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cleric

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Cleric

Clerics are those who hold faith in a great power - usually the Divine - and are empowered with that holy light against the darkness, emboldening adventurers even in the darkest corners of the Desolation. Prayer is their sword and faith is their shield, though many have come to see the utility in their less metaphorical manifestations too.

Clerics power their abilities through “religious chanting” - keeping up a litany of proselytisation, singing, vocal meditation. This form varies for all Clerics but must be clear to all nearby.

Hit Points: 3

Class Feature: Powered By Faith

The faith of a Cleric is their greatest weapon - while their faith holds true they are strong against even the darkest of creatures. A Cleric will carry a Holy Symbol that embodies this faith - usually a necklace or a tattoo which they can hold out before them to drive off the shadows.

Clerics may call HOLY FEAR once every 10s while they are holding their holy symbol out in front of them. Be careful of being overrun, though. Clerics who lose their faith may have this feature modified or lose it entirely.


Level 1 Cleric Skills

Healing Light

With 10s of religious chanting you may call HEAL.

Embolden

With 10s of religious chanting you may call STRENGTHEN on an ally within reach.

Liturgy

(Knowledge Skill)

You may identify any common religious ritual from your god and make a guess as to the effects of those less common or of another god.

Turn Back The Dark

With 10s of religious chanting you may call BLESS on an ally within reach.

cleric.1636907307.txt.gz · Last modified: 2021/11/14 16:28 by gm_katie