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Cleric Abilities and Spells Overview

The cleric document provides character creation details for a cleric, including: 1) Character stats are assigned to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma with penalties or bonuses. 2) Clerics gain spells from their deity and can cast them by rolling + Wisdom. Failure has consequences. 3) Clerics can commune with their deity to regain spells and gain new ones up to their level. 4) Clerics turn undead and have powers over undead based on their Wisdom roll. Their faith and deity's domain provide guidance and boons.

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0% found this document useful (0 votes)
207 views2 pages

Cleric Abilities and Spells Overview

The cleric document provides character creation details for a cleric, including: 1) Character stats are assigned to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma with penalties or bonuses. 2) Clerics gain spells from their deity and can cast them by rolling + Wisdom. Failure has consequences. 3) Clerics can commune with their deity to regain spells and gain new ones up to their level. 4) Clerics turn undead and have powers over undead based on their Wisdom roll. Their faith and deity's domain provide guidance and boons.

Uploaded by

dalton carneal
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

NAME LEVEL XP

DWARF: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, Freya
HUMAN: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine

LOOK ARMOR ALIGNMENT


THE CLERIC
Choose one for each, or write your own:
Good
BODY: Thin, knobby, flabby Endanger yourself to heal another.

EYES: Kind, sharp, sad


HIT POINTS
Lawful
Max (8+Constitution) Current Endanger yourself following the precepts of
HAIR: Strange, tonsure, bald
your church or god.
CLOTHES: Flowing robes, habit, common
DAMAGE Evil
Harm another to prove the superiority of
your church or god.
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

Strength Dexterity Constitution


Weak -1 Shaky -1 Sick -1 BONDS
STR DEX CON
Fill in at least one with the name of a party member,
or write your own.

has insulted my deity; I do not


trust them.
Intelligence Wisdom Charisma is a good and faithful person; I
trust them implicitly.
Stunned -1 Confused -1 Scarred -1
is in constant danger, I will
INT WIS CHA keep them safe.
I am working on converting
to my faith.

STARTING MOVES

Deity Cast A Spell


You serve and worship some deity or power When you unleash a spell granted by your RACE
which grants you spells. Give your god a deity, roll+WIS. • On a 10+ the the spell is
name and choose your deity’s domain: successfully cast and your deity does not
revoke the spell, so you may cast it again. Dwarf
Healing and Restoration You are one with stone. When you
• On a 7-9 the spell is cast, but choose one:
Bloody Conquest commune you are also granted a special
• You draw unwelcome attention or put version of Words of the Unspeaking as a
Civilization yourself in a spot. The GM will tell you rote which only works on stone.
Knowledge and Hidden Things how.
• Your casting distances you from your Human
The Downtrodden and Forgotten deity; take -1 ongoing to cast a spell Your faith is diverse. Choose one wizard
What Lies Beneath until the next time you commune. spell. You can cast and be granted that
• After it is cast, the spell is revoked by spell as if it was a cleric spell.
Choose one precept of your religion: your deity. You cannot cast the spell
again until you commune and have it
It preaches the sanctity of suffering,
granted to you.
add Petition: Suffering
Note that maintaining spells with ongoing
It’s cultish and insular,
effects will sometimes cause a penalty to
add Petition: Gaining Secrets
your roll to cast a spell.
It Observes important sacrificial rites,
add Petition: Offering
It believes in trial by combat, Commune
add Petition: Personal Victory When you spend uninterrupted time (an
hour or so) in quiet contemplation with
Turn Undead
your deity, you: When you hold your holy symbol aloft
and call on your deity for protection,
Divine Guidance • Lose any spells already granted to you roll+WIS. •On a 7+, so long as you continue
When you petition your deity according to • Are granted new spells of your choice to pray and brandish your holy symbol, no
the precept of your religion, you are whose total levels don’t exceed your undead may come within reach of you. •On
granted some useful knowledge or boon own level +1, and none of which is a a 10+, you also momentarily daze
related to your deity’s domain. The GM will higher level than your own level intelligent undead and cause mindless
tell you what. • Prepare all of your rotes, which never undead to flee. Aggression breaks the
count against your limit effects and they are able to act as normal.
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

THE CLERIC
Chosen One Divine Intervention
STARTING GEAR Choose one spell. You are granted that When you Commune you get 1 hold and
Max Load (10+STR) Current spell as if it was one level lower. lose any hold you already had. Spend that
hold when you or an ally takes damage to
Some Symbol of the Divine (1 weight), Invigorate call on your deity, they intervene with an
describe it. appropriate manifestation (a sudden gust
When you heal someone they take +2
Dungeon Rations (5 uses, ration, 1 weight) forward to their damage. of wind, a lucky slip, a burst of light) and
negate the damage.
Choose your defenses:
The Scales Of Life And Death
Chainmail (1 armor, worn, 1 weight) Penitent
When someone takes their last breath in
Shield (+1 armor, 2 weight) your presence, they take +1 to the roll. When you take damage and embrace the
pain, you may take +1d4 damage (ignoring
Choose your armament: armor). If you do, take +1 forward to cast a
Serenity
Warhammer (close, 1 weight) spell.
When you cast a spell you ignore the first
Mace (close, 1 weight) -1 penalty from ongoing spells.
Orison For Guidance
Staff (close, two-handed, 1 weight) and When you sacrifice something of value to
Bandages (3 uses, slow, 0 weight) First Aid
your deity and pray for guidance, your
Cure Light Wounds is a rote for you, and deity tells you what it would have you do. If
Choose one:
therefore doesn’t count against your limit you do it, mark experience.
Adventuring Gear (5 uses, 1 weight) and of granted spells.
Dungeon Rations (5 uses, ration, 1 weight)
Divine Protection
Healing Potion (0 weight) Empower
When you wear no armor or shield you get
When you cast a spell, on a 10+ you have 2 armor.
the option of choosing from the 7–9 list. If
you do, you may choose one of these
effects as well:
Devoted Healer
When you heal someone else of damage,
• The spell’s effects are doubled add your level to the amount of damage
• The spell’s targets are doubled healed.

When you gain a level from 6-10, you may choose from these moves.

Anointed Martyr
Requires: Chosen One Replaces: Penitent
Choose one spell in addition to the one you When you take damage and embrace the
picked for Chosen One. You are granted pain, you may take +1d4 damage (ignoring
that spell as if it was one level lower. armor). If you do, take +1 forward to cast a
spell and add your level to any damage
Apotheosis done or healed by the spell.
The first time you spend time in prayer as
appropriate to your god after taking this Divine Armor
move, choose a feature associated with Replaces: Divine Protection
your deity (rending claws, wings of When you wear no armor or shield you get
sapphire feathers, an all-seeing third eye, 3 armor.
etc.). When you emerge from prayer, you
permanently gain that physical feature. Greater Empower
Replaces: Empower
Reaper When you cast a spell, on a 10-11 you have
When you take time after a conflict to the option of choosing from the 7–9 list. If
dedicate your victory to your deity and deal you do, you may choose one of these
with the dead, take +1 forward. effects as well. On a 12+ you get to choose
one of these effects for free.
Providence • The spell’s effects are doubled
Replaces: Serenity • The spell’s targets are doubled
You ignore the -1 penalty from up to two
spells you maintain. If you maintain more Greater First Aid
than two you take normal penalties. Requires: First Aid
Cure Moderate Wounds is a rote for you,
Divine Invincibility and therefore doesn’t count against your
Replaces: Divine Intervention limit of granted spells.
When you Commune you gain 2 hold and
lose any hold you already had. Spend that Multiclass Dabbler
hold when you or an ally takes damage to
Get one move from another class. Treat
call on your deity, who intervenes with an
your level as one lower for choosing the
appropriate manifestation (a sudden gust
move.
of wind, a lucky slip, a burst of light) and
negates the damage.

Common questions

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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 .

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