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Cleric
The Cleric is a holy warrior bound to protect and execute justice with their religious spite as the fuel for their adventures. They can cast spells and gain new ones when they spend an hour in silent communion with their deity. Spells are gifts however, they can be forgotten as easily as they can be remembered.
Basic Rules
At character creation, pick a spell alongside picking an advancement. This spell will be available both inside and outside of battle. If one of the spells on the list doesn't tickle your fancy, work with your Narrator to come up with a new one.
When you're in town, you may spend 25gp to empty out all of your equipment bubbles.
Your basic attacks do d6 damage.
When you spend an hour or so in silent communion with your deity, you forget all the spells you have memorized and may memorize your level + learned attribute number of spells. You may choose any spell on the Cleric list. You can do this in battle in exchange for not being able to act for 2 turns. If you get attacked during your communion, you will not be able to learn any spells.
Casting Spells
To cast a spell, use your wisdom stat as the bonus for your basic move. On a 7-9 roll, choose one of the following effects. On a 6- roll, choose neither.
- The spell affects its intended target
- You don't forget the spell
If you forget the spell, you should cross it off your list of available spells. You can relearn it when you are next in communion.
Spells
This list will be added to as facts and circumstances emerge.
- **Command** - A creature obeys a single, three-word command that does not directly harm it.
- **Control Weather** - You may alter the type of weather at will, but you do not otherwise control it. It lasts 12 hours.
- **Cure Disease** - Cure all status effects from someone.
- **Hold Person** - A nearby person or humanoid creature is unable to move for d4 turns.
- **Inspire** - In battle, nearby (within an aura of 3 map squares) allies may treat their roll as if it is one tier better.
- **Remove Curse** - Remove all curses from something you touch.
- **Scry** - See through the eyes of a creature you touched earlier today.
- **Silence** - Negate all sound within 15 feet of the casting site.
- **True Sight** - See through nearby illusions.
- **Ward** - A silver 40 foot circle appears on the ground, centered at the caster. Choose one thing that cannot cross it: living creatures, dead creatures, projectiles or metal.
Advancements
- **Resolute** - Gain +1 Perception.
- **Indomitable** - Gain +1 Tough.
- **Genial** - Gain +1 Charm.
- **Worldly** - Take an advancement from another class.
- **Studious** - Add a random Wizard spell to your deity's spell list.
- **Turn Undead** - When you renounce the unholy products of necromancy, roll for wisdom. On 10+, all mindless undead flee from your presence and all intelligent undead are momentarily stunned for d4+2 turns. On a 7-9, half of them are.
- **Cure Light Wounds** - When you touch a wounded person, you may heal them from d6 hitpoints plus your level. You may do this as many times as you have levels.
- **Divine Armor** - When you have no armor, you have 2 armor.
- **Death Rites** - After a battle, when you take time to dedicate your victory to your deity of choice and deal with the dead, you and anyone who helps may add one to their next roll.