Cleric

A human cleric

A cleric is an agent of religion, serving an Enigmatic entity referred to as 'the Divine'. This could be the one true god, an eldritch horror or perhaps more likely an alien artifact. In their worship, clerics wear artifacts and quips to support and convert his allies to the one and true religion.

## Features

### Clergy Training

You gain proficiency in *light armor, 1 language* and *religion*, if you are already proficient in religion you gain expertise.  You gain a holy amulet worth 50C which is unique to your religious order and is recognised by others of it this order.

Additionally, you gain the following ability:

> ***Devotion*** - Whenever you heal or grant advantage to a creature, you heal for 1 hit point.
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### Divine Rituals

Using your worship of the Divine, you can perform rituals in order to grant advantages to your allies. You gain the following ability:

> ***Divine Rituals*** (3AP) - Every sleep rest, you can use special rituals to boon you and your allies. This can be done an amount of times equal to Cleric feature picked, but you may perform each ritual only once per divine ritual picked using 3AP. Rituals:
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> * ***Omen*** (1 Ritual Charge) - You state a question to the Divine. Within a minute, you receive an omen that either is good, bad or neutral.
> * ***Bless Weapon*** (1 Ritual Charge) - A weapon or consumable that you touch becomes imbued with divine energy for 1 hour. Pick necrotic, radiant or lightning. The weapon deals this damage type. Additionally, it provides 5ft dim light.
> * ***Shield of Faith*** (1 Ritual Charge) - A creature you can touch gains +2 AC for 1 hour.
> * ***The Chosen One*** (1 Ritual Charge) - You apply 10 temporary hit points and make the target immune to being Frightened and Sanity Saves. These last for 1 hour.
> * ***Holy Regeneration*** (1 Ritual Charge) - You heal a creature that you touch for 1d8 hit points and cure 1 disease.
> * ***Holy Weapon*** (1 Ritual Charge) (concentration) - A weapon you touch starts to radiate with necrotic or divine energy and lifts up in the air. For 1 minute as long you are concentrated, once per turn, you may spend 1 AP in order to attack with it (using your Clergy Attack Bonus) and deal the appropriate necrotic or radiant damage type or you can move it up to 30ft.
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### Divine Intervention

Your bond with the Divine has increased, and you may call upon a divine intervention to change the odds. You gain the following ability:

> ***Divine Intervention*** (3AP) -  Once per long-rest you may ask a question to the Divine. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric features picked, your deity intervenes by obscure means, like an unexpected cloud break dousing the flames or  a pair of coincidental doctors arriving just in time to save your allies. The DM chooses the Nature of the intervention.
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> **Touch of Divinity -** You can pick one *Aspect of Divinity* from the *Aspects of Divinity* feature which you currently do not have picked.
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### Ceremony

You may perform certain ceremonies as a cleric of your faith, using your Holy Artifact. You gain the following ability:

> ***Ceremony*** (10 minutes, 50C)- You perform a divine ceremony on a set of creatures or objects that you can touch. You can only perform one per day, and each creature may only be affected by each ceremony once. Pick one of the following:
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> * ***Initiation*** - A creature becomes blessed with the Divine in the light of your faith. The creature gains +2 maximum hit points.
> * ***Bond*** - You bond two creatures and join them in holy union. When one of the pair dies, the creature regains 1 hit point but the other makes a disadvantaged Sanity Save .
> * ***Rite of Protection*** - You target a dead creature and sacrifice or protect their soul in your deity’s name. The target cannot be turned into an undead and any effect used to resurrect it can be done for the next year, even if these effects have other deadlines.
> * ***Cleanse Water*** - You target a unit of water with a maximum volume of 1 gallon. It becomes Holy Water and is cleansed of any poison or disease. Using a pint of this Holy Water you or a creature can attempt to provoke a Dexterity Save to your Cleric Save DC, if failed it takes 1d6 radiant damage and is paralyzed until the end of their next turn.
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**Metrics note**

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1 gallon equals to 8 pints.

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### Prayer

Will get you halfway there. You gain the following ability:

> ***Prayer*** (reaction) - When a creature within 30ft fails a skill roll, you Enigmatically allow the creature to reroll the skill roll which must be used. You must roll a Religion check to DC 10. If failed, you take 1 stack of exhaustion.
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### Aspect of Divinity

You can now embrace one of the holy aspects that embodies The Divine which you worship.

> ***Aspect of Divinity*** - Pick one of the following Aspects, which bonuses you gain:
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> * ***Nature*** - All creatures with the tag 'Beast' or 'Plant' of your choice in a 10ft radius of you have disadvantage on attack rolls.
> * ***Light -*** If you have the ability **Devotion,** it now also triggers each time you or your *Holy Weapon (*Divine Rituals) deal Radiant damage to a creature.
> * ***Darkness*** - You gain 60ft Enigmatic dark sight and one per short rest can use 2AP to cause a 15ft sphere to be covered by Enigmatic darkness through which no creature can see.
> * ***Protection -*** If you have **Divine Rituals**, you may use Shield of Faith twice per sleep rest. Each time you cast Shield of Faith, target one extra creature with this protection.
> * ***Heavens*** - Your attacks can deal lightning damage if you will it. Once per long-rest, you may change the weather in a 1 mile area around you for 24 hours. You can cause sunny, rainy, stormy, snowy, foggy or other weather types with this ability.
> * ***Healing*** - If you have **Divine Rituals**, you may use Holy Regeneration twice per sleep rest. Each time you cast Holy Regeneration, target one extra creature with this healing.
> * ***War*** - You gain proficiency in all armor and in martial melee weapons.
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