Cleric

Primary
Luck
Hit Points
12
Talent
Related to your faith, with expertise in it
Class Question
Did I come through a test of my faith for someone counting on me?

Clerics serve as mortal conduits for divine will. Where others see random luck or coincidence, a cleric recognizes the steady hand of providence guiding events. Their conviction is an active calling that leads them directly into hardship, carrying sacred rites and righteous purpose into the darkest corners of the world.

In the midst of crisis, they channel miraculous power to sustain their companions. Sickness breaks and wounds close at their touch, while restless undead and fiendish horrors recoil before their authority. They remain unyielding anchors for their companions, meeting physical danger with steady composure and calling down sacred judgment whenever innocence is threatened.

Core Feats

Channel DivinityCore Feat

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 vs POWER attack; on a strong hit they take 2d8 radiant or necrotic (whichever matches the domain you chose for Divine Vessel, or your choice if you don’t have that feat) damage, 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 vs FOCUS attack against 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 VesselCore Feat Spellcasting Feat

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 Necromancy or Thaumaturgy domain—once chosen, you cannot then take the other one. Then, choose 3 more domains from the divine spell list. Whenever you take the Level Up downtime activity, you can swap one of those three domains for another of your choice from the divine spell list.

You channel your deity’s power, allowing you to ready non-rare charms for any of the domains you know. You have a charm pool equal to +SPELL plus your Prowess plus 2. As part of your daily preparations, you can change all of your readied charms. If you learn a rare charm as a level-up option, you can include it among the charms you ready.

You’re proficient with light and medium armor and shields. You’re also proficient with the healing kit and apothecary’s tools.