The Cleric draws their power from 1 or more deities, be they good, evil, living, or dead. They use an Implement to connect with their deity and channel their divine energy. They are most often treated as healers, and do have the most diverse healing skillset of anyone, but also have excellent warrior capabilities in their own right. Bludgeoning weapons are a common favorite. Clerics rely heavily on Spirituality and Persuasion, though battle Clerics tend to boost their Fortitude and Health as well.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | B2 | Cure Wounds | 4 act | 4 Actions. You gain 2 Cure points at the start of every encounter. You may spend a Cure point to heal any target within 10 spaces for 1d4+1 HP. Spirituality vs Will. Upgrades:
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| 3 | A3 | Mass Cure Wounds | 6 act | 6 Actions. Heals all allies in a 3x3 area within 10 spaces for 1d4+1 HP. Spirituality vs Will. Upgrades:
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| 3 | B3 | Rejuvenate | 4 act | 4 actions. You heal yourself or an ally within 10 spaces for small increments over time. They heal 1d4 Health each turn until they die, reach full health, or the end of battle. Spirituality vs Will. Upgrades:
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| 3 | C3 | Aid | 5 act | 5 actions. You grant 15 Temp HP to a target within 10 spaces. Attacks against Temp HP bypass all Armor. You may split this up among multiple targets. Temp HP lasts for 10 turns or until depleted. Spirituality vs Will. Upgrades:
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| 4 | A4 | Prayer | 3 act | 3 actions. All targets within 2 spaces heal 3d8+3 HP. Spirituality vs Will. |
| 4 | B4 | Gods' Reach | Passive | Passive. All of your Sainthood abilities now have a range of 50 spaces. |
| 4 | C4 | Beacon Of Hope | 5 act | 5 actions. You and all allies within 6 spaces of you gain +6 Will, and subsequent healing on them is done at maximum value. Lasts for 4 turns. Spirituality vs Will. |
| 10 | B10 | Resurrection | 24 act | Requires a body, dead but not entirely decomposed.
24 actions. You bring a dead body within 1 space back to life. They receive 4 HP and are stunned on their next turn. Any recent effects on the body may still linger. You cannot cast any more spells until you receive a long rest. Must roll 30+ Spirituality. Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 7 | D7 | Holy Aura | 6 act | 6 actions. You cause everyone within 6 spaces to glow, including yourself. Your targets either take 1d8 Holy damage each turn and suffer -10 Stealth, or heal 1d4 HP with every attack they make (you may pick who gets what effect). All effects last 5 turns. Spirituality vs Will. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | E1 | Smite | 3 act | 3 Actions. Deals 1d6 + (Spirituality) Holy damage to a target within 10 spaces. Holy damage bypasses armor and is doubled against Undead and Demons. Can spend 1 Cure point to recast. Spirituality vs Will. Upgrades:
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| 2 | E2 | Light | 2 act | 2 actions. A person or object within 10 spaces lights up like a lantern, shedding light everywhere within 4 spaces. The light can be whatever color you choose. While lit, the target has a -10 Stealth penalty. Lasts 1 hour or until called off. Spirituality vs Will. |
| 2 | F2 | Benediction | 6 act | 6 actions. Choose an ally within 10 spaces. This ally can add 1d4 to their next d20 roll. Lasts 5 turns or until used. Spirituality vs Will. Upgrades:
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| 3 | E3 | Sanctuary | 5 act | 5 actions. Choose a target within 20 spaces. Any Ranged attacks against that target must take the lower of 2d20 rolls. Lasts 3 turns. Can spend 1 Cure point to recast. Spirituality vs Will. |
| 3 | F3 | Augury | 24 act | 24 actions. You ask your deity about the result of a specific action you will make in the next half hour. They give you a sign: Weal (good fortune), Woe (bad fortune), both, or none. This can only be used once per day. Must roll 15+ Spirituality. |
| 4 | E4 | Warding Bond | 3 act | 3 actions. You link to a target you can see. They gain +1 Bonus Fortitude, and half the damage they take is instead taken by you. Lasts until dismissed or until one of you dies. Spirituality vs Will. |
| 4 | F4 | Heroes' Feast | 24 act | 24 actions. You bring forth a large mound of food and water that can feed up to 3 people heartily. If they spend half an hour consuming it, they heal 2d6 HP. Food lasts 1 hour or until consumed. Spirituality. Upgrades:
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| 5 | E5 | Freedom | 4 act | 4 actions. A target you can see is no longer affected by movement-impairing effects. They have +2 Move actions per turn and cannot be moved against their will. Other effects from those attacks still apply. Lasts 3 turns. Can spend 1 Cure point to recast. Persuasion vs Will. |
| 5 | F5 | Hallow | 300 act | 300 actions. You designate an area up to 12x12 spaces to become holy. No Undead, Demons, nor Spirits can enter this area. It is also teleportation-proof. Anyone who enters the area is free from any mind-altering effects, heals 1 HP per minute, and can understand any spoken language. Lasts 1 day. Spirituality vs Will. |
| 6 | E6 | Dispel Evil | 9 act | 9 actions. Remove 1 curse, disease, or poison from a target next to you. Can spend 1 Cure point to recast. Spirituality vs Will. |
| 6 | F6 | Word Of Recall | 24 act | 24 actions. You permanently bless a designated area, along with up to 10 people of your choice. For 9 actions, you may recall yourself and any of the designated people to be instantly teleported back to the area, no matter where you are. This can be done once per day. Spirituality vs Will. |
| 7 | F7 | Blessing | 12 act | 12 actions. You ask a deity for a blessing to bestow upon yourself or an ally within 5 spaces. The blessing depends on which deity you ask: Avandra: An ally has +1 action and +2 to all d20 rolls. Bahamut: An ally takes half the damage of another ally. Moradin: An ally heals themselves and all adjacent allies for 1 HP each turn. Pelor: An ally deals 1d4 damage (bypassing armor) to all adjacent enemies. Pholtus: An ally may make 1 reroll. Corellon: Any ally gains +5 Bonus Persuasion and Perform. Erathis: An ally gains +3 Armor. Ioun: An ally sets an Intelligence skill equal to their highest skill. Kord: An ally sets a Strength skill equal to their highest skill for 4 turns. Melora: An ally can speak with plants and animals. Raven Queen: An ally gains +20 Bonus Insight to determine a target's intention. Sehanine: An ally gains +5 Bonus Arcana to Illusion and Alteration spells. Asmodeus: An ally gains 1 Temporary HP for every 5 damage they deal. Bane: An ally may steal another allyβs turn each round of combat. Gruumsh: An ally gains +1 damage for every 4 HP they are missing. Lolth: An ally gains +10 Bonus Will against all effects that intrude, alter, or change the mind. Tiamat: An ally gains +4 Bonus Stealth and can find 1.5x as much money than normal. Torog: An ally can see through 10 feet of wall. Vecna: An ally gains +4 Bonus Enchantments and slows all adjacent enemies 1 action each turn. Zehir: An ally can see in total darkness and is immune to poisons. Amoth: An ally returns half damage to their attackers. Aoskar: An ally gains +4 Move actions. Gorellik: An ally chooses a race. They gain the Favored Enemy feat against that race. He Who Was: An ally heals 1d4 HP each turn. Lakal: An ally adds +3 HP to any heals on them. Maglubiyet: An ally has +4 Bonus Persuasion and can duplicate 1 non-magical item. Nerull: An ally can see and speak with dead spirits. These spirits must have died within the vicinity. Tuern: An ally gains +1 damage per ally on their team and +1 Armor for all enemies focusing on them. All effects last 4 turns. Spirituality vs Will. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | H2 | Detect Alignment | 1 act | 1 action. You gain +5 Bonus Insight when figuring out someone's alignment and motivations. Lasts for 5 turns. Insight vs Will. |
| 2 | I2 | Turn Undead | 6 act | 6 actions. Stuns all Tier 1 undead within 5 spaces for 3 turns. Can spend 1 Cure point to recast. Spirituality vs Will. Upgrades:
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| 2 | J2 | Bane | 4 act | 4 actions. Chastises all targets within 3 spaces, who suffer a 1d4 penalty to the damage of their attacks. Lasts 2 turns. Intimidate vs Will. Upgrades:
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| 3 | H3 | Calm | 6 act | 6 actions. You release a calming aura to everyone within 10 spaces. This nullifies all charms, haunts, intimidations, and aggressions for as long as you keep casting (though the effects may return after you dismiss it). If aggressive actions are made while you're casting, targets can break away prematurely. Lasts for as long as you concentrate, not making any other actions. Persuasion vs Will. |
| 3 | I3 | Command | 4 act | 4 actions. You command a target you can see to lie face down. Lasts 5 turns, after which they instantly right themselves. Spirituality vs Will. |
| 3 | J3 | Spirit Weapon | 6 act | 6 actions. You conjure a floating melee weapon made purely of divine energy within 3 spaces. You may send this weapon flying for 2 spaces per action. You may strike a target next to the weapon - if so, it requires that weapon's action cost and deals its damage as Holy damage (bypassing armor). Holy damage done cannot exceed twice your level. Weapon lasts for 5 turns. Spirituality vs Fortitude. |
| 4 | H4 | True Sight | 3 act | 3 actions. You or an ally can detect traps and see past illusions. Lasts for 1 hour. Can spend 1 Cure point to recast. Spirituality vs Will. |
| 4 | I4 | Speak With Dead | 24 act | 24 actions. You animate the body of a corpse within 3 spaces. The corpse must have a mouth and cannot be undead. The corpse retains their personality and memories, and is not required to be helpful to you. It cannot learn any information about what has happened since its passing. Lasts 5 turns or 1 minute. |
| 4 | J4 | Spirit Guardian | 6 act | 6 actions. You or an ally are protected by a Spirit Guardian for 4 turns. If an enemy attacks your ally, the Spirit Guardian strikes them for 3d6 damage. Double damage if the enemy is Undead or Demonic. Spirituality vs Will. |
| 5 | H5 | Gentle Repose | 600 act | 600 actions. You conduct a ritual that blesses a corpse. The corpse is protected from all spells that would bring it to undeath, and for the next week, it is protected from decay. Spirituality. |
| 5 | I5 | Holy Weapon | 6 act | 6 actions. You bless a weapon next to you. This weapon will deal an extra 1d8 Holy damage (bypassing armor) with each successful attack. If dismissed prematurely, it will issue a Holy blast that deals 3d8 Holy damage to all targets within 2 spaces. Lasts 10 turns or until dismissed. Spirituality. Upgrades:
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| 5 | J5 | Flame Strike | 12 act | 12 actions. A 4x4-area pillar of Holy fire blasts down from the sky, dealing 3d6 Holy damage to all targets within it. Spirituality vs Fortitude. Upgrades:
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| 6 | H6 | Sending | 2 act | 2 actions. You send a telepathic message of 20 words or less to someone who knows you. They may telepathically respond in measure. Your target must have at least -2 Linguistics to understand the message. This spell can reach across planes of existence. Insight vs Will. |
| 6 | I6 | Forbiddance | 24 act | 24 actions. You bless a vicinity, up to an 80x80 area. This vicinity prevents teleportation, both in and out, to and from any plane. You may also pick out 1 species of creature (except for gods), who will take 5d10 Holy damage upon entering the vicinity. Lasts 1 day. If cast on the same vicinity for 30 days, the effect becomes permanent. Spirituality. |
| 6 | J6 | Blade Barrier | 4 act | 4 actions. You conjure a wall of flying swords within 10 spaces. It can be a straight 1x20 area wall, or a ringed wall surrounding a 4x4 area. If anyone passes through this wall, they take 6d10 slashing damage. If your Spirituality roll does not meet their Fortitude, they will still take half damage. Lasts 5 turns. Spirituality vs Fortitude. |