Table of Contents

Cleric

HP Per Level: 7.

Keywords: Cleric, Spellcaster, Divine Magic. A cleric also gains the keyword “Dedicated - Domain” (“Domain” is replaced by their Domain’s name).

Clerics are powerful divine spellcasters who channel miracles with the power of their beliefs. They draw strength from the tumultuous, roiling storm of divine energy that was left behind by the Ragewar known as the “Divine Tempest”. Many of them are members of formal religions or at least represent a formal study of theological texts and practices.

Cleric Proficiencies

Cleric Skills

You are Professional in 1 of the following skills: Academia, Arcane Lore, Medicine, or Politique. In addition, you are Exceptional with Religion.

Level Class Features
1 Signature: Chosen, Spellcasting, Domain
2 (Feat)
3 Blessing
4 (Honor)
5 (Ability Score Increase)
6 Channel Energy
7 (Feat)
8 Blessing
9 (Honor)
10 (Ability Score Increase)
11 Prayer of Return
12 (Feat)
13 Blessing
14 (Honor)
15 (Ability Score Increase)
16 Armor of Faith
17 (Feat)
18 Blessing
19 (Honor)
20 Capstone: Miracle Worker, (Ability Score Increase)

Class Features

Signature Ability: Chosen (1st Level)

You have been granted a great power; whether you use it responsibly depends on who granted it to you.

Benefit: You become Exceptional in Spellcasting.

Sidebar: Caster Weapon Proficiency

Remember! Your proficiency with weapons with the caster quality (like staves and wands) is equal to your proficiency in Spellcasting!

Spellcasting (1st Level)

Benefit: You can cast spells drawn from the divine spell list. You have 5 + your Wisdom modifier in mana to cast cleric spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your cleric Spellcasting is based on your Wisdom.

You start with 3 spells of your choosing from the divine spell list and the spell “Cleanse Corruption”. At 3rd level, and every odd level thereafter, you gain 1 new spell from the divine spell list.

Domain (1st Level)

Benefit: Choose which domain you draw divine power from.

Channel Energy (6th Level)

You can flood the area around you with divine energy.

Benefit: Once per round you can take 1 action to release an explosion of energy in a 30 ft radius that deals 1d6 points of damage per 2 levels + your highest mental ability score modifier. Enemies get a Reflex save (DC 10 + your proficiency in Religion) and if successful they take no damage.

The nature of this energy is indicated in your domain’s entry; it can either deal damage or heal. If it causes damage, the kind of damage is also indicated. If your domain causes healing instead of damage, this effect instead heals the amount listed.

Deeper Rules

Prayer of Return (11th Level)

You beseech the Divine Tempest to restore life, or grant unlife, to the fallen.

Benefit: You can cast either resurrect or create undead as an innate (Religion) spell once per long rest. This takes 3 actions (rather than the normal time of a ritual).

Armor of Faith (16th Level)

You are so adept at channeling the power of the Divine Tempest that divine power no longer harms you.

Benefit: You are immune to Divine damage.

Capstone: Miracle Worker (20th Level)

Miracles are like pimples, because once you start looking for them you find more than you ever dreamed you'd see.

Benefit: Once per long rest, you request direct intervention from the domains or their agents. Make a Legendary DC (40) Religion check. If you succeed, a great power provides direct aid with your current issue. The GM is the final arbiter of what form this aid takes, but it should be significant.

Gods, Domains, and Their Blessings

The Storyteller

Blessings

Healing Domain

Blessings

Infinity Domain

Blessings

Deeper Rules (Loop)

Mystery Domain

Blessings

Deeper Rules (Glorious Madness)

Sun Domain

Blessings

War Domain

Blessings