Saturday, June 18, 2022

[CLASS] Dungeon! - The Cleric

The Cleric

HP: +1d8 each Level, minimum of +4

AC: +1 each Level

AB: +1 each 2nd Level

Save: -1 each 2nd Level

Skills: +1 Skill Pip each Level


At 1st Level, you dedicate yourself to a god or belief system. You gain the ability to Harm or Heal targets in the name of this belief. Using an Action, you may select a target within Short Range. You may then choose to either Harm or Heal the target. If you Harm them, they take Damage equal to 1d10 + your Cleric Level and may roll a Save, taking half as much Damage on a success. If you Heal them, they are Healed for a value of HP equal to 1d10 + your Cleric Level. Once you have used this ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Long Rest yet.


At 2nd Level, you have proven your worth and gain the ability to Cast Spells. You learn a number of Spells equal to your Cleric Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.


At 3rd Level, your belief manifests a new power within you. Choose one of the options below.

  • Respite: Over the course of a Short Rest, you may use this ability to Heal yourself and up to 5 nearby allies for 2d6 HP. Once you have used this ability, you must finish a Long Rest before you may use it again. You may use 1 Spell Point to use this ability again even if you haven't finished a Long Rest yet.
  • Striking: When you deal Damage to a target, you may use this ability to deal an additional 2d4 Force Damage to the target. Once you have used this ability, you must finish a Long Rest before you may use it again. You may use 1 Spell Point to use this ability again even if you haven't finished a Long Rest yet.
  • Turn: As an Action, you may hold aloft a holy symbol and use this ability to target up to 5 creatures within Short Range. Each target must roll a Save. If they fail, they gain the Affliction Afraid 3. If they succeed, they instead gain the Affliction Afraid 1. Once you have used this ability, you must finish a Long Rest before you may use it again. You may use 1 Spell Point to use this ability again even if you haven't finished a Long Rest yet.


At 4th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 2 additional Spell Points.


At 5th Level, your faith bolsters your combat. Choose one of the options below.

  • Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Whenever you use a Spell Point, you may also Heal yourself or an ally within Short Range for a value of HP equal to 1d4 + your Cleric Level.


At 6th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 2 additional Spell Points


At 7th Level, your belief awakens further power within you. Choose one of the options below.

  • Channel: Over the course of 10 minutes, you may use this ability to regain 1d2 Spell Points. Once you have used this Ability, you must finish a Long Rest before you may use it again.
  • Rebuke: As an Action, you may hold aloft a holy symbol and use this ability to target a single creature within Short Range. The target must roll a Save. If they fail, they gain the Affliction Stunned 1. If they succeed, nothing happens. Once you have used this Ability, you must finish a Long Rest before you may use it again. You may use 1 Spell Point to use this ability again even if you haven't finished a Long Rest yet.
  • Vitality: When you or an ally within Medium Range would die, you may use this ability to allow the target to remain at 1 HP instead. Once you have used this ability, you must finish a Long Rest before you may use it again. You may use 1 Spell Point to use this ability again even if you haven't finished a Long Rest yet.


At 8th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 2 additional Spell Points.


At 9th Level, you become driven by your faith in combat. Choose one of the options below.

  • Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action. This stacks with the 5th Level equivalent if you also took this at 5th Level.
  • Whenever you deal Damage or provide Healing, you deal +5 Damage or provide +5 Healing.


At 10th Level, you have become a devout servant of your faith. You become so well known, your god or other spiritual leader reaches out to you and offers you a choice; you may occasionally channel their power, becoming their Avatar, or you may create a Temple. Details for both options are below.

  • Avatar: You gain the ability to occasionally channel the power of your god or spiritual leader. As an Action, you may begin to channel this power. For the next minute, you take -5 Damage (you take at least 1 Damage), you deal +5 Damage, and you provide +5 Healing. Additionally, you cannot die during this time. You can still be reduced to 0 HP, but you will remain alive and continue to fight. If you are still at 0 HP when the minute ends, you will then die as normal. Once you have used this Ability, you must finish 5 Long Rests before you may use it again.
  • Temple: You are sought out by 1d6 + 10 1st Level Clerics who follow your same belief system. They will build your Temple in a valid location over the course of 50 days. Once completed, you will lead the Temple and these Clerics will follow your commands, as long as they do not violate their faith. Once up and running, your Temple will generate 2d6 Gold per day in tithes. Finally, you and your allies may successfully rest within your Temple in half the normal time due to its accommodations.

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