Cleric Abilities and Spells Overview
Cleric Abilities and Spells Overview
Human clerics benefit from diversity in faiths, allowing them to choose a wizard spell to cast and be granted as if it were a cleric spell, providing additional versatility . Dwarven clerics, on the other hand, gain a special version of the 'Words of the Unspeaking' as a rote when they commune, specifically for working with stone, which can be highly advantageous in environments involving stone architecture or underground locations .
The 'Petition' mechanic connects a cleric's actions to their deity's domains by granting specific boons or knowledge when a cleric dutifully adheres to their deity's precepts. By choosing precepts like suffering, secrets, sacrifice, or personal victory, clerics reflect the ethos and values of their deity through their actions . This mechanic enriches roleplaying by giving clerics distinct motivations and incentives aligned with their faith, encouraging them to create unique narratives and develop personal connections with divine power .
A cleric's alignment influences their conduct and objectives. Evil-aligned clerics may conflict with others as they demonstrate their deity’s superiority through harm . Lawful clerics could endanger themselves by strictly following their deity’s precepts, focusing on discipline and adherence to spiritual laws . Good clerics prioritize healing others even at their own risk, often taking altruistic actions that promote care over personal safety . These alignments drive narrative conflict and shape interactions with other characters and the overarching storyline.
'Greater First Aid' upgrades 'Cure Moderate Wounds' to a rote, meaning it does not count against the cleric’s spell limit, significantly boosting their ability to heal without expending valuable spell slots . This enhances the cleric's tactical proficiency by allowing continuous and efficient replenishment of party health during extended explorations, particularly in dungeon settings where resources are scarce and prolonged engagement could occur. It strengthens the party’s perseverance and recovery in strenuous conditions .
'Divine Invincibility' grants the cleric two holds during communion, which can be spent to call upon an immediate manifestation of their deity (e.g., a gust of wind, a slip, or light burst) to negate damage that they or an ally would take . This ability is powerful in combat, acting as a protective measure that can prevent significant harm at critical moments, allowing clerics to strategically preserve the health and functionality of crucial party members during engagements .
If a cleric rolls a 7-9 when casting a spell, the spell is successful but comes with drawbacks. The cleric must choose one of the following consequences: they attract unwelcome attention or put themselves in danger, which the GM will specify; their connection to their deity is strained, resulting in a -1 penalty to ongoing spellcasting until they can commune again; or the spell is revoked by the deity, preventing recast until it is granted again .
The 'Apotheosis' feature allows clerics to permanently gain a physical trait associated with their deity, such as wings, claws, or a third eye, post prayer . This dramatic transformation redefines the cleric’s identity both visually and thematically, signifying a profound connection to the divine. Beyond aesthetics, these traits might provide practical benefits like enhanced mobility or perception, further resonating with the cleric’s role and powers. 'Apotheosis' enables impactful roleplaying experiences that showcase a character’s evolution in faith .
The 'Multiclass Dabbler' ability allows clerics to adopt one move from another class, treating their level as one lower for choosing the move . This capability enhances a cleric's versatility by enabling them to gain abilities that complement their existing strengths or cover their weaknesses. Strategically, this fosters adaptability, as clerics can access skills that improve their utility in varying combat situations or solve problems outside their traditional purview, thus broadening their role within the party dynamically .
While communing, a cleric loses any previously granted spells and is then allowed to choose new spells whose total levels do not exceed their level plus one . Additionally, none of the new spells can be of a higher level than the cleric's current level . The cleric also prepares all their rotes, which do not count against their spell limit, ensuring they have flexibility in casting basic spells .
When a cleric uses the 'Turn Undead' ability and rolls a 7 or higher, no undead can come within reach as long as the cleric continues praying and holding their holy symbol aloft . On a roll of 10 or higher, intelligent undead are momentarily dazed and mindless undead flee; however, any aggressive action against the undead negates the effect and they can act normally .