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)**

 **Ordinary**
(5 Kavana)
 **Prayer Power – Knowledge I**
 **Master**
(10 Kavana)
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.
 **Prayer Power – Knowledge II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Knowledge III**
 **Scion**
(20 Kavana)
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.
 **Prayer Power – Knowledge IV**
For the duration you gain a +16 *proficiency bonus* in Arcana and History instead.

 **Ordinary**
(5 Kavana)
 **Prayer Power – Spirit I**
 **Master**
(10 Kavana)
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.
 **Prayer Power – Spirit II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Spirit III**
 **Scion**
(20 Kavana)
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.
 **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.

 **Ordinary**
(5 Kavana)
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.
 **Prayer Power – War I**
 **Master**
(10 Kavana)
 **Prayer Power – War II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – War III**
 **Scion**
(20 Kavana)
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.
 **Prayer Power – Spirit IV**
The extra damage you deal with your weapon attacks from the “Prayer Power-War II” feature increases to 3d8 instead.

 **Ordinary**
(5 Kavana)
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.
 **Prayer Power – Trickery I**
 **Master**
(10 Kavana)
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
 **Prayer Power – Trickery II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Trickery III**
 **Scion**
(20 Kavana)
When you use your Invoke Duplicity feature, you can create up to four duplicates of yourself, instead of one.
 **Prayer Power – Trickery IV**
You gain the Scion attainment Prayer Power of the Domain chosen as part of the Prayer Power – Trickery II feature.

 **Ordinary**
(5 Kavana)
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.
 **Prayer Power – Nature I**
 **Master**
(10 Kavana)
 **Prayer Power – Nature II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Nature III**
 **Scion**
(20 Kavana)
 **Prayer Power – Nature IV**
For the duration you gain a +16 *proficiency bonus* in Animal Handling and Nature.

 **Ordinary**
(5 Kavana)
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.
 **Prayer Power – Craft I**
 **Master**
(10 Kavana)
 **Prayer Power – Craft II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Craft III**
 **Scion**
(20 Kavana)
Your blessed affinity with fire and metal becomes more powerful:
·         You gain immunity to fire damage.
 **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.

 **Ordinary**
(5 Kavana)
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.
 **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).
 **Master**
(10 Kavana)
 **Prayer Power – Spirit II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Spirit III**
 **Scion**
(20 Kavana)
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.
 **Prayer Power – Spirit IV**
You are able to use your **Prayer Power – Spirit I** feature four times per Prayer.

 **Ordinary**
(5 Kavana)
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).
 **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.
 **Master**
(10 Kavana)
 **Prayer Power – Hunt II**
For the duration you gain a +4 *proficiency bonus* in the Survival skill.
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Hunt III**
For the duration you gain a +6 *proficiency bonus* in the Survival skill.
 **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.

 **Ordinary**
(5 Kavana)
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.
 **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.
 **Master**
(10 Kavana)
 **Prayer Power – Art II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Art III**
 **Scion**
(20 Kavana)
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.
 **Prayer Power – Art IV**
You Artistic die from the Prayer Power – Art I increases to a d12 instead.

 **Ordinary**
(5 Kavana)
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.
 **Prayer Power – Wealth I**
 **Master**
(10 Kavana)
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.
 **Prayer Power – Wealth II**
 **Grandmaster**
(15 Kavana)
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.
 **Prayer Power – Wealth III**
 **Scion**
(20 Kavana)
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.
 **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.