: Half damage.

3rd Level #

Cause Fear
Spell, Daily, Standard
Provokes

Make an attack vs MD on a Nearby enemy.

Hit: The target takes Psychic damage equal to your level and is Softened and Dazed until the start of your next turn. If the target is Single-Strength, on its turn, it tries to move away from the caster: It either uses both of its actions to be at Far Range or both of its actions to Disengage and move away (if the disengage fails, move provokes Opportunity Attacks as normal). Miss: The target takes Psychic damage equal to your level. On its turn, if given a reasonable means to do so, it tries to target you.

Divine Endurance
Spell, Daily, Quick
Provokes

Cast this for power or broad effect.

Power: One nearby ally gains 10 x Level + 10 Temporary HP. Broad Effect: Choose three nearby allies (including you). They gain 5 x Level + 5 Temporary HP.

Judgment
Spell, Daily, Standard
Provokes

Make an attack vs. PD on all nearby enemies who are Staggered.

Hit: 2d8 x Level + Volition x Tier radiant damage and the target is Dazed (11+ save ends) and Softened (11+ save ends). Miss: Radiant damage equal to your level and the target is Softened until the end of your next turn.

Mighty Healing
Spell, Daily, Standard
Provokes

Cast this for power or broad effect.

Power: One nearby ally can heal using a recovery and regain double the usual number of hit points. Broad Effect: Choose three nearby allies (including you). They can heal using a recovery.

Strength of the Gods
Spell, Daily, Quick
Provokes

Cast this for power or broad effect.

Power: One nearby ally gains 2d8 x Tier hit damage on their first hit with a melee attack every round for the rest of this encounter. Broad Effect: Choose three nearby allies (including you). They gain 1d8 x Tier hit damage on their first hit with a melee attack every round for the rest of this encounter.

5th Level #

Malediction
Spell, Daily, Standard

For the rest of the encounter, all Staggered nearby enemies (or groups of mooks with half or less of their original number) are Softened (this can apply to enemies who become Staggered after casting too). Whenever any affected enemy misses with an attack roll, it takes psychic damage equal to double your level.
Sanctuary
Spell, Daily, Standard

You or one nearby ally is protected from attacks. Single-strength enemies who are staggered and mooks can’t attempt to attack the target until the target takes an offensive action or the escalation die reaches 6+. Double-strength enemies have to succeed on a 11+ save to attempt an attack on the target, while Triple-strength enemies have to succeed on an 9+ save.
Sphere of Radiance
Spell, Daily, Standard

Make an attack vs PD on up to two nearby enemies.

Natural Odd Hit: 1d12 x Level + Volition x Tier radiant damage. Natural Even Hit: Damage as Natural Odd Hit, and an ally engaged with the target may heal using a Recovery. You can’t heal the same ally twice in one turn with this spell. Miss: Half damage.

7th Level #

Circle of Protection
Spell, Daily, Quick

Choose one Defense (AC, PD, or MD). Until the end of the encounter, every nearby ally gains +1 to that Defense, and any enemy who rolls a Natural Odd Miss against that defense is Hampered until the end of its next turn.
Prayer for Readiness
Spell, Daily

You may only cast this out of combat. In the next combat, every ally gains 1 Advantage to any Skill checks to avoid being surprised and a Blessing that gives the first enemy that attacks them 1 Disadvantage. If the party had no rolls to avoid surprise, they count their Initiative as one band higher.
Incantation of Vengeance
Spell, Daily, Standard
Provokes

Make an attack vs MD on a nearby enemy.

Hit: 3d6 x Level + Volition x Tier radiant damage.

Miss: Half damage.

Special: For every nearby ally (including yourself) who’s staggered, dying, or dead, you gain 1 Advantage on the attack roll. For every ally who’s dying or dead, increase the damage die size by 1.

9th Level #

Divine Intervention
Spell, Daily, Quick

Every nearby ally (including yourself) gains two blessings that allow them to turn one failed save or missed attack roll into a success or hit, respectively. The natural value of the roll stays as-is.
Manifest Radiance
Spell, Daily, Standard

Make an attack vs MD on every nearby single-strength enemy and every group of mooks.

Hit vs Non-Mook Group: 1d4 x Level radiant damage, and the target is Dazed until the start of your next turn. Miss vs Non-Mook Group: Damage equal to your level.

Hit vs Mook Group: 2d6 x Level radiant damage. Miss vs Mook Group: Half damage.

Special: If the target is Weak to radiant damage, increase the damage die size by 1. Until the end of the encounter, you may regain the use of this spell until the end of your turn by spending 1 Focus as a free action.

Resurrection
Spell, Daily, See Description

You bring someone back from the dead, no matter how long they’ve been dead. If successful, they’re returned at half remaining recoveries and are Dazed (11+ save ends). The details for how many times you’ve cast Resurrection act as follows.

First Time: It requires a Standard Action and always succeeds.

Second Time: It requires 1d3+1 rounds. Roll 9+ saves until you succeed; for every failure, reduce your recoveries and the recoveries the target has upon resurrection by 1. If the target has 0 recoveries and you’re still rolling (or they’re an NPC), they’re a mess when they come back: each subsequent failure is a week of recovery time. If you have 0 recoveries, you are Dying, and every failed save triggers a Death Save.

Third Time: As Second Time, except it requires about an hour and the saves are 11+ saves.

Fourth Time: As Third Time, but it requires about a day and the saves are 13+ saves.

Fifth Time: You die with no chance for resurrection. The target will likely be incapacitated for at least a year.

If the target has been resurrected more times than you’ve resurrected targets, roll a 11+ save; on a failure, use the target’s number of times when determining what Save is used (or, if the Fifth Time, you simply die). If they’ve already been resurrected five times, roll a 11+ save; on a failure, they can’t come back.

Sample Clerics #

Two sample Clerics in Adventurer, Champion, and Epic tier are provided below.

Healer and Protector

A nurturing healer, this cleric focuses on supporting friends and allies.

Class Attribute Choice: +1 PD and Vitality
Background Ability: Elusive

Talents

  • Healing Domain
  • Protection Domain
  • Love Domain

1st Level

  • Miracles: Shield of Faith, Soothe
  • Adventurer Perk: Healing Domain

5th Level

  • Miracles: Shield of Faith, Soothe, Divine Endurance, Mighty Healing
  • Adventurer Perks: Healing Domain, Protection Domain, Channel Positive, Love Domain
  • Champion Perk: Healing Domain

8th Level

  • Miracles: Shield of Faith, Soothe, Divine Endurance, Mighty Healing, Sphere of Radiance, Circle of Protection
  • Adventurer Perks: Healing Domain, Protection Domain, Channel Positive, Love Domain
  • Champion Perks: Healing Domain, Protection Domain, Channel Positive
  • Epic Perk: Healing Domain

Harbinger of Death

A physical combatant who invokes vicious powers to enhance their combat abilities.

Class Attribute Choice: +1 AC and MD
Background Ability: Resilient

Talents

  • Death Domain
  • Vengeance Domain
  • War Domain

1st Level

  • Miracles: Sword of Faith, Hammer of Faith
  • Adventurer Perk: Vengeance Domain

5th Level

  • Miracles: Sword of Faith, Hammer of Faith, Strength of the Gods, Divine Endurance
  • Adventurer Perks: Vengeance Domain, Death Domain, Channel Negative, War Domain
  • Champion Perk: Vengeance Domain

8th Level

  • Miracles: Sword of Faith, Hammer of Faith, Strength of the Gods, Divine Endurance, Circle of Protection, Prayer for Readiness
  • Adventurer Perks: Vengeance Domain, Death Domain, Channel Negative, War Domain
  • Champion Perks: Vengeance Domain, Death Domain, War Domain
  • Epic Perk: Vengeance Domain