Cleric
Healing
Gain a talent with expertise related to your faith.
Core Feats
Channel Divinity
You gain the ability to channel your deity’s might through you. You can channel divinity a number of times equal to your Prowess. You regain one use when you take the prepare downtime activity, and recover all spent uses as part of your daily preparations. When one of your channel divinity options attacks a creature, you attack with your +LUCK. Your Holy Symbol is a conduit that represents your deity.
- Divine Light
- Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you. They heal 1d8 HP.
- Divine Wrath
- Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you. Make a +LUCK attack versus their Power; on a strong hit they take 2d8 radiant or necrotic damage—whichever matches the cantrip you chose for Divine Vessel, or your choice if you don’t have that feat—half as much on a weak hit.
- Cleanse
- Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you, ending one condition affecting them.
- Turn Undead
- Spend 2 AP, mark 2-fatigue, and present your Holy Symbol to censure Undead creatures of your choice within 30’ of you. Make a +LUCK attack versus the Focus of each of them; on a strong hit, they become frightened of you until they take damage or until you become stunned or unconscious. On a weak hit, frightened instead ends at the end of their next turn. While frightened this way, they must spend all of their AP on their turn moving as far away from you as possible by the safest available path.
You can also offer words of guidance a number of times equal to your Prowess, recovering all spent uses as part of your daily preparations. As a reaction to a creature making a skill check, but before they roll, you can bless them, letting them add 1d4 to their roll. If they roll a miss, this use isn’t expended.
Divine Vessel
Choose a deity; you are a vessel for their will on the material plane, channeling their favor into magic. What others name luck, the faithful know as the hand of their god—your spellcasting ability is +LUCK.
Your deity grants you either the call the grave or sacred flame cantrip—once chosen, you cannot then take the other one. This cantrip is always prepared and doesn’t count against your spell slots. Then, choose 3 more cantrips from the divine spell list. Whenever you take the
You channel your deity’s power, allowing you to
You’re proficient with light and