6.4 Cleric

PIC

Table 6.2:Cleric Archetypes
Rank

Divine Magic ✨

Divine Spell Mastery ✨

Domain Influence

Healer ✨

Preacher

1

Divine spells

Divine vessel

Domain gifts

Divine aid

Denounce the heathens

2

Metamagic

Domain aspect

Healer’s grace

Persuasive certainty

3

Spell knowledge

Domain aspect+

Vital restoration

Spread the word

4

Spell-trained mind

Domain essence

Called to the needy

Steady oration

5

Metamagic+

Domain essence+

Healer’s grace+

Persuasive certainty+

6

Attunement point

Miracle

Revivify

Name the faithful

7

Experienced spellcaster

Domain masteries

Called to the needy+

Convert the irresolute

Clerics are divine spellcasters who draw power from their worship of a single deity. The powers of any individual cleric can vary greatly depending on their deity, and the specific aspects of that deity they choose to emulate. Many clerics have exceptional healing or oratory talents, which are powerful tools in spreading the influence of their deity.

Deities are a constant background presence in the world of Rise. Commoners acknowledge the influence of many deities on their life, and offer gifts or prayers to each deity according to their purview. Clerics are the primary conduits through which deities answer these prayers. In exchange for their mighty divine power, clerics are charged with serving the deity’s interests in the world.

Clerics are the most common spellcasting class in the world. The path to becoming a cleric is easier than for any other spellcasting class except for sorcerers, and unlike sorcerers, clerics require no special birthright. Many clerics have responsibilities to their deity that preclude adventuring. For example, some clerics provide healing services to anyone who enters their temple.

Adventuring clerics can exist for a variety of reasons. They may be charged to help spread knowledge of their deity, and becoming well-known as an adventurer can serve that end. Alternately, they may simply be charged by their deity to grow their personal power. Deities need powerful clerics to maximize their influence on the mortal world.

Paladins and druids are closely related to clerics, since all three draw power from their veneration of external entities. However, the specific nature of each connection is quite different. Clerics can always be confident that they serve their deity’s best interests. In contrast, paladins and druids have no oversight and unclear responsibilities. This makes them unreliable allies at best and ideological foes at worst.

Druids and clerics have a degree of intrinsic tension. Clerics generally want to expand the worship of their specific deity. That task is easiest in civilized areas where many potential worshippers can be found. However, it is contrary to the typical druidic preference against civilization.

The standard pantheon of deities is listed below. You can also talk to your GM about worshipping an unusual deity.

Table 6.3:Deities

Deity

Alignment

Domains

Gregory, warrior god of mundanity

Lawful good

Good, Law, Protection, War

Guftas, horse god of justice

Lawful good

Good, Law, Life, Travel

Lucied, paladin god of justice

Lawful good

Destruction, Good, Law, War

Simor, fighter god of protection

Lawful good

Good, Law, Protection, War

Ayala, naiad god of water

Neutral good

Good, Magic, Ocean, Wild

Pabs Beerbeard, dwarf god of drink

Neutral good

Good, Earth, Forge, Life

Rucks, monk god of pragmatism

Neutral good

Good, Law, Protection, Travel

Vanya, centaur god of nature

Neutral good

Good, Travel, War, Wild

Brushtwig, pixie god of creativity

Chaotic good

Chaos, Good, Trickery, Wild

Camilla, tiefling god of fire

Chaotic good

Chaos, Good, Magic, Sun

Chavi, wandering god of stories

Chaotic good

Chaos, Good, Knowledge, Trickery

Chort, dwarf god of optimism

Chaotic good

Chaos, Good, Life, Travel, Wild

Ivan Ivanovitch, bear god of strength

Chaotic good

Chaos, Good, War, Wild

Krunch, barbarian god of destruction

Chaotic good

Chaos, Destruction, Good, War

Sir Cakes, dwarf god of freedom

Chaotic good

Chaos, Good, Earth, Forge

Mikolash, scholar god of knowledge

Lawful neutral

Knowledge, Law, Magic, Protection

Raphael, monk god of retribution

Lawful neutral

Death, Destiny, Law, Protection

Declan, god of fire

True neutral

Destruction, Knowledge, Magic, Sun

Mammon, golem god of endurance

True neutral

Destiny, Knowledge, Magic, Protection

Kurai, shaman god of nature

True neutral

Earth, Ocean, Sky, Sun

Amanita, druid god of decay

Chaotic neutral

Chaos, Destruction, Life, Wild

Antimony, elf god of necromancy

Chaotic neutral

Chaos, Death, Knowledge, Life

Clockwork, elf god of time

Chaotic neutral

Chaos, Magic, Trickery, Travel

Diplo, doll god of destruction

Chaotic neutral

Chaos, Destruction, Trickery, War

Lord Khallus, fighter god of pride

Chaotic neutral

Chaos, Forge, Protection, War

Celeano, sorcerer god of deception

Chaotic neutral

Chaos, Magic, Protection, Trickery

Murdoc, god of mercenaries

Chaotic neutral

Destruction, Knowledge, Travel, War

Tak, orc god of war

Lawful evil

Forge, Evil, Law, War

Theodolus, sorcerer god of ambition

Neutral evil

Evil, Knowledge, Magic, Trickery

Daeghul, demon god of slaughter

Chaotic evil

Chaos, Destruction, Evil, War

Alignment: Any.

Archetypes: Clerics have the Divine Magic, Divine Spell Mastery, Domain Influence, Healer, and Preacher archetypes.

6.4.1 Base Class Effects

If you choose cleric as your base class, you gain the following benefits.

Level Rank Durability Bonus1

Special

1 1 +0 x1

2 1 +1 x1

3 1 +2 x1

+1 to two attributes

4 2 +2 x2

HP: 2x durability

5 2 +3 x2

6 2 +4 x2

Legacy item: rank 3

7 3 +4 x3

HP: 3x durability

8 3 +5 x3

9 3 +6 x3

+1 to two attributes

10 4 +6 x4

HP: 4x durability

11 4 +7 x4

12 4 +8 x4

Legacy item: rank 5

13 5 +8 x6

HP: 6x durability

14 5 +9 x6

15 5 +10 x6

+1 to two attributes

16 6 +10 x8

HP: 8x durability

17 6 +11 x8

18 6 +12 x8

Legacy item: ranks 7

19 7 +12 x10

HP: 10x durability

20 7 +13 x10

21 7 +14 x10

+1 to two attributes

1. This bonus applies to your accuracy, magical ✨ power, mundane power, trained skills, and defenses.  
Defenses

You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses.

Resources
Weapon Proficiencies

You are proficient with simple weapons.

Armor Proficiencies

You are proficient with light and medium armor.

Starting Items and Equipment

You can start with the following items and equipment:

Class Skills

You have the following class skills:

6.4.2 Special Class Abilities

Deity

You must worship a specific deity to be a cleric. For details, see Table 13.1: Deities.

Seek Guidance ✨

You can seek guidance from your deity through a ten minute ritual or prayer. This provides a vision, emotional instinct, or other guidance on how you can best serve your deity’s interests. You cannot ask specific questions of your deity, and this is not a general method for sharing information. Deities tend to disapprove of clerics who seek guidance to solve mortal problems that they should be able to deal with themselves. You are generally informed what your current responsibilities are, such as “tend to the wounded who enter my temple” or “do battle with those who serve evil”.

6.4.3 Divine Magic ✨

This archetype grants you the ability to cast divine spells. All abilities from this archetype are magical ✨.

Rank 1 – Divine Spells ✨

Your deity grants you the ability to use divine magic. You gain access to one divine mystic sphere, plus the universal mystic sphere (see Divine Mystic Spheres). You may spend insight points to gain access to one additional divine mystic sphere per two insight points. You can only learn divine spells from divine mystic spheres that you have access to.

You automatically learn all cantrips from each of your mystic spheres. In addition, you learn two rank 1 divine spells. You can also spend insight points to learn one additional rank 1 spell per insight point.

Divine spells require verbal components to cast (see Ability Usage Components). For details about mystic spheres and casting spells, see Spell and Ritual Mechanics.

When you gain access to a new mystic sphere or spell rank, you can forget any number of spells you know to learn that many new spells in exchange, including spells of the higher rank.

Advancement: The maximum rank of divine spells that you can learn is equal to your rank in this archetype. Divine spells also increase in power in unique ways based on your rank in this archetype, as indicated in their descriptions.

6.4.4 Divine Spell Mastery ✨

This archetype improves the divine spells you cast. You must have the Divine Magic archetype from the cleric class to gain the abilities from this archetype. All abilities from this archetype are magical ✨.

Rank 1 – Divine Vessel ✨

You gain a +2 bonus to your Knowledge (religion) skill and a +1 bonus to your magical power.

Rank 2 – Metamagic ✨

You learn how to further refine your spellcasting abilities. Choose two metamagic abilities from the list below.

Some metamagic abilities affect specific spells. Each individual spell can only have one metamagic applied. Whenever you learn a new spell, you may change which specific spells your metamagic abilities affect.

Distant Spell: Choose a divine spell you know with a standard range: Short (30 ft.), Medium (60 ft.), Long (90 ft.), Distant (120 ft.), or Extreme (180 ft.). You increase that spell’s range to the next standard range category, to a maximum of Extreme range. You can choose this ability multiple times, choosing a different spell each time.

Precise Spell: Choose a divine spell you know. You gain a +1 accuracy bonus with that spell. You can choose this ability multiple times, choosing a different spell each time.

Rituals: You gain the ability to perform divine rituals to create unique magical effects (see Spell and Ritual Mechanics). The maximum rank of divine ritual you can learn or perform is equal to the maximum rank of divine spell that you can cast. When you gain this ability, you can memorize a rank 1 divine ritual from any divine mystic sphere you have access to. Whenever you gain access to a new spellcasting rank, you can memorize an additional ritual of that rank or lower. You cannot choose this ability multiple times.

Smiting Spell: Choose a damaging divine spell you know. It deals extra damage equal to your rank in this archetype. In addition, your allies are immune to damage from that spell. You can choose this ability multiple times, choosing a different spell each time.

Widened Spell: Choose a divine spell you know with a standard area: Tiny (5 ft.), Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), or Gargantuan (120 ft.). You increase that spell’s area to the next standard area category, to a maximum of a Gargantuan area. You can choose this ability multiple times, choosing a different spell each time.

Rank 3 – Spell Knowledge ✨

You learn an additional divine spell.

Rank 4 – Spell-Trained Mind ✨

You gain a +1 bonus to your Willpower.

Rank 5 – Metamagic+ ✨

You gain an additional metamagic ability.

Rank 6 – Attunement Point ✨

You gain an additional attunement point.

Rank 7 – Experienced Spellcaster ✨

You gain a +1 bonus to your accuracy and Mental defense.

6.4.5 Domain Influence

This archetype grants you divine influence over two domains of your choice.

Rank 1 – Domain Gifts

You choose two domains which represent your personal spiritual inclinations. You must choose your domains from among those your deity offers. The domains are listed below.

Each domain has a corresponding domain gift. A domain gift is a passive ability that reinforces your ability to embody your domain. You gain the domain gift for both of your domains (see Cleric Domain Abilities).

Rank 2 – Domain Aspect

Each domain has a corresponding domain aspect. You gain the domain aspect ability for one of your domains (see Cleric Domain Abilities).

Rank 3 – Domain Aspect+

You gain the domain aspect for another one of your domains.

Rank 4 – Domain Essence

Each domain has a corresponding domain essence. You gain the domain essence for one of your domains (see Cleric Domain Abilities).

Rank 5 – Domain Essence+

You gain the domain essence for another one of your domains.

Rank 6 – Miracle ✨

You can request a miracle as a standard action.

Miracle

Standard action

Cost: Two fatigue levels, and you cannot use it again for a week. You mentally specify a request to your deity, and your deity fulfills that request in the manner it sees fit. At your deity’s discretion, this can emulate the effects of any divine spell, or have any other effect of a similar power level. A miracle can also mimic the effects of many rituals. However, rituals that require expensive material components or 24 hours to perform may require a similar investment of time or materials from you for the miracle to succeed.

Miracles are most effective when your request is directly related to your domains, and more generally your deity’s domains and purview. They do not have to be extremely specific, since deities prefer to have leeway to act as they see fit, but they should not be overly broad or vague. If the deity has a direct interest in your situation, the miracle may be of even greater power. On the other hand, if your deity sees your request as unbefitting of its involvement or contrary to its goals, the miracle may be weaker or even fail.

If you perform an extraordinary service for your deity, you may gain the ability to request an additional miracle, at your deity’s discretion.

Rank 7 – Domain Masteries

Each domain has a corresponding domain mastery. You gain the domain mastery for both of your domains (see Cleric Domain Abilities).

6.4.6 Healer ✨

This archetype grants you healing abilities. All abilities from this archetype are magical ✨.

Rank 1 – Divine Aid ✨

Divine Aid

Standard action

Tags: Swift

Cost: One fatigue level.

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Choose yourself or one adjacent living ally. The target regains 1d6 hit points per 2 power. In addition, if the target is an ally, it becomes braced (+2 defenses) this round.

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Rank 3: The bonus healing increases to 1d8 per 2 power.

Rank 4: The bonus healing increases to 1d6 per power.

Rank 5: The base healing increases to 2d6.

Rank 6: The bonus healing increases to 1d8 per power.

Rank 7: The base healing increases to 2d10, and the bonus healing increases to 1d10 per power.

Rank 2 – Healer’s Grace ✨

You gain a +1 bonus to all defenses. Whenever you attack or deal damage to a living creature, you briefly lose this bonus.

Rank 3 – Vital Restoration ✨

Vital Restoration

Standard action

Cost: Three fatigue levels.

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Choose yourself or one adjacent living ally. The target removes one of its vital wounds.

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Rank 5: If the target’s character rank is lower than your rank in this archetype, this ability only costs one fatigue level.

Rank 7: The target can remove an additional vital wound.

Rank 4 – Called to the Needy ✨

At the end of each round, you automatically learn the identity and location of each living ally within Long (90 ft.) range of you that was injured during that round. In addition, you can choose to teleport to any one of those allies. You arrive in the unoccupied square on solid ground closest to that ally.

Rank 5 – Healer’s Grace+ ✨

The defense bonus increases to +2.

Rank 6 – Revivify ✨

Revivify

Standard action

Cost: Four fatigue levels, and you cannot use this ability again until you finish a long rest.

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Choose one intact corpse within Short (30 ft.) range. If it belongs to a creature that has been dead for no more than 1 minute, that creature is resurrected (see Resurrection).

Rank 7 – Called to the Needy+ ✨

This ability no longer requires line of sight or line of effect, and the range increases to Extreme (180 ft.) range.

6.4.7 Preacher

This archetype grants you the ability to inspire your allies and denounce or even convert your foes.

Rank 1 – Denounce the Heathens

Denounce the Heathens

Standard action

Tags: Auditory, Emotion

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Make an attack vs. Mental against all enemies within a Medium (30 ft.) radius from you. For each target, if this is your first time using this ability against that target since you finished a short rest, your accuracy is equal to your Persuasion skill.

Hit: The target is briefly stunned (-2 defenses).

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Rank 3: Each injured target is stunned as a condition instead of only briefly.

Rank 5: You always use your Persuasion skill to determine your accuracy with this attack.

Rank 7: Each target is stunned as a condition regardless of whether it is injured.

Rank 2 – Persuasive Certainty

You gain a +2 bonus to the Persuasion skill. In addition, you are immune to being stunned (-2 defenses).

Rank 3 – Spread the Word

Whenever you use a magical ✨ or Auditory ability that affects a standard area, you can increase its area to the next standard area category, to a maximum of a Gargantuan area. If you do, it gains the Auditory tag. The standard areas are Tiny (5 ft.), Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), and Gargantuan (120 ft.).

Rank 4 – Steady Oration

Your allies who can hear you in a fight are immune to being stunned (-2 defenses). You must say inspiring words every few rounds to grant your allies this effect, though they can be brief, so this does not take an action.

Rank 5 – Persuasive Certainty+

The Persuasion bonus increases to +4. In addition, you are immune to being confused (-2 defenses, randomly attack or defend).

Rank 6 – Name the Faithful

Whenever you use a magical ✨ or Auditory ability to target one or more allies within a range, you can call each target by their name instead of choosing your targets normally. If you do, you double your range with that ability, and you do not need line of sight or line of effect to the named targets. Instead, they must only be able to hear you. This does not affect abilities that do not have a defined range measured in feet, such as abilities that require touch.

Rank 7 – Convert the Irresolute

Convert the Irresolute

Standard action

Tags: Auditory, Emotion

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Make an attack vs. Mental against all enemies within a Large (60 ft.) radius. If this is your first time using this ability against a target since you finished a short rest, your accuracy against that target is equal to your Persuasion skill.

Hit: The target is frightened (-2 Mental, -2 accuracy vs. source) by you and anything associated with your deity until it finishes a long rest. At the end of that time, if its Willpower is 0 or lower and it is at least 3 levels lower than you, it changes its mind and begins worshipping your deity permanently if it is capable of doing so.

6.4.8 Cleric Domain Abilities

These domain abilities can be granted by the domain influence cleric archetype.

Chaos Domain

Gift: You are impervious (+4 defenses) to Compulsion attacks.

Aspect ✨: Your skill checks can explode, like attacks (see Exploding Attacks). Unlike attacks, your skill checks can only explode once. This only applies the first time you attempt a task. If you retry the same task, your checks do not explode.

Essence ✨: You gain the twist of fate ability.

Twist of Fate

Standard action

Tags: Subtle

Cost: You cannot use this ability again until you finish a long rest.

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An improbable event occurs within Distant (120 ft.) range. You can specify in general terms what you want to happen, such as “Make the bartender leave the bar”. You cannot control the exact nature of the event, though it always beneficial for you in some way.

Mastery ✨: Your skill checks explode on a 9 or 10, not just a 10.

Death Domain

Gift ✨: When you get a critical hit with a damaging ability, it deals extra damage equal to your rank in the Domain Influence archetype. This extra damage is multiplied as normal by the critical hit.

Aspect: You gain a +1 accuracy bonus for the purpose of determining whether your attacks get a critical hit.

Essence ✨: Whenever you kill a Small or larger living creature, you are briefly honed (+4 accuracy with crits).

Mastery: The accuracy bonus with critical hits increases to +3.

Destiny Domain

Gift: You are immune to being partially unaware (-2 defenses).

Aspect: When you use the desperate exertion ability, if your attack result still does not hit, the ability repeats during your next action on each target that it did not hit.

Essence: Your allies within a Large (60 ft.) radius emanation from you also gain the benefit of this domain’s aspect.

Mastery: You gain a +1 bonus to your accuracy.

Destruction Domain

Gift ✨: Your damaging attacks deal double damage to objects.

Aspect: You gain a +1 bonus to your magical power and mundane power.

Essence ✨: You gain the lay waste ability.

Lay Waste

Standard action

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Make an attack vs. Fortitude against all unattended mundane objects in a Medium (30 ft.) radius. You may freely exclude any number of 5-ft. cubes from the area, as long as the resulting area is still contiguous.

Hit: If the target’s hardness is lower than your power, it crumbles into a fine power and is irreparably destroyed.

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Rank 6: The area increases to a Large (60 ft.) radius.

Mastery: The power bonuses increase to +2. In addition, your damaging attacks now deal triple damage to objects.

Earth Domain

If you choose this domain, you add the terramancy mystic sphere to your list of divine mystic spheres (see Mystic Spheres).

Gift: You are impervious (+4 defenses) to Earth attacks.

Aspect: You gain a +3 bonus to your durability.

Essence: You gain a +1 bonus to your Brawn and Fortitude defenses.

Mastery: The defense bonuses increase to +2, and the durability bonus increases to +4.

Evil Domain

Gift: You are immune to being charmed (friendly with charmer) and goaded (-2 accuracy vs. non-goading creatures).

Aspect: You gain a +1 accuracy bonus with abilities that inflict conditions.

Essence ✨: You gain the blood sacrifice ability.

Blood Sacrifice

Standard action

Tags: Swift

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Choose an ally you touch. Whenever you would lose hit points while you are adjacent to that ally, it loses half of those hit points in place of you. You are both considered to have lost hit points from the attack for the purpose of any special effects from the attack. This ability lasts until you dismiss it or until you use it again.

Mastery ✨: Whenever you inflict a condition on a creature, that condition must be removed an additional time before the effect ends.

Forge Domain

Gift: You gain a +2 bonus to all Craft skills.

Aspect: You are proficient with all non-exotic weapons. In addition, you become proficient with an additional usage class of armor (light, medium, or heavy). You must be proficient with light armor to become proficient with medium armor, and you must be proficient with medium armor to become proficient with heavy armor.

Essence ✨: Crafting items takes you half the normal amount of time, and you do not require appropriate tools to craft items.

Mastery: The Craft skill bonus increases to +4. In addition, you gain a +1 bonus to your Armor defense.

Good Domain

Gift: You are immune to Curse attacks and being dominated (must obey commands).

Aspect ✨: You gain the sacrificial bond ability.

Sacrificial Bond

Standard action

Tags: Swift

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Choose an ally within Medium (60 ft.) range. Whenever that ally would gain a vital round while they are within a Large (60 ft.) radius emanation from you, you gain that vital wound instead. You gain a +2 bonus to the vital roll of each vital wound you gain this way. This ability lasts until you dismiss it. You can use it multiple times on different allies to redirect all of their vital wounds to you.

Essence ✨: You suffer no penalty for being resurrected, and any rituals to resurrect you do not require material components.

Mastery ✨: When you use your sacrifical bond ability, you can choose whether it also redirects all hit point loss from the target to you.

Knowledge Domain

If you choose this domain, you add all Knowledge skills to your cleric class skill list.

Gift: You gain an additional trained skill (see Trained Skills).

Aspect ✨: You are proficient with any tool or weapon you are currently touching. This includes exotic weapons and improvised weapons.

Essence: You gain an additional insight point.

Mastery: You gain a +1 bonus to your Brawn, Fortitude, Mental, and Reflex defenses.

Law Domain

Gift: You are impervious (+4 defenses) to Emotion attacks.

Aspect ✨: When you roll a 1 on an attack roll, it is treated as if you had rolled a 6. This does not affect bonus dice rolled for exploding attacks (see Exploding Attacks).

Essence ✨: You gain the compel law ability.

Compel Law

Standard action

Tags: Compulsion

Cost: One fatigue level.

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Make an attack vs. Mental against all creatures within a Large (60 ft.) radius from you. This attack also automatically succeeds against you, ignoring all forms of immunity. If the condition from this ability is removed from you, it is also removed from all other targets.

Hit: The target is unable to break the laws that apply in the area, and any attempt to do so simply fails. The laws which are applied are those which are most appropriate for the area, regardless of whether you or any other target know those laws. In areas under ambiguous or nonexistent government, this ability may have unexpected effects, or it may have no effect at all.

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You gain a +1 accuracy bonus with the attack for each rank beyond 4.

Mastery ✨: When you roll a 1 or a 2 on an attack roll or check, it is treated as if you had rolled a 6.

Life Domain

Gift ✨: Whenever you cause a creature to regain hit points, they regain additional hit points equal to your rank in the Domain Influence archetype. This additional healing applies once per ability.

Aspect: You gain a +3 bonus to your durability.

Essence ✨: The additional healing increases to twice your rank in the Domain Influence archetype.

Mastery: The durability bonus increases to +5.

Magic Domain

If you choose this domain, you add the thaumaturgy mystic sphere to your list of divine mystic spheres (see Mystic Spheres).

Gift: You gain a +2 bonus to the Knowledge (arcana) skill (see Knowledge).

Aspect ✨: You learn an additional divine spell from a mystic sphere you have access to.

Essence ✨: You gain a +1 bonus to your magical power.

Mastery ✨: The power bonus increases to +2, and the skill bonus increases to +4.

Ocean Domain

If you choose this domain, you add the aquamancy mystic sphere to your list of divine mystic spheres (see Mystic Spheres). In addition, you add the Flexibility and Swim skills to your cleric class skill list.

Gift: You gain a +1 bonus to the Flexibility and Swim skills.

Aspect ✨: You increase the distance of your push and fling abilities by 10 feet. This does not allow you to push creatures out of your reach with abilities that would not normally allow that, such as the shove ability.

Essence ✨: You gain a slow swim speed (see ??). If you already have a slow swim speed, your swim speed becomes average instead.

Mastery ✨: The skill bonuses increase to +2. In addition, the push and fling distance bonus increases to 20 feet.

Protection Domain

Gift: You become proficient with an additional usage class of armor (light, medium, or heavy). You must be proficient with light armor to become proficient with medium armor, and you must be proficient with medium armor to become proficient with heavy armor.

Aspect ✨: You gain the divine protection ability.

Divine Protection

Standard action

Tags: Swift

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Choose an ally you touch. It gains a +1 enhancement bonus to all defenses while it is adjacent to you. This ability lasts until you dismiss it or until you use it again.

A creature that sees an attack against an ally protected in this way can observe that you are the cause of the protection with a difficulty value 5 Awareness check. While this ability is active, you cannot be affected by other creatures using this ability on you.

Essence ✨: You gain a +1 bonus to your Armor defense.

Mastery: The defense bonus from your divine protection ability increases to +2.

Sky Domain

If you choose this domain, you add the aeromancy mystic sphere to your list of divine mystic spheres (see Mystic Spheres). In addition, you add the Jump skill to your list of class skills.

Gift ✨: You gain a +10 foot bonus to your maximum horizontal jump distance (see Jump). This increases your maximum vertical jump distance normally.

Aspect ✨: You gain an average glide speed (see Gliding). In addition, you take half damage from falling damage.

Essence ✨: You gain a slow fly speed with a maximum height of 15 feet (see Flight). As a free action, you can increase your fatigue level by one to ignore this height limit until the end of the round.

Mastery ✨: Your fly speed improves to average speed, with a maximum height of 30 feet.

Storm Domain

If you choose this domain, you add the electromancy mystic sphere to your list of divine mystic spheres (see Mystic Spheres).

Gift ✨: You are impervious (+4 defenses) to Electricity attacks.

Essence ✨: Whenever you use a damaging Electricity ability that affects an area, you repeat that ability during your next action. The repeat has the Auditory tag instead of the Electricity tag, deals half damage, and affects each enemy adjacent to you instead of its normal targets.

Aspect ✨: The repeat from this domain’s essence also triggers when you chain to yourself with a damaging Electricity ability.

Mastery ✨: The repeat from this domain’s essence instead affects all enemies within a Small (15 ft.) radius from you.

Sun Domain

If you choose this domain, you add the pyromancy mystic sphere to your list of divine mystic spheres (see Mystic Spheres).

Gift: You radiate bright illumination in a Medium (30 ft.) radius. You can suppress or resume this illumination as a free action once per round.

Aspect ✨: Whenever you use an ability that creates illumination, you can give it the Fire ability tag. In addition, your allies are immune to damage from your Fire abilities.

Essence ✨: You gain a +1 bonus to your magical power.

Mastery ✨: The power bonus increases to +2, and you radiate brilliant illumination instead of bright illumination.

Travel Domain

If you choose this domain, you add the astromancy mystic sphere to your list of divine mystic spheres (see Mystic Spheres). In addition, you add the Knowledge (nature) and Survival skills to your cleric class skill list.

Gift: You gain a +1 bonus to the Knowledge (nature) and Survival skills.

Aspect ✨: You can ignore difficult terrain from inanimate natural sources, such as heavy undergrowth.

Essence ✨: Once per phase, you can teleport horizontally instead of moving using your walk speed. Teleporting a given distance costs movement equal to twice that distance. If this teleportation fails for any reason, you still expend that movement.

Mastery ✨: Teleporting a given distance only costs movement equal to that distance.

Trickery Domain

If you choose this domain, you add the Deception, Disguise, and Stealth skills to your cleric class skill list.

Gift: You gain a +1 bonus to the Deception, Disguise, and Stealth skills.

Aspect ✨: Whenever a Compulsion or Emotion attack misses you, you learn the effect it would have had if it had succeeded. Creatures that miss you in this way believe that their attack hit, though they may realize the truth if you do not act appropriately.

Essence ✨: You are impervious (+4 defenses) to Compulsion and Emotion attacks. If you would already be impervious to either tag, you become immune to attacks with that tag instead.

Mastery ✨: The skill bonuses increase to +2. In addition, you are undetectable to all magical ✨ abilities. They cannot detect your presence, sounds you make, or any actions you take. For example, a scrying sensor created by a Scrying effect would be unable to detect your presence, and a creature with magical darkvision would not be able to see you without light.

War Domain

Gift: You gain proficiency with all non-exotic weapons.

Aspect: You learn one maneuver from any combat style (see Combat Styles). Its rank must not exceed your rank in the Domain Influence archetype. You gain an accuracy bonus with that maneuver equal to the amount by which your rank in the Domain Influence archetype exceeds the maneuver’s rank. When you gain access to a new rank in the Domain Influence archetype, you can exchange that maneuver for another maneuver with a rank that does not exceed your rank in the Domain Influence archetype.

Essence: You gain a +1 bonus to your magical power and mundane power.

Mastery: You gain a +1 accuracy bonus with strikes.

Wild Domain

If you choose this domain, you add the verdamancy mystic sphere to your list of divine mystic spheres (see Mystic Spheres). In addition, you add the Creature Handling, Knowledge (nature), and Survival skills to your cleric class skill list.

Gift: You gain a +1 bonus to the Creature Handling, Knowledge (nature), and Survival skills.

Aspect ✨: You gain one wild aspect, as the druid ability from the Shifter archetype (see Shifter). You cannot spend insight points to learn additional wild aspects. The aspect’s effect improves based on your rank in the Domain Influence archetype. If you already have that ability, you simply learn an additional wild aspect, and the aspect’s effect continues to scale with your Shifter archetype rank.

Essence ✨: The skill bonuses increase to +2.

Mastery ✨: You learn an additional wild aspect.

6.4.9 Ex-Clerics

If you grossly violate the code of conduct required by your deity, you lose all spells and magical cleric class abilities. You cannot regain those abilities until you atone for your transgressions to your deity.