Cleric

Class Races

  • Halfling

  • Human 

  • Tiefling 

  • Duergar

  • Drow

  • Goblin

  • Orc

  • Dwarf

  • Dryad

  • High Elf

  • Wood Elf

  • Half-Orc

  • Half-Drow

  • Half-High Elf

  • Half-Wood Elf

Your HP is 13+Base CON Score.

Your Carry Weight is equal to Base STR Score+10.

Your Base Damage is 1d6.

Drow: You gain +1 Forward to your first Cast A Spell when at night or in darkness.

Dwarf/Duergar: You gain +1 Forward to your first Cast A Spell when standing upon stone.

Goblin: You gain Castigate as a Starting Move for free.

Orc: You gain the I've Had Training move for free.

Halfling: You gain +1 to Cast A Spell on Cure spells.

Human: Your faith is diverse. Choose one wizard spell of 3rd level or lower. You can cast and be granted that spell as if it was a cleric spell.

Tiefling: You gain +1 to Cast A Spell on Evil aligned spells.

High Elf/Wood Elf: You heal +1 HP with cure spells.

Dryad: Your Rituals require only natural items, reducing the cost of material requirements to 75% (rounded down) for any spells that require them.

Click Below to view the 

Prebuilt Cleric

Key Stats

STR isn't used except for defy danger

DEX isn't used except for defy danger

CON will be important for your HP and defy danger

INT isn't used except for defy danger

WIS important for Cast A Spell and many important defy dangers

CHA isn't used except for defy danger

Starting Moves

Deity

You serve and worship some deity or power which grants you spells. In order to gain spells from a deity you must:​

  • Abide by its dogma

  • Refrain from casting its forbidden spells

  • Keep a holy symbol to commune and channel its power

  • Maintain the same alignment as your deity

If you fail to follow your dogma, or cast a forbidden spell, you lose all spells and moves gained from your deity until you have atoned.

Note: A holy symbol is an actual crafted item that will need to be in your inventory to Commune and Channel Energy. Even if damaged or smashed it's still a symbol of your faith and functions as such.

 

Commune

When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:

  • Lose any spells already granted to you and end all your ongoing effects.

  • Are granted new spells of your choice whose total levels don’t exceed your Cleric level+1, and none of which is a higher level than your Cleric level.

  • Prepare all of your rotes, which never count against your limit.

 

Cast A Spell

When you unleash a spell granted to you by your deity, roll+WIS.

• On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.

• On a 7–9, the spell is cast, but choose one:

• On a 6 or lower, your spell fails. Choose two:

  • You must focus entirely on the spell, you are Vulnerable.

  • Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.

  • After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.

Note: Every spell requires an audio & a somatic (gesture) component to be cast; you can't cast a spell if you are bound and/or gagged. Maintaining spells with ongoing effects will always cause a penalty to your roll to cast a spell.

In addition, choose one of these to start with based on your deity (neutral can pick either):

Channel Positive Energy

Standard

When you hold your holy symbol aloft and call on your deity for assistance to heal your allies, roll+WIS. You heal all creatures in battle (even enemies) for 1d4 and you become Vulnerable. Undead are harmed instead by this healing.

• On a 10+, choose 1.

• On a 7-9, choose 2.

• On a 6 or less, you fail to channel.

  • Your channeling distances you from your deity, take -1 ongoing to Channel Energy until the next time you Commune with your deity.

  • You must sacrifice the healing for yourself to reach others, Channel Energy does not heal you.

  • You feel your deity’s eyes turn from you for a moment, you are unable to Channel Energy next turn.

Note: This move has audio & a somatic (gesture) components to be used; you can't use the move if you are bound and/or gagged, or otherwise prevented from speaking, or holding up your holy symbol. Weapons and shields with the Symbol tag can be made to do this while still armed.

 

Universally given by all good gods and most neutral gods.

 

-OR-

 

Channel Negative Energy

Standard

When you hold your holy symbol aloft and call on your deity for assistance to harm your enemies, roll+WIS. You damage all creatures except for you in battle (even allies) for 1d4 magical damage and you become Vulnerable. Undead are healed instead by this damage.

• On a 10+, choose 1.

• On a 7-9, choose 2.

​• On a 6 or less, you fail to channel.

  • Your channeling distances you from your deity, take -1 ongoing to Channel Energy until the next time you Commune with your deity.

  • You must take damage upon yourself to strike out at others, Channel Energy harms you as well.

  • You feel your deity’s eyes turn from you for a moment, you are unable to Channel Energy next turn.

Note: Being unable to call out or hold up your holy symbol prevents use of this move. Silence, stuns, restraints, gags and even just destroyed or stolen holy symbols are some examples that can prevent this move. Weapons and shields with the Symbol tag can be made to do this while still armed.

 

Universally given by all evil gods and a few neutral gods.

Class Moves

When you gain a level from level 2-5, you may pick one of these or a crafting move. You may not pick the same move more than once.

Chosen One

Choose one spell. You are granted that spell as if it was one level lower (5th becomes 4th). Your character must already be able to cast the spell before its level is lowered.

Note: This move is to allow you to prepare more total spell levels, it does not allow you to gain access to a spell any sooner.

 

Selective Channeling

Requires: Channel Energy

You may exclude up to 3 targets from your Channel Energy.

Note: Does not change force including or excluding yourself by the move’s results.

 

The Scales of Life and Death

When someone takes their last breath in your presence, they take +1 to the roll.

 

Serenity

When you cast a spell you ignore the first -1 penalty from ongoing spells.

 

First Aid

Requires: Channel Positive Energy

Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.

 

Castigate

Requires: Channel Negative Energy

Inflict Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.

 

I’ve Had Training

Requires: Cleric

Ignore the clumsy tag on armor you wear.

Empower Channel

+2 to the damage or healing of your Channel Energy ability.

Divine Guidance

Requires: Cleric

When you wear no armor or shield your base Armor is set to 2.

Advanced Moves

When you gain a level from level 6-10, you may pick one of these moves, the level 2-5 moves, or a crafting move. You may not pick the same move more than once.

 

Anointed

Requires: Chosen One

Choose one spell in addition to the one you picked for Chosen One. You are granted that spell as if it was one level lower (5th becomes 4th). Your character must already be able to cast the spell before its level is lowered.

Note: This move is to allow you to prepare more total spell levels, it does not allow you to gain access to a spell any sooner.

 

Providence

Requires: Serenity

You ignore an additional -1 penalty from ongoing spells you maintain.

 

Blessed Weapon

Requires: I've Had Training

When you have the Greater Magic Spell ongoing on your weapon, your Base Damage increases to d12 and you deal an additional +1 Damage.

Divine Will

Requires: Divine Guidance

When you wear no armor or shield your base Armor is set to 4.

Empowered Magic

When you cast a spell, on a 12+ you have the option of choosing from the 7-9 list. If you do, you may increase the effect of your damaging spells. 1 damage dice of the spell is maximized (3d6 becomes 2d6+6).

 

Greater Empower Channel

Requires: Empower Channel

+2 to the damage or healing of your Channel Energy ability.

Study Magic

When you have time and safety to experiment with one of your spells you gain the ability to cast this one spell of your choice silently and stilly, requiring no audio or somatic component and not giving a chance to Counterspell. However, those afflicted by it will still know you’re the source of it.

 

Multiclass Dabbler

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

Rotes

First Level Spells

Every time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.

 

Light [Rote]

An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

 

Sanctify [Rote]

Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.

 

Contaminate [Rote, Evil, Defy Danger: CON]

Food or drink you hold in your hands becomes spoiled. The next person who consumes it must defy danger (+CON) or take a debility of your choice.

 

Mending [Rote]

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.  This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

 

Cure Minor Wounds [Rote]

At your touch, blood clots. Heal an ally you touch of 1 damage.

 

Cause Minor Wounds [Rote]

At your touch, flesh bleeds. Harm an enemy you touch for 1 magical damage.

Bane [Level 1, Ongoing, Defy Danger: WIS]

Your deity frowns upon a combatant of your choice. They take -1 ongoing so long as the battle continues and they stand and fight.

Note: Only castable in combat and ends when the affected target attempts to Flee or combat ends.

 

Bless [Level 1, Ongoing]

Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. 

Note: Only castable in combat and ends when the affected target attempts to Flee or combat ends.

Detect Charm [Level 1]

One of your senses is briefly attuned to magic. Players should inform you if they have any ongoing or permanent charm, compulsion or possession effects on themselves or their equipment, but not the details of such magic. If a DM run event, the DM will tell you what additional things nearby are magical.

 

Detect Magic [Level 1]

One of your senses is briefly attuned to magic. Players should inform you if they have any ongoing or permanent magical effects on themselves or their equipment, but not the details of such magic. If a DM run event, the DM will tell you what additional things nearby are magical.

 

Comprehend Languages [Level 1]

You can understand the spoken words of creatures or read otherwise incomprehensible written messages in a scene. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

 

Cure Light Wounds [Level 1]

At your touch, wounds scab and bones cease to ache. Heal an ally you touch of 1d6 damage.

 

Inflict Light Wounds [Level 1]

At your touch, skin tears and bones begin to ache. Harm an enemy you touch for 1d6 magical damage.

 

Magic Weapon [Level 1, Ongoing]

The weapon you hold while casting does +1 damage until you dismiss this spell. You can only ever have one weapon enchanted at a time and it is dismissed if it leaves your hands.

 

Sanctuary [Level 1]

Ritual

As you cast this spell, you walk the perimeter of a room or a 10x10 meter area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent).

 

Speak With Dead [Level 1]

Ritual

A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.

Third Level Spells

Cure Moderate Wounds [Level 3]

You staunch bleeding and set bones through magic. Heal an ally you touch of 2d6 damage.

Demon Flesh [Level 3, Ongoing, Evil]

You grow thick, leathery flesh of a demon, gaining +1 Armor and ignoring 1 Piercing.

Devil's Ego [Level 3, Ongoing, Evil]

You gain +1 to Defy Danger rolls and are no longer considered to be a humanoid for spells that can only target them for this spells duration, as well as having no standard race for moves that target them.

 

Inflict Moderate Wounds [Level 3]

You drain blood and break bones through magic. Harm an enemy you touch for 2d6 magical damage.

 

Blindness-Deafness [Level 3, Defy Danger: CON]

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Note: Blinded and Deafened can be found on the System Terms page.

 

Darkness [Level 3, Ongoing, Defy Danger: INT or CON]

Your focus snuffs and dampens normal nearby lights in a 20 meter radius; blinding targets unable to see well in the dark. Dispels Daylight.

 

Daylight [Level 3, Ongoing, Defy Danger: INT or CON]

Your focus glows with light as bright as full daylight in a 20 meter radius; blinding targets unable to see well in bright light. Dispels Darkness.

 

Dimensional Anchor [Level 3, Defy Danger: INT]

A shimmering green field surrounds your target and completely blocks all extra-dimensional travel for the scene. Forms of movement barred by a dimensional anchor include Word of Recall, Dimension Door, Maze, Teleport and similar spells and moves.

 

Dispel Magic [Level 3]

Choose a spell or magic effect in your presence: this spell rips it apart. Spells up to 5th level are ended, higher level magic just has its effects suppressed so long as you are nearby.

 

Invisibility Purge [Level 3, Ongoing]

You surround yourself with a sphere of power that negates all forms of invisibility within 20 meters.

 

Lesser Restoration [Level 3]

You remove all control effects, normal diseases, debilities or poisons from a single subject.

 

Remove Blindness-Deafness [Level 3]

You remove blindness or deafness, whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.

 

Resurrection [Level 3, Material Component]

Ritual[DM]

Material Component: A gem or gem dust worth 300 silver.

Once per week you can tell the DM you would like to resurrect a corpse whose soul has not yet fully departed this world. Resurrection is possible as long as the body has remained largely intact and whole (or has been restored by collecting necessary parts), and the recipient’s spirit is willing to accept the resurrection with it knowing the alignment and deity of the cleric performing the ritual.

Fifth Level Spells

Absorb Strength [Level 5, Evil, Defy Danger: CON]

Your touch strips the power from another to add to your own. If the target does not successfully Defy Danger, they gain a debility of your choice and you in turn gain +1 Ongoing to the same stat for the rest of the encounter. You can have only one Absorb Strength active at a time, casting another removes the previous target's debility and replaces your bonus.

Cure Critical Wounds [Level 5]

Heal an ally you touch of 3d6 damage.

 

Inflict Critical Wounds [Level 5]

Harm an enemy you touch for 3d6 magical damage.

 

Divine Body [Level 5, Ongoing]

Touched ally becomes immune to debilities, diseases and poisons until you end this spell. It does not remove or suppress effects already in place at the time of casting.

Greater Magic Weapon [Level 5, Ongoing]

The weapon you hold while casting does +2 damage until you dismiss this spell. You can only ever have one weapon enchanted at a time and it is dismissed if it leaves your hands. This does not stack with Magic Weapon.

 

Flamestrike [level 5]

Call upon the favor of your chosen deity to unleash a burst of divine fire upon two targets of your choice for 2d6+1 magical damage.

 

Hold Person [Level 5, Defy Danger: WIS]

Choose a person you can see. They become stunned for 1 round.

Note: Stunned can be found on the System Terms page.

 

Contagion [Level 5, Evil, Defy Danger: CON]

Choose a creature you can see. The target suffers from a disease of your choice.

Note: Lycanthropy and Vampirism are not diseases.

 

Break Enchantment [Level 5]

Ritual

This spell frees victims from enchantments, transmutations, and curses, including the early effects of Lycanthropy. Success means that the creature is free of one spell, curse, or effect. If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item’s effects.

 

Repose [Level 5, Material Component]

Ritual

Material Component: A gem or gem dust worth 75 silver.

You can magically restore a corpse to an intact state even from just a bit of hair or leftover dust that was part of the body at death. If there is still a fully intact corpse of the target, this spell fails.

Restoration [Level 5]

Ritual

You remove all control effects, all diseases, debilities or poisons from a single subject, even the early effects of Vampirism are removed.

 

True Seeing [Level 5, Ongoing]

You see all things as they truly are. This spell can see through transformations, illusions, or other magical and supernatural effects which disguise an object or creature’s true nature. This effect persists until you tell a lie or dismiss the spell.

Seventh Level Spells

Divination [Level 7, Material Component]

Ritual

Material Component: A gem or gem dust worth 75 silver.

Your deity will grant you the ability to look in on distant events. By focusing on a person that you have previously met, you are able to monitor their actions, the actions of those around them, but you cannot see their location. The focus of your Divination spell must give you the last entire round of posts in the RP scene they are involved in. If they are not actively interacting with other players, you may observe them for the next 10 minutes before your concentration breaks.

 

Greater Restoration [Level 7, Material Component]

Ritual[DM]

Material Component: A gem or gem dust worth 100 silver.

You call upon your divine favor to purge a target's body of any impurities. Diseases, curses, hexes, and all other similar maladies of a physical or spiritual nature are cured, lost or damaged limbs are restored, scars are healed, even the early effects of lycanthropy and vampirism are removed. This spell requires preparation and time to cast.

 

Locate Object [Level 7]

Ritual[DM]

You can spend much time in effort and study to magically locate a single object which you have previously seen and touched, or accessing the mind of someone who has seen and touched it. When you hand in your RP to a DM, they will determine the precision of your discovery.

Morality Undone [Level 7, Ongoing, Evil, Defy Danger: WIS]

Ritual

The target becomes evil for up to a day. This does not immediately turn one against ones companions, or to the causes of evil,  but things that may have been considered too far for the character would now be possible. Stealing from a friend, giving someone up for profit, and attacking someone that won't give you what you want are all possibilities. Once dismissed, or the day is over, the target is fully aware of what they did and what forced them to do it.

 

Necrotic Curse [Level 7, Ongoing, Evil]

You curse the nearby battle. All healing spells and moves (including your own) must roll 10+ or their effects are reversed and they do magical damage instead. Any spell that can remove or break a curse can be cast to remove this effect from the battle.

Protection from Spells [Level 7, Ongoing]

A touched ally gains +3 to Defy Danger against spells. Cannot be chosen as a pre-casted spell.

 

Zone of Truth [Level 7, Ongoing, Material Component, Defy Danger: CHA]

Ritual [DM]

Material Component: Silver dust worth 20 silver

A 20ft area is marked off with silver dust and all in the area can’t speak any deliberate and intentional lies. Creatures in the area get one save to avoid the effects of the spell when it is cast or when they first enter the area. Affected creatures are aware of this enchantment and may avoid answering questions or being evasive as long as they remain within the boundaries of the truth.

Ninth Level spells

Quest [Level 9, Ongoing, Defy Danger: WIS]

Ritual [DM]

Place a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect until you dismiss it or up to 7 days. If the subject refuses to obey or is prevented from obeying the quest for 24 hours, they takes -1 Ongoing. Each day, another -1 Ongoing accumulates up to a total of -5. The ongoing penalties are removed 24 hours after the subject resumes obeying the quest. A clever recipient can subvert some instructions.

 

Storm of Vengeance [Level 9]

You create a huge black storm cloud in the air and call upon acid rain, hail, or lighting down upon your enemies. You deal 2d6+2 magical damage to all enemies present in the battle.

Word of Recall [Level 9, Ongoing]

Choose a word. The first time after casting this spell that you speak the chosen word, you and any allies touching you when you cast the spell are immediately returned to the exact spot where you cast the spell. You can only maintain a single location; casting Word of Recall again before speaking the word replaces the earlier spell. There is no magic to dispel or counterspell other than at its initial casting. Does not cause -1 Ongoing to Cast A Spell while Ongoing.

Note: This spell does not count towards your pre-cast limit.