Cleric

Faith. Belief. Loyalty. An acknowledgment of a greater power. These things are what enable clerics to perform tasks that most mortals cannot. Using their faith, clerics are able to channel the power of the gods they dedicate their lives to serving, and are therefore empowered to strike down those who oppose them or their gods.

d6 hit die, 2 + Intellect skill points per level

Class skills: Linguistics, World, Insight, Medicine, Religion, Sense, Craft, Profession

Good resistances: Vitality, Stature, Acumen, Resolve, Ego, Charm

Proficiencies: Clerics gain proficiency with Medium Armor and Simple Weapons

**Devotion**:

Clerics must worship a particular deity and devote themselves to their cause. They must be within one step of their deity’s alignment on either the Law/Chaos or Good/Evil axis. They gain one aligned language that they and their deity share as part of their alignment and a bonus to Religion checks related to their deity equal to 1 + 1/2 their level, and half this bonus on all other Religion checks.They gain proficiency with their deity’s favored weapon (or the associated feat listed with the deity, they do not need to meet the prerequisites for this feat). A list of deities can be found in the ***Game Master’s Guide*** and ***World Book.***

**Channel**:

Clerics can emit energy in a 30ft radius to heal or harm creatures. Clerics can deal either holy damage or positive energy with a channel. A cleric can channel a number of times per long rest equal to 2 + ¼ their level + their Ego modifier. This channel heals or harms 1d8 per two cleric levels, rounding up. Creatures who would be damaged by this channeling can halve the damage with a successful Resolve resistance with a DC of 16 + ½ the cleric’s level + the cleric’s Ego modifier.

**Spellcasting**:

Clerics prepares a number of spells as allotted by the table above from the divine spell list. To prepare their spells, clerics must spend an hour after taking a long rest to pray to their deity. Clerics do not store or record their spells in any physical form. Instead, each time they prepare their spells, they may select any spells from the divine spell list that they are able to cast. Spell preparation is defined under Spellcasting on p. ???, as are DCs. Clerics casts additional spells with a high Acumen score. The DC of spells cast by a cleric is equal to 16 + the MB used to cast the spell + the cleric’s Resolve modifier.

Clerics can use prepared spell slots to instead cast *Curing* at the level of the expended slot. Clerics can also spontaneously cast the *Invoke* spells of their deity with any spell slot of the *Invoke’s* spell level or higher.

**Channel Essence**:

At 2nd level, clerics are able to alter their channel using the essences granted by their deity. At 2nd level and every 4 levels thereafter, clerics gain one of the following essences which they can choose to modify a channel. A cleric can decide to apply only one essence to any given channel, but can add them to either holy damage or positive energy channeling. At 14th level, they may add two essences to a channel. Unless otherwise stated, effects from Essences cannot stack for effect or duration.

Aligned: The cleric selects one alignment when selecting this essence. This channel heals creatures of this alignment, and harms creatures of its opposite alignment. Creatures neutral in this aspect are treated normally by the channel’s damage type.

Atemporal: Requires level 14. Creatures healed by this channel do not take damage or negative effects for two rounds due to effects which harm over time, such as bleed, *on fire*, or loss of breath.

Boom: Requires Elemental(sonic), level 10. When using Elemental Essence(sonic), targets must also succeed a SR at the same DC or become *deafened* permanently*.*

Caustic: Requires Elemental(corrosive), level 10. When using Elemental Essence(corrosive), targets must also succeed a GR at the same DC - 5 or take half the channel’s damage again on the cleric’s next turn*.*

Damning: Requires level 14. This essence must affect positive energy. Creatures damaged by this channel must succeed an additional RR at the same DC - 5 or die.

Elemental: The cleric selects one type of elemental damage. They may choose to channel damage of this type.

Fifing: Requires level 14. Creatures healed gain a morale bonus against fear, charm, and compulsion effects equal to the cleric's MB for 1d4+1 rounds.

Fortitudinous: Requires level 10. Creatures healed gain a bonus to VRs and SRs equal to the cleric’s MB for 1d4 +1 rounds.

Freezing: Requires Elemental(cold), level 10. When using Elemental Essence(cold), targets must also succeed a PR at the same DC -5 or become *paralyzed* for 1d4 rounds.

Guarding: Targets of this channel gain a deflection bonus to AC equal to MB for one minute per level. If an attack against them would hit, but misses because of this bonus, the bonus is lost.

Healing: This essence may only affect positive energy. The channel deals additional positive energy equal to the cleric’s level.

Hexing: Creatures harmed by this channel which fail a CR at the channel’s DC - 5 are affected by *Bestow Curse* for 1 round.

Igniting: Requires level 10. When channeling fire damage, targets must also succeed a FR at the same DC - 5 or become *on fire.*

Jaded: Requires level 6. This channel deals only 1d8 damage per 3 levels, rounding up. Affected creatures may not resist to halve this damage.

Kinetic: Targets damaged by this channel are moved 5ft away from the cleric, plus 5ft on a failed SR and 5ft per 5 by which this resistance is failed.

Lightning: Requires Elemental(electric), level 10. When using Elemental Essence(electric), the cleric may choose to target a 240ft line instead of a radius around them*.*

Mechanical: Requires Technology 5 ranks. This essence must affect positive energy. This channel heals objects and constructs.

Nonfocal: This channel’s origin is a point chosen by the cleric within 30ft.

Noxious: Creatures damaged by this channel must also succeed a VR at the same DC or become *sickened.*

Ominous: Creatures damaged by this channel which fail their resistance are *shaken* for 1d6 +1 rounds.

Painful: Requires level 18. Creatures damaged by this channel must succeed a VR at the channel’s DC or become *staggered* with pain for 1d4 rounds.

Quickening: Requires level 18. Creatures healed by this channel gain the benefits of *Haste* for one round.

Restorative: Requires level 6. Creatures healed by this channel may make a resistance as no action to end one effect or condition affecting them against the original DC of the effect with a bonus equal to 1 + ¼ the cleric’s level.

Self-Serving: This channel affects only the cleric. The channel’s healing is doubled the normal amount by this channeling.

Septic: Requires level 18. Creatures harmed by this channel which fail a VR of the channel’s DC - 5 contract one disease chosen by the cleric.

Tenacious: Requires level 10. Resistances against this channel and its effects are rolled at disadvantage.

Terrifying: Requires Ominous Essence. Creatures that fail their resistance by 5 or more are *frightened*.

Threap: Creatures harmed must succeed an IR at the channel’s DC or become *Irate*.

Toothless: Creatures harmed by this channel take a penalty to damage rolls equal to the cleric’s MB + 2, or half on a successful resistance for one round.

Underhanded: This channel requires no apparent actions by the cleric, has no visible effects, and creatures must succeed a Sense check with a DC of the cleric’s channel DC to be aware that a channeling has occurred.

Valiant: Creatures healed by this channel have all levels of fear removed and add the cleric's Ego modifier to resistances against fear effects for 1d6+1 rounds.

Weakening: Creatures harmed by this channel must also succeed a VR at the channel’s DC -5 or become *fatigued* for 1d6 +1 rounds.

Wondrous: Requires lvl 18. Creatures healed by this channel also gain the effects of *Breath of Life*, but instead of an additional 5d8, they gain only the normal healing of a channel.

Xyresic: Requires level 6. This channel deals slashing damage. Creatures damaged by this channel take bleed equal to 1+ ¼ the cleric’s level, or half this much on a successful VR at the channel’s DC.

Yielding: Requires level 14. Creatures damaged by this channel must succeed an ER at the channel’s DC or they are unable to attack the cleric for one round.

Zealous: Requires level 18. This channel affects only the cleric. This channel ends any negative effects or conditions affecting the cleric. This may be used a number of times per long rest equal to the cleric’s Resolve modifier.

**Oath**:

At 4th level, clerics receive Oath as a bonus trait. This trait grants the cleric the base benefit of their deity’s Oath, listed under that deity’s entry in the ***Game Master’s Guide*** or ***World Book***. The cleric gains a bonus to resistances against eldritch magic and the effects of outsiders equal to 2 +¼ their level.

**Oath of Worship**:

At 8th level, clerics receive Oath of Worship as a bonus feat. This feat grants them the first Boon of their deity’s Oath.

**Oath of Service**:

At 12th level, clerics receive Oath of Service as a bonus feat. This feat grants them the second Boon of their deity’s Oath.

**Oath of Devotion**:

At 16th level, clerics receive Oath of Devotion as a bonus feat. This feat grants them the third Boon of their deity’s Oath.

**High Priest:**

At 20th level, a cleric’s attempts to commune with their deity always succeed, given they have been performing their deity’s Oath. The DC and Spell Focus of the cleric’s *Invoke* spells increase by 2. Additionally, the cleric may select one spell of each level they can cast. They may cast this spell spontaneously, without needing to prepare it, by expending a spell slot of the corresponding level.