6.4 Cleric
Rank (Level) | |||||
1 (1) | Divine spells |
Metamagic |
Domain gifts |
Divine aid |
Denounce the heathens |
2 (4) | Divine spells+ | Turn undead | Domain aspect | Healer’s grace | Persuasive certainty |
3 (7) |
| Spell-trained mind | Domain aspect+ | Vital restoration | Bless the worthy |
4 (10) | Divine spells+ | Metamagic+ | Domain essences | Called to the needy | Inspiring oration |
5 (13) |
| Attunement point | Miracle | Healer’s grace+ | Condemn the fearful |
6 (16) |
| Experienced spellcaster | Domain masteries | Revivify | Persuasive certainty+ |
7 (19) | Divine spells+ | Metamagic+ | Miracle+ | 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.
Deity | Alignment | Domains |
Gregory, warrior god of mundanity |
Lawful good | Law, Protection, Strength, War |
Guftas, horse god of justice | Lawful good | Good, Law, Strength, Travel |
Lucied, paladin god of justice | Lawful good | Destruction, Good, Protection, War |
Simor, fighter god of protection | Lawful good | Good, Protection, Strength, War |
Ayala, naiad god of water | Neutral good | Life, Magic, Water, Wild |
Pabs Beerbeard, dwarf god of drink | Neutral good | Good, Life, Strength, Wild |
Rucks, monk god of pragmatism | Neutral good | Good, Law, Protection, Travel |
Vanya, centaur god of nature | Neutral good | Good, Strength, Travel, Wild |
Brushtwig, pixie god of creativity | Chaotic good | Chaos, Good, Trickery, Wild |
Camilla, tiefling god of fire | Chaotic good | Fire, Good, Magic, Protection |
Chavi, wandering god of stories | Chaotic good | Chaos, Knowledge, Trickery |
Chort, dwarf god of optimism | Chaotic good | Good, Life, Travel, Wild |
Ivan Ivanovitch, bear god of strength | Chaotic good | Chaos, Strength, War, Wild |
Krunch, barbarian god of destruction | Chaotic good | Destruction, Good, Strength, War |
Sir Cakes, dwarf god of freedom | Chaotic good | Chaos, Good, Strength |
Mikolash, scholar god of knowledge | Lawful neutral | Knowledge, Law, Magic, Protection |
Raphael, monk god of retribution | Lawful neutral | Death, Law, Protection, Travel |
Declan, god of fire | True neutral | Destruction, Fire, Knowledge, Magic |
Mammon, golem god of endurance | True neutral | Knowledge, Magic, Protection, Strength |
Kurai, shaman god of nature | True neutral | Air, Earth, Fire, Water |
Amanita, druid god of decay | Chaotic neutral | Chaos, Destruction, Life, Wild |
Antimony, elf god of necromancy | Chaotic neutral | Death, Knowledge, Life, Magic |
Clockwork, elf god of time | Chaotic neutral | Chaos, Magic, Trickery, Travel |
Diplo, doll god of destruction | Chaotic neutral | Chaos, Destruction, Strength, War |
Lord Khallus, fighter god of pride | Chaotic neutral | Chaos, Strength, War |
Celeano, sorcerer god of deception | Chaotic neutral | Chaos, Magic, Protection, Trickery |
Murdoc, god of mercenaries | Chaotic neutral | Destruction, Knowledge, Travel, War |
Ribo, halfling god of trickery | Chaotic neutral | Chaos, Trickery, Water |
Tak, orc god of war | Lawful evil | Law, Strength, Trickery, War |
Theodolus, sorcerer god of ambition | Neutral evil | Evil, Knowledge, Magic, Trickery |
Daeghul, demon god of slaughter | Chaotic evil | Destruction, Evil, Magic, 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.
Attributes
You gain a +1 bonus to your Willpower. In addition, you gain a +1 bonus to either your Perception or your Intelligence.
Hit Points
You have 8 hit points + your Constitution, plus 1 hit points per level beyond 1. This increases as your level increases, as indicated below.
- Level 7: 18 hit points + twice your Constitution, plus 2 hit points per level beyond 7.
- Level 13: 35 hit points + five times your Constitution, plus 5 hit points per level beyond 13.
- Level 19: 70 hit points + ten times your Constitution, plus 10 hit points per level beyond 19.
Defenses
You gain a +2 bonus to your Mental defense.
Resources
You learn three trained skills from among your class skills (see Skills). You also gain an additional attunement point and an additional insight point.
Weapon Proficiencies
You are proficient with simple weapons.
Armor Proficiencies
You are proficient with light and medium armor.
Class Skills
You have the following class skills:
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Intelligence: Deduction, Knowledge (arcana, items, local, religion, planes), Medicine.
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Perception: Awareness, Deception, Persuasion, Social Insight.
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Other: Intimidate.
6.4.2 Special Class Abilities
Deity
You must worship a specific deity to be a cleric. For details, see Table 12.1: 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 ??). For details about mystic spheres and casting spells, see ??.
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.
Rank 2 – Divine Spells+ ✨
You learn an additional divine spell.
Rank 4 – Divine Spells+ ✨
You learn an additional divine spell.
Rank 7 – Divine Spells+ ✨
You learn an additional divine spell.
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 – Metamagic ✨
You learn how to further refine your spellcasting abilities. Choose two metamagic abilities from the list below.
Some metamagic abilities affect specific spells. You can only choose spells with a rank no higher than your rank in this archetype. In addition, you cannot choose the same spell with more than two metamagic abilities. 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 +2 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 Spells and Rituals). The maximum rank of divine ritual you can learn or perform is equal to the maximum rank of divine spell that you can cast. In addition, you automatically learn one free divine ritual of each rank you have access to, including new ranks as you gain access to them. You cannot choose this ability multiple times.
Smiting Spell: Choose a divine spell you know. You gain a +2 power bonus with that spell. 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: 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 2 – Turn Undead ✨
Turn Undead ✨ |
Usage time: Standard action.
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Make an attack vs. Mental against all undead creatures within a Large (60 ft.) radius from you.
Hit: Each target is turned by you as a condition. This functions as if the target is frightened (-2 Mental, -2 accuracy vs. source) by you, but creatures that are immune to being frightened are still affected. Once this effect ends, the creature cannot be frightened in this way until it finishes a short rest.
Critical hit: As above, and each target with no remaining damage resistance takes energy damage equal to half its maximum hit points. After taking this damage, it cannot take this damage again until it finishes a short rest.
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This attack’s accuracy increases by +2 for each rank beyond 2.
Rank 3 – Spell-Trained Mind ✨
You gain a +1 bonus to your Willpower.
Rank 4 – Metamagic+ ✨
You gain an additional metamagic ability.
Rank 5 – Attunement Point ✨
You gain an additional attunement point.
Rank 6 – Experienced Spellcaster ✨
You gain a +1 accuracy bonus with spells.
Rank 7 – Metamagic+ ✨
You gain two additional metamagic abilities.
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).
- Air
- Chaos
- Death
- Destruction
- Earth
- Evil
- Fire
- Good
- Knowledge
- Law
- Life
- Magic
- Protection
- Strength
- Travel
- Trickery
- War
- Water
- Wild
Rank 2 – Domain Aspect
Each domain has a corresponding domain aspect. A domain aspect is an active ability that allows you to exert the influence of your domain in the world. You gain the domain aspect ability for one of your domains (see Cleric Domain Abilities).
Rank 3 – Domain Aspect+
At rank 3, you gain the domain aspect for another one of your domains.
Rank 4 – Domain Essences
Each domain has a corresponding domain essence. You gain the domain essence for both of your domains (see Cleric Domain Abilities).
Rank 5 – Miracle ✨
You can request a miracle as a standard action.
Miracle ✨ |
Usage time: Standard action.
Cost: Three 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, but rituals that require 24 hours or expensive material components may require a similar time or material investment 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 6 – Domain Masteries
Each domain has a corresponding domain mastery. You gain the domain mastery for both of your domains (see Cleric Domain Abilities).
Rank 7 – Miracle+ ✨
Your miracle ability does not increase your fatigue level. In addition, you can perform two miracles per week instead of only one.
6.4.6 Healer ✨
This archetype grants you healing abilities. All abilities from this archetype are magical ✨.
Rank 1 – Divine Aid ✨
Divine Aid ✨ | Swift |
Usage time: Standard action.
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Choose yourself or one living ally you touch. The target regains 1d8 hit points +1 per power. In addition, if the target is an ally, it gains a +2 bonus to vital rolls and all defenses this round.
Normally, this healing cannot increase the target’s hit points above half its maximum hit points. If you increase your fatigue level by one, you can ignore this limitation.
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Rank 2: The bonus healing increases to 1d6 per 3 power.
Rank 3: The bonus healing increases to 1d6 per 2 power.
Rank 4: The bonus healing increases to 1d8 per 2 power.
Rank 5: The bonus healing increases to 1d10 per 2 power.
Rank 6: The bonus healing increases to 1d6 per power.
Rank 7: The base healing increases to 8d6.
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 ✨ |
Usage time: Standard action.
Cost: Three fatigue levels.
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Choose yourself or one living ally you touch. The target removes one of its vital wounds.
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Rank 5: If the target’s level is at least two levels lower than your level, you do not increase your fatigue level when you use this ability.
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 lost hit points 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 ✨ |
Usage time: Standard action.
Cost: Four fatigue levels.
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Choose one intact corpse you touch. If it belongs to a creature that has been dead for no more than 1 minute, that creature is resurrected (see Resurrection). After using this ability, you cannot use it again until you finish a long rest.
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 | Emotion |
Usage time: Standard action.
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Make an attack vs. Mental against all enemies within a Medium (30 ft.) radius from you. Your accuracy is equal to your Persuasion skill.
Hit: Each target is briefly stunned (-2 defenses).
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Rank 3: Each target with no remaining damage resistance is stunned as a condition instead of only briefly.
Rank 5: The area increases to a Large (60 ft.) radius.
Rank 7: Each target is stunned as a condition regardless of whether it has remaining damage resistance.
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 – Bless the Worthy
Usage time: Standard action.
Cost: One fatigue level.
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You and all allies within a Large (60 ft.) radius from you each regain 2d8 damage resistance. In addition, each ally affected by more than one condition can remove one of those conditions.
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Rank 4: The recovery increases to 2d10.
Rank 5: The recovery increases to 3d10.
Rank 6: The recovery increases to 4d10.
Rank 7: The recovery increases to 6d10.
Rank 4 – Inspiring Oration
Your allies who can hear you in a fight are immune to being stunned (-2 defenses) and confused (-2 defenses, randomly attack or defend). You must generally 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 – Condemn the Fearful
Condemn the Fearful | Emotion |
Usage time: Standard action.
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Make an attack vs. Mental against all enemies within a Huge (90 ft.) radius from you. Your accuracy is equal to your Persuasion skill.
Hit: Each target is frightened (-2 Mental, -2 accuracy vs. source) of you as a condition.
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Rank 7: Each target with no remaining damage resistance is panicked (-4 Mental, cannot attack source) by you instead of frightened.
Rank 6 – Persuasive Certainty+
The Persuasion bonus increases to +4. In addition, you are immune to being confused (-2 defenses, randomly attack or defend).
Rank 7 – Convert the Irresolute
Convert the Irresolute | Emotion |
Usage time: Standard action.
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Make an attack vs. Mental against one creature within Medium (60 ft.) range. Your accuracy is equal to your Persuasion skill.
Hit: The target is stunned (-2 defenses) 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.
Air 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. In addition, you take half damage from falling damage.
Aspect ✨: You gain a glide speed equal to the base speed for your size (see Gliding).
Essence ✨:
Speak with Air ✨ | Attune |
Usage time: Standard action.
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You can speak with and command air within a Huge (90 ft.) radius zone from your location. You can ask the air simple questions and understand its responses. If you command the air to perform a task, it will do so do the best of its ability until this effect ends. You cannot compel the air to move faster than 50 mph.
After you use this ability on a particular area of air, you cannot use it again on that same area for 24 hours.
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Rank 6: The area increases to a Gargantuan (120 ft.) radius.
Mastery ✨: You gain a fly speed equal to the base speed for your size with a maximum height of 60 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.
Chaos Domain
Gift ✨: You reduce your explosion target by 1 (see Exploding Attacks).
Aspect: You are immune to Compulsion attacks.
Essence ✨:
Twist of Fate ✨ |
Usage time: Standard action.
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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. After using this ability, you cannot use it again until you finish a long rest.
Mastery ✨: The reduction from this domain’s gift increases to 3.
Death Domain
Gift: You gain a +1 bonus to accuracy against creatures that are below their maximum hit points. You can also automatically identify whether creatures you see are below their maximum hit points.
Aspect: The bonus from this domain’s gift increases to +2.
Essence ✨:
Speak with Dead ✨ | Attune |
Usage time: Standard action.
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Choose a corpse within Short (30 ft.) range. The corpse must have died no more than 24 hours ago. It regains a semblance of life, allowing you to speak with it as if it were the creature the corpse belonged to. The creature is able to refuse to speak with you, though you can attempt to persuade it to speak normally, and some creatures may be more willing to talk if they know they are already dead. The corpse must have an intact mouth to be able to speak. This ability ends if 24 hours have passed since the creature died.
Mastery: The bonus from this domain’s gift increases to +3.
Destruction Domain
Gift: You gain a +1 bonus to your power with all abilities.
Aspect ✨:
Demolish ✨ |
Usage time: Standard action.
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Make a strike that deals extra damage equal to half your power. You use the higher of your magical power and your mundane power to determine your damage with this ability (see Power). This strike deals double damage to objects.
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Rank 4: If you miss, the target still takes the extra damage.
Rank 5: Your weapon damage is doubled.
Rank 6: The extra damage increases to be equal to your power.
Rank 7: The extra damage increases to twice your power.
Essence ✨:
Lay Waste ✨ |
Usage time: Standard action.
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Make an attack vs. Fortitude against all unattended 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: For each target, if its damage resistance 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 bonus from this domain’s gift increases to +2.
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 gain a +2 bonus to your Fortitude defense.
Aspect: You gain a bonus equal to three times your rank in the Domain Mastery archetype to your damage resistance.
Essence ✨:
Speak with Earth ✨ | Attune |
Usage time: Standard action.
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You can speak with earth within a Huge (90 ft.) radius zone from your location. You can ask the earth simple questions and understand its responses.
After you use this ability on a particular area of earth, you cannot use it again on that same area for 24 hours.
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Rank 6: The area increases to a Gargantuan (120 ft.) radius.
Mastery: The defense bonus increases to +3, and the damage resistance bonus increases to four times your rank in the Domain Mastery archetype.
Evil Domain
Gift ✨:
Willing Sacrifice ✨ | Swift |
Usage time: Free action once per round.
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Choose an ally adjacent to you. Whenever you lose hit points this round, that ally 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.
Aspect ✨: You can use this domain’s domain gift to target any ally within Medium (60 ft.) range.
Essence ✨:
Compel Evil ✨ | Compulsion |
Usage time: Standard action.
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Make an attack vs. Mental against a creature within Medium (60 ft.) range. Creatures who have strict codes prohibiting them from taking evil actions, such as paladins devoted to good, are immune to this ability.
Hit: The target takes an evil action as soon as it can. Once it takes the evil action, this effect ends. You have no control over the act the creature takes, but circumstances can make the target more likely to take an action you desire. After this effect ends, the target becomes immune to this effect until it finishes a short rest.
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You gain a +2 bonus to accuracy with the attack for each rank beyond 4.
Mastery ✨: You can use your domain gift to redirect your hit point loss to an adjacent unwilling creature. You cannot target the same unwilling creature more than once with this ability between short rests.
Fire Domain
If you choose this domain, you add the pyromancy mystic sphere to your list of divine mystic spheres (see Mystic Spheres).
Gift: You are impervious to Fire attacks.
Aspect ✨: Your Fire abilities cannot deal damage to your allies.
Essence ✨:
Speak with Fire ✨ | Attune |
Usage time: Standard action.
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You can speak with and command fire within a Huge (90 ft.) radius zone from your location. You can ask the fire simple questions and understand its responses. If you command the fire to perform a task, it will do so do the best of its ability until this effect ends. You cannot compel the fire to move farther than 30 feet in a single round. Fire that ends the round on non-combustible materials usually goes out, depending on the circumstances.
After you use this ability on a particular area of fire, you cannot use it again on that same area for 24 hours.
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Rank 6: The area increases to a Gargantuan (120 ft.) radius.
Mastery ✨: You are immune to Fire attacks. In addition, whenever you hit a creature with a Fire attack, you repeat that ability’s effects against that target during the next round. You must make a new attack roll for the repeat with a -4 accuracy penalty. Hitting with the repeated attack causes another repeat during the next round, though the accuracy penalty increases by -4 with each repeat.
Good Domain
Gift ✨: Whenever an adjacent ally suffers a vital wound, you may gain a vital wound instead. You gain a +2 bonus to the vital roll of each vital wound you gain this way. The original target suffers any other effects of the attack normally.
Aspect ✨: This domain’s domain gift affects any ally within a Medium (30 ft.) radius emanation from you.
Essence ✨:
Compel Good ✨ | Compulsion |
Usage time: Standard action.
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Make an attack vs. Mental against a creature within Medium (60 ft.) range. Creatures who have strict codes prohibiting them from taking good actions, such as paladins devoted to evil, are immune to this ability.
Hit: The target takes a good action as soon as it can. Once it takes the good action, this effect ends. You have no control over the act the creature takes, but circumstances can make the target more likely to take an action you desire. After this effect ends, the target becomes immune to this effect until it finishes a short rest.
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You gain a +2 bonus to accuracy with the attack for each rank beyond 4.
Mastery ✨: Once per round, when an ally within a Medium (30 ft.) radius emanation from you would lose hit points, you may lose those hit points instead. The target suffers any other effects of the attack normally, though it is not treated as if it lost hit points from the attack for the purpose of special attack effects.
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: Your extensive knowledge of all methods of attack and defense grants you a +1 bonus to your Fortitude, Reflex, and Mental defenses.
Essence ✨:
Share Knowledge ✨ |
Usage time: Standard action.
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Make a Knowledge check of any kind. Your allies within a Large (60 ft.) radius learn the results of your check. Creatures believe the information gained in this way to be true as if they it had seen it with their own eyes.
You cannot alter the knowledge you share with this check in any way, such as by adding or withholding information.
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Rank 6: You gain a +3 bonus to the Knowledge check.
Mastery: You gain a +1 bonus to accuracy with all attacks. In addition, you can use your share knowledge ability to affect all creatures, not just your allies.
Law Domain
Gift ✨: 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).
Aspect: You gain a +2 bonus to your Mental defense.
Essence ✨:
Compel Law ✨ | Compulsion |
Usage time: Standard action.
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Make an attack vs. Mental against all creatures within a Large (60 ft.) radius from you.
Hit: Each 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 creature know those laws.
When you use this ability, you also gain the condition. If this condition is removed from you, it is also removed from all other affected creatures. 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 bonus to accuracy 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: You gain a +1 bonus to your vital rolls (see Vital Wounds).
Aspect: You gain a bonus equal to three times your rank in the Domain Mastery archetype to your hit points.
Essence ✨: At the end of each round, if you became unconscious from a vital wound during that round, you can use one magical ✨ ability that removes vital wounds on yourself without taking an action. You cannot affect any other creatures with this ability.
Mastery: The vital roll bonus increases to +2, and the hit point bonus increases to four times your rank in the Domain Mastery archetype.
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 +3 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 power with magical ✨ abilities.
Mastery ✨: The power bonus increases to +2.
Protection Domain
Gift ✨:
Divine Protection ✨ | Swift |
Usage time: Free action once per round.
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Choose an ally adjacent to you. It gains a +1 bonus to all defenses this round.
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.
Aspect: You gain a bonus equal to three times your rank in the Domain Mastery archetype to your damage resistance (see Damage Resistance).
Essence ✨: The target of your divine protection ability also takes no extra damage from critical hits.
Mastery: The bonus from your divine protection ability increases to +2. In addition, the damage resistance bonus from this domain’s gift increases to four times your rank in the Domain Mastery archetype.
Strength Domain
If you choose this domain, you add the Climb and Swim skills to your cleric class skill list.
Gift: You gain a +2 bonus to the Climb and Swim skills.
Aspect ✨: You can increase your Strength.
Divine Strength ✨ | Attune |
Usage time: Can be triggered when you finish a long rest.
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You gain a +1 enhancement bonus to your Strength.
Essence ✨: You gain a +1 bonus to your Strength for the purpose of determining your weight limits (see Weight Limits). In addition, when you use at least two free hands to carry burdens, you can carry implausibly cumbersome loads without worrying about volume limits, and without incurring damage to the carried objects as a side effect of transportation. For example, you could pick up an entire house if your Strength was high enough, even though a house would normally fall apart under the strain if you tried to pick it up.
Mastery: You lose access to the divine strength ability. Instead, you simply gain a +1 bonus to your Strength.
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), Survival, and Swim skills to your cleric class skill list.
Gift: You gain a +10 foot bonus to your land speed while you use the sprint ability (see Sprint). This speed bonus is doubled as normal from sprinting.
Aspect ✨: You can ignore difficult terrain from inanimate natural sources, such as heavy undergrowth.
Essence ✨:
Dimensional Travel ✨ |
Usage time: Standard action.
Cost: One optional fatigue level. If you pay this cost, the ability becomes Swift.
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You teleport up to 1 mile in any direction. You do not need line of sight or line of effect to your destination, but you must be able to clearly visualize it.
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Rank 6: The maximum distance increases to 5 miles.
Mastery ✨: When you would move using one of your movement speeds, you can teleport the same distance instead. This does not change the total distance you can move, but you can teleport in any direction, including vertically. Being grappled or otherwise physically constrained does not prevent you from teleporting in this way.
You can even attempt to move to locations outside of line of sight and line of effect, up to the limit of your remaining movement speed. If your intended destination is invalid, the distance you tried to teleport is taken from your remaining movement, but you suffer no other ill effects.
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 +2 bonus to the Deception, Disguise, and Stealth skills.
Aspect ✨: Any magical ✨ abilities which detect lies are unable to detect lies you speak. In addition, magical ✨ Compulsion effects cannot affect your speech in any way. This means you can still talk and lie normally even while dominated (must obey commands), though you cannot control the rest of your body.
Essence ✨:
Compel Belief ✨ | Compulsion, Sustain (minor) |
Usage time: Standard action.
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Make an attack vs. Mental against a creature within Medium (60 ft.) range. You must also choose a belief that the target has. The belief may be a lie that you told it, or even a simple misunderstanding (such as believing a hidden creature is not present in a room). If the creature does not already hold the chosen belief, this ability automatically fails.
Hit: The target continues to maintain the chosen belief, regardless of any evidence to the contrary. It will interpret any evidence that the falsehood is incorrect to be somehow wrong – an illusion, a conspiracy to decieve it, or any other reason it can think of to continue believing the falsehood. At the end of the effect, the creature can decide whether it believes the falsehood or not, as normal. After this effect ends, the target becomes immune to this effect until it finishes a short rest.
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You gain a +1 bonus to accuracy with the attack for each rank beyond 4.
Mastery ✨: 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 gain a +1 accuracy bonus with strikes.
Essence: You gain a +1 bonus to your Armor defense.
Mastery: The bonus from this domain’s aspect increases to +2.
Water 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 +2 bonus to the Flexibility and Swim skills.
Aspect ✨: You can breathe water as easily as a human breathes air, preventing you from drowning or suffocating underwater.
Essence ✨:
Speak with Water ✨ | Attune |
Usage time: Standard action.
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You can speak with and command water within a Huge (90 ft.) zone from your location. You can ask the water simple questions and understand its responses. If you command the water to perform a task, it will do so do the best of its ability until this effect ends. You cannot compel the water to move faster than 30 feet per round.
After you use this ability on a particular area of water, you cannot use it again on that same area for 24 hours.
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Rank 6: The area increases to a Gargantuan (120 ft.) radius.
Mastery ✨: Your body becomes partially aquatic, allowing you to manipulate it more easily. The bonuses from this domain’s gift increase to +10. In addition, you gain a +1 bonus to Armor and Reflex defenses.
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 an additional trained skill (see Trained 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 Mastery 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 ✨: You learn an additional wild aspect.
Mastery ✨: When you use your aspect ability from this domain, you can take on two wild aspects at once, gaining the full benefits of both. When you do, you increase your fatigue level by two. This hybrid wild aspect only lasts for ten minutes, at which point you choose which single wild aspect remains active.
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.