Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. Unlike ordinary priests, a cleric is imbued with divine magic. Not every acolyte or officiant at a temple or shrine is a cleric; most priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshippers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it. 
== Divine Domains ==
To represent the power granted to you, choose one domain related to your deity: Knowledge, Nature, Death, Trickery, War, Man, Hunt, Fate, Forge, Art or Wealth. Each domain is detailed bellow, and each one provides examples of gods associated with it.
Your choice allows you access to an exclusive Ability Tree based on the chosen Domain, granting you a Perk and an extra ability to your Prayer as detailed in the “Prayer Power” section of the Domain. You may not possess perks from more than one Domain, doing so would mean faltering in your faith, unless explicitly allowed by the DM.
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. In the case of the Pantheon, however, each domain serves to represent a specific god.
(DOMAIN TEXT REQUIERS UPDATING AND TWEAKING)
Knowledge Domain 	Knowledge Domain
The god of knowledge, magic and logic, Kvasir, values learning and understanding above all. Some of his devotees teach that knowledge is to be gathered and shared in libraries and universities or promote the practical knowledge of craft and invention. Some hoard knowledge and keep its secrets to themselves and some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of Kvasir study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.	The god of knowledge, magic and logic, Kvasir, values learning and understanding above all. Some of his devotees teach that knowledge is to be gathered and shared in libraries and universities or promote the practical knowledge of craft and invention. Some hoard knowledge and keep its secrets to themselves and some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of Kvasir study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.
Ordinary
(5 Kavana) 	Divine Inspiration
Once per day you can use an action to choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Ordinary
(5 Kavana) 	Prayer Power – Knowledge I
For the duration you learn two languages of your choice, and you gain a +4 proficiency bonus in Arcana and History.
Master
(10 Kavana) 	Read Thoughts
As an action, choose one creature that you can see within 20m of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 20m of you. This effect lasts for 1 minute.
During that time, you can use an action to end this effect and cast the suggestion spell on the creature without expending Numen. The target automatically fails its saving throw against the spell.
Master
(10 Kavana) 	Prayer Power – Knowledge II
For the duration whenever you restore Condition to an ally with a Spell effect, you can also end one spell of your choice on that creature. The Numen of the spell you end must be equal to or lower than the Numen of the spell slot you use to cast the healing spell.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – Knowledge III
For the duration you gain a +12 proficiency bonus in Arcana and History instead.
Scion
(20 Kavana) 	Visions of the Past
You can spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
·         Object Reading: Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
·         Area Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Scion
(20 Kavana) 	Prayer Power – Knowledge IV
For the duration you gain a +16 proficiency bonus in Arcana and History instead.
Spirit Domain 	Spirit Domain
The god of death, Kefka, aids mortals in their passing to the Realm of Souls, making it painless and granting their more reasonable final wishes. He cares for the cycle of life and death but sees mindless undead as those who have paid their due, for they have died once already. Instead of abominations, these undead are seen more as tools or distasteful reminders of long-gone friends and family. Sentient undead, however, evade the passing death and as such are ungrateful, villainous entities, who prey on the mortal world. Above all things, Kefka wants all souls to continue on the road of life, so they may reach its end at the just time. The heretics of the Cults of Kefka, in the mortal races usual arrogance, blaspheme that Kefka wants only death, just or unjust, of old or young, for mortals and immortals alike. It is the duty of Kefka’s clerics to aid the dying in their passing, to push back the forces of monstrous, intelligent undead, to tend to the graves of the those who now rest and to eradicate all blasphemous cults who dare twist the gods’ holy images.	The god of death, Kefka, aids mortals in their passing to the Realm of Souls, making it painless and granting their more reasonable final wishes. He cares for the cycle of life and death but sees mindless undead as those who have paid their due, for they have died once already. Instead of abominations, these undead are seen more as tools or distasteful reminders of long-gone friends and family. Sentient undead, however, evade the passing death and as such are ungrateful, villainous entities, who prey on the mortal world. Above all things, Kefka wants all souls to continue on the road of life, so they may reach its end at the just time. The heretics of the Cults of Kefka, in the mortal races usual arrogance, blaspheme that Kefka wants only death, just or unjust, of old or young, for mortals and immortals alike. It is the duty of Kefka’s clerics to aid the dying in their passing, to push back the forces of monstrous, intelligent undead, to tend to the graves of the those who now rest and to eradicate all blasphemous cults who dare twist the gods’ holy images.
Ordinary
(5 Kavana) 	Circle of Mortality
When you would normally roll one or more dice to restore Condition to a creature at 0 Condition, you instead use the highest number possible for each die.
Ordinary
(5 Kavana) 	Prayer Power – Spirit I
When you cast a necromancy Spell that costs 5 Numen or less that normally targets only one creature, the spell can instead target two creatures within range and within 2m of each other.
Master
(10 Kavana) 	Divine Strike
Once on each of your turns, when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 necrotic damage to the target.
When you reach 14th level, the extra damage increases to 2d8.
You may also add your Wisdom modifier instead of your Strength or Dexterity modifier on Divine Strike attack and damage rolls.
Master
(10 Kavana) 	Prayer Power – Spirit II
Once per day using three actions, you choose one creature you can see within 10m of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – Spirit III
When you cast a necromancy Spell that costs 15 Numen or less that normally targets only one creature, the spell can instead target two creatures within range and within 2m of each other. If the spell consumes its material components, you must provide them for each target.
Scion
(20 Kavana) 	Keeper of Souls
When an enemy you can see dies within 20m of you, you or one creature of your choice that is within 20m of you regains all lost Condition, being returned to full health. You can use this feature only if you aren't incapacitated.
Once you use it, you can't do so again until the start of your next turn.
Scion
(20 Kavana) 	Prayer Power – Spirit IV
When you cast a necromancy Spell that costs 50 Numen or less that normally targets only one creature, the spell can instead target two creatures within range and within 2m of each other. If the spell consumes its material components, you must provide them for each target.
War Domain 	War Domain
The god of war Gilluis thrives on the clash of wills. Victory, overcoming adversities, pressing on trough gruelling conditions and martial prowess pleases him. He tests whether the valorous belong to the realm of myth or are to be thrown under the dustbin of history. He rewards the victor justly and discards of the unfit. He demands honor, power and perseverance, but above all he calls for absolute victory. The clerics of War are fighters first and foremost. They fight to death and expect the souls they guide to do the same. They fight to make the weak strong and to vanquish the cowards who content themselves with indolence. More than aiding the sick and starving, they would demand they heal themselves.	The god of war Gilluis thrives on the clash of wills. Victory, overcoming adversities, pressing on trough gruelling conditions and martial prowess pleases him. He tests whether the valorous belong to the realm of myth or are to be thrown under the dustbin of history. He rewards the victor justly and discards of the unfit. He demands honor, power and perseverance, but above all he calls for absolute victory. The clerics of War are fighters first and foremost. They fight to death and expect the souls they guide to do the same. They fight to make the weak strong and to vanquish the cowards who content themselves with indolence. More than aiding the sick and starving, they would demand they heal themselves.
Ordinary
(5 Kavana) 	War God's Blessing I
When you make an attack roll or a strength check, you can use an action to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
You can use this feature once per long rest.
Ordinary
(5 Kavana) 	Prayer Power – War I
For the duration you gain a +1 bonus to your AC.
Master
(10 Kavana) 	War God's Blessing II
You can now use this feature twice per long rest. And you may also use it on a creature within 10m of you, using a reaction instead.
Master
(10 Kavana) 	Prayer Power – War II
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. Whenever you deal thunder damage to a Large or smaller creature, you can also push it up to 4m away from you.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – War III
The extra damage you deal with your weapon attacks from the “Prayer Power-War II” feature increases to 2d8 instead.
Scion
(20 Kavana) 	Avatar of Battle
You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. When you are reduced to 0 health by an attacker you can see, even if you would be killed outright, you can use a reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can't use it again until you finish a long rest.
Scion
(20 Kavana) 	Prayer Power – Spirit IV
The extra damage you deal with your weapon attacks from the “Prayer Power-War II” feature increases to 3d8 instead.
Trickery Domain 	Trickery Domain
The god of chaos, Laufey, urges mortals to strike at authority. He is patron to rebels, schemers and the distraught masses. Any kind of authority or order displeases Laufey, including the one he would have over his worshipers. As such, a cleric of Trickery, although a priest of Laufey, can never worship him directly. Usually they switch between gods to “worship” from moment to moment, never fully committing to one deity. The one tenet commonly shared between these clerics is to uphold freedom (especially theirs), though the wiser priests usually share one more – that being of teaching valuable lessons trough trickery and pranks. There is no organized worship of Laufey but most churches have a small shrine dedicated to him, although they’re there to placate him more than anything else.	The god of chaos, Laufey, urges mortals to strike at authority. He is patron to rebels, schemers and the distraught masses. Any kind of authority or order displeases Laufey, including the one he would have over his worshipers. As such, a cleric of Trickery, although a priest of Laufey, can never worship him directly. Usually they switch between gods to “worship” from moment to moment, never fully committing to one deity. The one tenet commonly shared between these clerics is to uphold freedom (especially theirs), though the wiser priests usually share one more – that being of teaching valuable lessons trough trickery and pranks. There is no organized worship of Laufey but most churches have a small shrine dedicated to him, although they’re there to placate him more than anything else.
Ordinary
(5 Kavana) 	Invoke Duplicity
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 10m of you. As an action on your turn, you can move the illusion up to 10m to a space you can see, but it must remain within 40m of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 2m of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Once you use this feature, you can't use it again until you finish a long rest.
Ordinary
(5 Kavana) 	Prayer Power – Trickery I
You can use two action to touch a willing creature other than yourself to give it advantage on Athletic (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Master
(10 Kavana) 	Cloak of Shadows
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a long rest.
Master
(10 Kavana) 	Prayer Power – Trickery II
Whenever you pray choose another Domain on this page, you gain the Master attainment Prayer Power of that Domain.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – Trickery III
You gain the Grandmaster attainment Prayer Power of the Domain chosen as part of the Prayer Power – Trickery II feature.
Scion
(20 Kavana) 	Improved Duplicity
When you use your Invoke Duplicity feature, you can create up to four duplicates of yourself, instead of one.
As an action on your turn, you can move any number of them up to 10m, to a maximum range of 40m.
Scion
(20 Kavana) 	Prayer Power – Trickery IV
You gain the Scion attainment Prayer Power of the Domain chosen as part of the Prayer Power – Trickery II feature.
Nature Domain 	Nature Domain
The goddess of Life and Nature, Gaia, helps mortals live a prosperous life. She grants greater fertility, vitality and crop yields. She is patron to farmers, parents, children, healers, caretakers, city lords as well as nature and its critters. She represents unconditional maternal love, life and nature, and is by far the most widely worshipped deity, with magnificent temples in cities, chapels in villages and small shrines and holy sites scattered throughout the wilderness. The clerics of Nature are bound to protect all life, caring for the forests creatures as much as the mundane peoples, and as such can never kill. In fact, a cleric of Gaia is duty-bound to heal the needy – whomever they may be – which is why many of those raised in a temple or monastery of Gaia usually grow up to become doctors. It became so prevalent that these religious institutions were recognized as fully-fledged – and most prestigious – medicine schools by the nations of the mundane world.	The goddess of Life and Nature, Gaia, helps mortals live a prosperous life. She grants greater fertility, vitality and crop yields. She is patron to farmers, parents, children, healers, caretakers, city lords as well as nature and its critters. She represents unconditional maternal love, life and nature, and is by far the most widely worshipped deity, with magnificent temples in cities, chapels in villages and small shrines and holy sites scattered throughout the wilderness. The clerics of Nature are bound to protect all life, caring for the forests creatures as much as the mundane peoples, and as such can never kill. In fact, a cleric of Gaia is duty-bound to heal the needy – whomever they may be – which is why many of those raised in a temple or monastery of Gaia usually grow up to become doctors. It became so prevalent that these religious institutions were recognized as fully-fledged – and most prestigious – medicine schools by the nations of the mundane world.
Ordinary
(5 Kavana) 	Charm Animals and Plants
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 10m of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Once you use this feature, you can't use it again until you finish a long rest.
Ordinary
(5 Kavana) 	Prayer Power – Nature I
For the duration you gain a +4 proficiency bonus in Animal Handling and Nature.
Master
(10 Kavana) 	Blessed Healer
When you cast a spell that costs 10 numen or more that restores condition to a creature other than you, you regain condition equal to the amount restored.
Master
(10 Kavana) 	Prayer Power – Nature II
For the duration you gain a +8 proficiency bonus in Animal Handling and Nature.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – Nature III
When you or a creature within 10m of you takes acid, cold, fire, lightning, or thunder damage, you can use a reaction to grant resistance to the creature against that instance of the damage.
Scion
(20 Kavana) 	Preserve Nature
When you would normally roll one or more dice to restore condition to another creature with a spell, you instead use the highest number possible for each die, for example, instead of restoring 2d6 hit points to a creature you restore 12.
Scion
(20 Kavana) 	Prayer Power – Nature IV
For the duration you gain a +16 proficiency bonus in Animal Handling and Nature.
Craft Domain 	Craft Domain
The God-Smith, Gormar, calls for diligence and dedication to one’s craft, particularly smithing. Most representations of Gormar involve his godly hammer being enveloped by flames, typically with a volcano in the background, representing Mt.Gormar, the biggest in the known world, long rumoured to be a passage into his realm. He is mostly worshipped by the Undergwarves due to their culture being dominated by craftsmen, and as such its rare to find a Forge Cleric in the surface world. All of said clerics are craftsman (the overwhelming majority of them being smiths) and most of their time is dedicated to perfecting their craft or aiding others in doing so. They usually take the role of master smith in their assigned cities and rarely help others in need, at least in the conventional sense. They will enable others to exert their efforts into attaining their goals but won’t interfere afterwards so as to allow them to take responsibility for their actions.	The God-Smith, Gormar, calls for diligence and dedication to one’s craft, particularly smithing. Most representations of Gormar involve his godly hammer being enveloped by flames, typically with a volcano in the background, representing Mt.Gormar, the biggest in the known world, long rumoured to be a passage into his realm. He is mostly worshipped by the Undergwarves due to their culture being dominated by craftsmen, and as such its rare to find a Forge Cleric in the surface world. All of said clerics are craftsman (the overwhelming majority of them being smiths) and most of their time is dedicated to perfecting their craft or aiding others in doing so. They usually take the role of master smith in their assigned cities and rarely help others in need, at least in the conventional sense. They will enable others to exert their efforts into attaining their goals but won’t interfere afterwards so as to allow them to take responsibility for their actions.
Ordinary
(5 Kavana) 	Artisan's Blessing
You can conduct an hour-long ritual that crafts a non-magical item that must include some metal. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 2m of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even non-metal parts of the creation.
The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual.
Ordinary
(5 Kavana) 	Prayer Power – Craft I
During your prayer, touch one non-magical weapon. Until the end of your next long rest, the weapon gains a +1 bonus to attack and damage.
Master
(10 Kavana) 	Soul of the Forge 
You gain resistance to fire damage. And while wearing heavy armor, you gain a +1 bonus to AC.
Master
(10 Kavana) 	Prayer Power – Craft II
The weapon you blessed using the Prayer Power – Craft I feature has its bonus increased to +2 bonus to attack and damage rolls, instead.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – Craft III
The weapon you blessed using the Prayer Power – Craft I feature has its bonus increased to +4 bonus to attack and damage rolls, instead.
Scion
(20 Kavana) 	Saint of Forge and Fire
Your blessed affinity with fire and metal becomes more powerful:
·         You gain immunity to fire damage.
·         While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Scion
(20 Kavana) 	Prayer Power – Craft IV
The weapon you blessed using the Prayer Power – Craft I feature has its bonus increased to +5 bonus to attack and damage rolls, instead.
Fate Domain 	Fate Domain
The god of Fate and chief deity of the Pantheon, Kairos, is the embodiment of causality, fate, chance and – to some degree – time. He is by far the most powerful of the gods. Past, present and future are all one in him. He is mainly the patron of watchers, guards, scouts, oracles and diviners, but also acts as a minor patron to any who is subject to the harshness of fate – which is to say everyone. Being also seen as a god of luck and chance (next to Zivar and Aymon) he attracts the worship of less savoury sort, like thieves and gamblers, but also from humble and honest folk who are heavily reliant on its whims. Kairos works to improve the fate of everyone, be they good or evil, which leads him to more morally ambiguous acts than most gods would allow themselves to practice, as such acts tend to not sit well with their mostly good-oriented followers. Because of this Kairos, despite being one of the most wellintentioned and powerful of the gods, is the least worshipped deity in the Mundane World. He demands that his followers too work to better the world’s fate. No matter the cost, no matter how abhorrent the sacrifice, a Cleric of Fate must always strive for the good of everyone. Not doing so would offend Kairos’ very existence.	The god of Fate and chief deity of the Pantheon, Kairos, is the embodiment of causality, fate, chance and – to some degree – time. He is by far the most powerful of the gods. Past, present and future are all one in him. He is mainly the patron of watchers, guards, scouts, oracles and diviners, but also acts as a minor patron to any who is subject to the harshness of fate – which is to say everyone. Being also seen as a god of luck and chance (next to Zivar and Aymon) he attracts the worship of less savoury sort, like thieves and gamblers, but also from humble and honest folk who are heavily reliant on its whims. Kairos works to improve the fate of everyone, be they good or evil, which leads him to more morally ambiguous acts than most gods would allow themselves to practice, as such acts tend to not sit well with their mostly good-oriented followers. Because of this Kairos, despite being one of the most wellintentioned and powerful of the gods, is the least worshipped deity in the Mundane World. He demands that his followers too work to better the world’s fate. No matter the cost, no matter how abhorrent the sacrifice, a Cleric of Fate must always strive for the good of everyone. Not doing so would offend Kairos’ very existence.
Ordinary
(5 Kavana) 	Ties That Bind
You can temporarily tie your fate to others. As an action, you can touch one object or creature and magically tie a strand of fate from yourself to it for 1 hour or until you use this feature again. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to resist this effect. While the target is bound to you and on the same plane of existence as you, you can sense the direction to the target’s location, and you know the direction of its movement if it is in motion.
You can use this feature’s action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ordinary
(5 Kavana) 	Prayer Power – Spirit I
You can see and manipulate the strands of fate that weave around other individuals. Whenever another creature you can see makes an attack roll or an ability check, you can use a reaction to give the roll advantage or disadvantage (your choice).
Once you use this feature, you can't use it again until you next Prayer.
Master
(10 Kavana) 	Favoured
You gain immunity to any effects that would give you disadvantage on attacks or saving throws.
Master
(10 Kavana) 	Prayer Power – Spirit II
You are able to use your Prayer Power – Spirit I feature twice per Prayer.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – Spirit III
You are able to use your Prayer Power – Spirit I feature three times per Prayer.
Scion
(20 Kavana) 	Visions of the Future
Your knowledge of the future allows you to guide an individual to achieve their greatest possible success.
You can use two actions to touch a willing creature and bestow a limited ability to see into the immediate future. For 1 minute, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
Once you use this feature, you can't use it again until you finish a long rest.
Scion
(20 Kavana) 	Prayer Power – Spirit IV
You are able to use your Prayer Power – Spirit I feature four times per Prayer.
Hunt Domain 	Hunt Domain
The god of beasts, hunting and the primal wilds, Acteon, thrives in the thrills of the chase, of taking down formidable forces of nature, of survival against all odds and on self-reliance. He is patrons to hunters as well as to all who live off the land and respect the way of nature. He demands his followers to never waste parts of their prey, to hunt the strong, preferably stronger than oneself, and to prey on the weak only for sustenance. He cares not whether the hunt was fair and adores when one wins by wits and patience just as much as a brutal brawl-out. His clerics usually serve as rangers and hunters, protecting villages on the outskirts of civilization from the dangers of the wild. For this reason, worship of Acteon is confined to remote areas or those immersed within nature, such as the various Thersian and Wood Elf tribes.	The god of beasts, hunting and the primal wilds, Acteon, thrives in the thrills of the chase, of taking down formidable forces of nature, of survival against all odds and on self-reliance. He is patrons to hunters as well as to all who live off the land and respect the way of nature. He demands his followers to never waste parts of their prey, to hunt the strong, preferably stronger than oneself, and to prey on the weak only for sustenance. He cares not whether the hunt was fair and adores when one wins by wits and patience just as much as a brutal brawl-out. His clerics usually serve as rangers and hunters, protecting villages on the outskirts of civilization from the dangers of the wild. For this reason, worship of Acteon is confined to remote areas or those immersed within nature, such as the various Thersian and Wood Elf tribes.
Ordinary
(5 Kavana) 	Hunter's Focus
Your god gives you the ability to focus your aim to strike true. You can use an action to give yourself advantage on your next weapon attack. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).
You regain all expended uses when you finish a long rest.
Ordinary
(5 Kavana) 	Prayer Power – Hunt I
For the duration you gain a +2 proficiency bonus in the Survival skill, and you have advantage on Wisdom (Survival) checks made to hunt or track beasts.
Additionally, as part of a Prayer, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Master
(10 Kavana) 	Relentless Pursuit
You can use a free reaction to make a single weapon attack against a creature you can see when it attempts to move to a location you cannot see.
Master
(10 Kavana) 	Prayer Power – Hunt II
For the duration you gain a +4 proficiency bonus in the Survival skill.
For the duration, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – Hunt III
For the duration you gain a +6 proficiency bonus in the Survival skill.
The extra damage you deal with your weapon attacks from the “Prayer Power-Hunt II” feature increases to 2d8 instead.
Scion
(20 Kavana) 	Silent Stalker
Your footsteps no longer make sound when you walk. When in dim light or darkness, you can use an action to become invisible for 1 minute or until you cast a spell or make an attack. You become visible again if exposed to bright light.
Scion
(20 Kavana) 	Prayer Power – Hunt IV
For the duration you gain a +8 proficiency bonus in the Survival skill.
The extra damage you deal with your weapon attacks from the “Prayer Power-Hunt II” feature increases to 3d8 instead.
Art Domain 	Art Domain
The goddess of art, beauty, music and wine, Muse, revels in the beauty and creativity of mortal creations. She demands nothing more than to allow beauty to flourish or partake in its creation. She is patron to writers, poets, artists, sculptors, musicians and just about any other creator of art or free spirit. She completely abhors violence, even more so than the goddess of life herself, and the destruction and restriction it brings. Her clerics are instructed to fully explore their creative potential and bring beauty to the world. They serve as the organizers for most festivities, such as harvest festivals, entertainers, tutors and riot suppression units.	The goddess of art, beauty, music and wine, Muse, revels in the beauty and creativity of mortal creations. She demands nothing more than to allow beauty to flourish or partake in its creation. She is patron to writers, poets, artists, sculptors, musicians and just about any other creator of art or free spirit. She completely abhors violence, even more so than the goddess of life herself, and the destruction and restriction it brings. Her clerics are instructed to fully explore their creative potential and bring beauty to the world. They serve as the organizers for most festivities, such as harvest festivals, entertainers, tutors and riot suppression units.
Ordinary
(5 Kavana) 	Captivating Masterpiece
As an action, you can create a masterpiece of art, music, or a similar creative craft. Creatures of your choice within 10m of yourself must succeed on a Wisdom saving throw, or be charmed by you for 1 minute.
Creatures charmed in this way are treated as being blinded against all creatures except for yourself, and cannot move away from you, for the duration. If a charmed creature is harmed by you or your companions then it is no longer charmed. The charmed creature regards you as a master of creative talent, and acts as if they are a huge fan of your work. When the effect ends it knows it has been charmed.
Ordinary
(5 Kavana) 	Prayer Power – Art I
You can inspire others through your art. To do so, once every turn you can use an Action to choose one creature other than yourself within 20m of you who can hear you. That creature gains one Artistic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Artistic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses in your next prayer.
Master
(10 Kavana) 	Magical Muse
Whenever you heal other creatures as part of a spell, they are also healed for the amount rolled in your Artistic die
Master
(10 Kavana) 	Prayer Power – Art II
You Artistic die from the Prayer Power – Art I increases to a d8 instead.
Grandmaster
(15 Kavana) 	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana) 	Prayer Power – Art III
You Artistic die from the Prayer Power – Art I increases to a d10 instead.
Scion
(20 Kavana) 	Stroke of Genius
Using three actions, you may create an object or creature out of paint, visible music, or a similar creative craft's material, within 10m of yourself. It last for 1 hour, and it can take one of the following shapes:
Creature. The creature takes on the statblock of a small, medium, or large creature with a CR of 5 or lower, and the creature lasts for 1 minute or when it is reduced to 0 hit points, after which it ceases to exist. The creature follows your verbal commands (no action required), and it takes its turn immediately after yours.
Object. The object is non-magical, and can be no bigger than a 10m square, and cannot be worth more than 10000 gp. If the object is a weapon, it is considered magical for the purpose of overcoming damage resistances and immunities.
After using this feature, you must take a long rest before doing so, again.
Scion
(20 Kavana) 	Prayer Power – Art IV
You Artistic die from the Prayer Power – Art I increases to a d12 instead.
Wealth Domain	Wealth Domain
The god of wealth, trade, exchange and luck, Zivar, demands nothing more than the continuous flow of wealth. The youngest of the gods, Zivar’s existence was brought about solely by mortal souls and so he shares in a lot of their aspects – nominally, he possesses a very human-like personalty. Patron to merchants, entrepreneurs, the ambitious, the down-trotted who desire a better life for themselves and, distastefully, thieves. He praises those who acquire wealth, fame and power or seriously strive to do so, as well as those with an insatiable drive to innovate or rise up in live. Indeed, he sees charlatans, thieves, liars and assassins as essentially legitimate in their acquisition of wealth, as those who become complacent or foolish in the eternal pursuit need a shake-up to awaken them to it once more (not to mention that, in his eyes, anyone who could be so deceived is undeserving of the wealth they had acquired, as they likely would have lost it in some other way). This attitude has made it so that few actually worship him openly, most who do living in highly cut-throat cultures, such as Anseatyn and the Princehoods, where merchants and assassins utterly dominate the countries’ politics – and where he is endorsed as the official head-god.
His clerics usually become consultants, stewards, tycoon-owners and high-risk travelling merchants, and seek to promote wealth and prosperity wherever they find themselves as well as test the wits of those they encounter, usually rewarding those deemed worthy.	The god of wealth, trade, exchange and luck, Zivar, demands nothing more than the continuous flow of wealth. The youngest of the gods, Zivar’s existence was brought about solely by mortal souls and so he shares in a lot of their aspects – nominally, he possesses a very human-like personalty. Patron to merchants, entrepreneurs, the ambitious, the down-trotted who desire a better life for themselves and, distastefully, thieves. He praises those who acquire wealth, fame and power or seriously strive to do so, as well as those with an insatiable drive to innovate or rise up in live. Indeed, he sees charlatans, thieves, liars and assassins as essentially legitimate in their acquisition of wealth, as those who become complacent or foolish in the eternal pursuit need a shake-up to awaken them to it once more (not to mention that, in his eyes, anyone who could be so deceived is undeserving of the wealth they had acquired, as they likely would have lost it in some other way). This attitude has made it so that few actually worship him openly, most who do living in highly cut-throat cultures, such as Anseatyn and the Princehoods, where merchants and assassins utterly dominate the countries’ politics – and where he is endorsed as the official head-god.
His clerics usually become consultants, stewards, tycoon-owners and high-risk travelling merchants, and seek to promote wealth and prosperity wherever they find themselves as well as test the wits of those they encounter, usually rewarding those deemed worthy.
Ordinary
(5 Kavana)	Prosperity Gospel
Your god's connection with wealth allows you to use money to solve your problems directly:
·         When you cast a spell that requires an expensive material component that is consumed, you can substitute currency you are carrying equal to the value of the required component.
·         As an action, you can magically convert currency within 30 ft. into any other denomination or currency of the same value in the same space, including special coins specific to your deity worth 100 gp each. You can target any number of pieces of currency with this ability and create up to 100 pieces of currency with your action.
Ordinary
(5 Kavana)	Prayer Power – Wealth I
For the duration, you gain a +2 Proficiency Bonus in Persuasion, and whenever you make an ability check related to valuing the monetary worth of something, you also receive a +4 Proficiency Bonus in the appropriate skill or tool.
Master
(10 Kavana)	Heavenly Market
You can conduct a 10-minute-long ritual, that once complete summons an ethereal merchant.
This merchant sells any non-magical weapons, armor, tools, and adventuring gear at normal cost. The merchant also sells various gems, precious metals and rare ingredients of high quality, which can be used as spell components. At the DM's discretion, the merchant may also have other items for sale.
The merchant will purchase gems, art objects, trade goods and other mundane items, buying them at market value. At the DM's discretion, the merchant may be willing to purchase other items of value.
The merchant is friendly and willing to trade with you and your allies, speaking any language you know, but it refuses to haggle prices. Any attempt to steal from, attack or cast a spell on the merchant will cause it to disappear. The merchant will stay and trade with you and your allies for up to 1 hour or until dismissed as an action.
Master
(10 Kavana)	Prayer Power – Wealth II
For the duration, you gain a +4 Proficiency Bonus in Persuasion, and whenever you make an ability check related to valuing the monetary worth of something, you also receive a +8 Proficiency Bonus in the appropriate skill or tool.
Grandmaster
(15 Kavana)	Divine Intervention
You can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use 2 actions. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your Character level, your deity intervenes. The DM chooses the nature of the intervention; the effect of a spell tied to your Deity’s domain would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Grandmaster
(15 Kavana)	Prayer Power – Wealth III
For the duration, you gain a +6 Proficiency Bonus in Persuasion, and whenever you make an ability check related to valuing the monetary worth of something, you also receive a +12 Proficiency Bonus in the appropriate skill or tool.
Scion
(20 Kavana)	Sacred Vault
In your most dire times, you can borrow wealth and artifacts of great power from your deity's own store of treasure. You can perform an hour long ritual and sacrifice 100 GP to petitioning your deity for aid. Once you finish, you can summon any magic item worth 8000 GP or less.
Any magic items summoned by this ability remain in your possession for 24 hours, after which they disappear in a flash of golden light if not already destroyed or consumed.
Once you use this ability, you cannot use it again until 7 days have passed.
Scion
(20 Kavana)	Prayer Power – Wealth IV
For the duration, you gain a +8 Proficiency Bonus in Persuasion, and whenever you make an ability check related to valuing the monetary worth of something, you also receive a +16 Proficiency Bonus in the appropriate skill or tool.
Category:Ability Trees