Cleric
Any doubts about your purpose in this world fell away once your god spoke to you. The High One’s radiant visage seared your mind, or you felt the chill of Lord Death when his shadowy form swam up to the surface in your dreams. Whoever contacted you revealed the existential threat facing the world, a crisis brought about by greed, iniquity, and corruption by vile agents of evil. So you have taken up your weapon, armored your body, and set out to purge the unclean from any land in which you find them.
Level 3 Cleric
Attributes: Increase two attributes by 1 each.
Health: +8
Traditions: One, Spells: One novice
Divine Decree (Magical): You can use an action to target up to three enemies within 10 yards that can see you and hear you. Each target makes a Will roll with 1 bane. On a failure, the target becomes cursed (luck ends). While cursed in this way, the first time in a round that enemy takes damage, it takes an extra 1d6 damage. At level 9, the extra damage increases to 2d6. Once you use this talent, you lose access to it for 1 minute.
Lay on Hands (Magical): You can use an action to touch one creature within reach. The target heals 4d6 damage or regains 1d6 Health. At level 6, the target heals 6d6 damage or regains 2d6 Health; at level 9, it heals 8d6 damage or regains 3d6 Health.
You can use this talent a number of times equal to half your level. You regain expended uses after you rest.
Level 4 Cleric
Health: +8, Bonus Damage: +1d6
Spells: One novice
Protective Orison (Magical): You can use a reaction when an ally within 5 yards would be attacked or subjected to a harmful effect to either impose 1 bane on the roll to attack the ally or grant the ally 1 boon on the roll to resist the harmful effect.
Level 6 Cleric
Health: +8, Bonus Damage: +1d6
Spells: One expert
Holy Revelation (Magical): You can use this talent when you make an attribute roll and get a failure to make a luck roll. If the luck roll results in a success, you turn the attribute roll’s failure into a success. Once you use this talent, you lose access to it for 1 minute.
Level 9 Cleric
Health: +8
Spells: One master
Righteous Fury (Magical): You can use this talent when you either get a success on a roll to attack or you cast a spell to channel the fury of the divine into your body. For 1 minute or until you become unconscious, you gain the following benefits:
- Your Size becomes 3 and everything you wear and carry grows to accommodate your new stature.
- You radiate bright light.
- You impose 1 bane on rolls to attack you.
- Your Health increases by 16.
- You are immune to the confused, controlled, and stunned afflictions.
- Other creatures cannot move you or knock you prone.
- You make rolls to attack with 1 boon.
- Your attacks deal an extra 1d6 damage.
- You can use this talent three times. You regain expended uses after you rest.