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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.

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.

Advancements