Class - Cleric

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Cleric
Requirements
Minimum Stats Required: 12 Intelligence
Base Info
Armortypes: Cloth
Weapontypes: Shortswords, Daggers, Wands, Staffs, Any shields, Longswords, 1 Weapon of Choice
Ressource: Holy Energy
Additional Skills: Mystic, Lore

The Cleric is a class focused on protecting and healing allies and tending to the deceased. They are usually guided by a deity they follow.

General Info

Holy Energy

Holy Energy drives your Cleric Abilities. It fully restores during a full rest.

Deity

Most clerics follow the principles and teachings of a Deity of their choice. This makes it easier for the cleric to understand things related to his deity (increasing skill checks made in context to the deity by +8) and unlocks certain Abilities depending on the Deity. These abilities are usually extremely limited in usability, as they are quite powerful.

If you happen to meet your Deity, your Willpower Modifier will become an Auto-Succeed while in the presence of your Deity.

If you witness the mortal vessel of your Deity faint, your Willpower Modifier will become an Auto-Fail for three days.

Spellcasting

Clerics have a lower spellcasting capability than most other spellcasting classes. Instead of spending Mana to cast spells, they have charges they can consume to cast a spell of a grade equal to the charge. By improving their class level, clerics also increase the number of charges they have. A charge can be used to cast a spell of a lower grade at any point; however, two lower-grade charges can not be combined to cast a higher-grade spell. However, if the spell allows for upcasting, a higher grade charge can be used. Casting spells requires a focus.

Per default, every cleric is skilled in Holy Magic and the School of Magic - Dark. A cleric can choose whether or not they want to become skilled in the Dark Magic, depending on their moral standing.

Cleric Abilities

Every Cleric Abilities requires one available Holy Energy and consumes one. It always requires one Action to use.

Name Level Description
Miracle of Healing 1 Heals all allies that can see you by 1d6 + Lore Modifier. Also cures any Poison and Bleeding effects on them. Starting from level 6, the healing will be increased by an additional 1d6 every three level.
Miracle of Guidance 5 Your target's Intelligence Modifier will be increased by your Intelligence Modifier for 1 Minute.
Miracle of Resistance 9 Until your next turn, you and your allies will gain resistance to all forms of damage except Solar.
Miracle of Light 12 Instantly deal 5d6 Solar Damage to all Creatures that can see you. This also includes creatures that are magically seeing you from far away (for example via the "Scrying" spell)

This Damage is doubled for undead Creatures

Miracle of Protection 16 Until your next turn, you and your allies' defensive value will be increased by +15. Additionally, all resist checks gain a bonus of +15.
Miracle of Life 19 Revive all dead allies within 50 meters of you, even during combat. The person must not have been dead for more than 10 Minutes.

Leveling

By increasing the cleric's class level, he will unlock certain Abilities, more and better spell charges, and more.

Level Features Holy

Energy

Spell charges Healing

Miracle

1 2 3 4 5
1 Miracle of Healing 1 1 - - - - 1d6
2 Determination 1 2 - - - - 1d6
3 First Subclass 1 2 1 - - - 1d6
4 - 2 2 1 - - - 1d6
5 Miracle of Guidance 2 3 1 - - - 1d6
6 - 2 3 2 - - - 2d6
7 Subclass Feature 2 2 3 2 - - - 2d6
8 - 2 3 2 1 - - 2d6
9 Miracle of Resistance 3 4 2 1 - - 3d6
10 Deities Minor Ability 3 4 2 1 - - 3d6
11 - 3 4 2 2 - - 3d6
12 Miracle of Light 3 4 3 2 - - 4d6
13 Subclass Feature 3 3 5 3 2 - - 4d6
14 - 3 5 3 2 1 - 4d6
15 - 4 5 4 3 1 - 5d6
16 Miracle of Protection 4 5 4 3 1 - 5d6
17 Subclass Feature 4 4 6 4 3 1 - 5d6
18 - 4 5 4 3 1 1 6d6
19 Miracle of Life 5 6 4 3 2 1 6d6
20 Divine Intervention 5 6 5 3 2 1 6d6
21 - 5 6 5 4 2 1 7d6
22 - 5 6 5 3 2 2 7d6
23 - 5 6 5 3 3 2 7d6
24 - 6 6 6 3 3 2 8d6
25 Deities Major Ability 6 6 6 3 3 2 8d6

Class Features

Feature Description
Determination While wearing cloth armor or less, you can add your Willpower Modifier to your defensive value.
Divine Intervention The cleric can no longer improve his class level unless he has at least 50 Intelligence or 50 Charisma and has completed at least one heroic feat that is recognized by his Deity.

Subclasses

Missionary

The Missionary aims to spread the ways of his Deity.

Feature # Trait Description
1 Pride in the Craft Everytime you spread the word of your Deity, you will gain a +1 to all Attribute Modifiers for the rest of the day. This effect does not stack.
2 Holy Mass You become skilled in Convincing.
3 Dedication Everytime you spread the word of your Deity, your Willpower Modifier will be increased by +3 for the rest of the day. This effect does not stack.
4 On a Mission Whenever you successfully convince someone to follow your Deity, your Willpower Modifier will be permanently increased by +1. This effect does stack.

Holy Fist

The Holy Fist defends the teachings of his Deity by force instead of words.

Feature # Trait Description
1 Smite Every time you deal damage with a melee weapon, you deal an additional 1d4 Solar Damage to the target.
2 Combat Orientated Become skilled with two Melee Weapons and one Ranged Weapon of your choice. Additionally, Smite will now deal 1d6 Damage instead.
3 Holy Combat You become skilled in Martial Combat. Additionally, Smite will now deal 2d6 Damage instead.
4 Holy Swings You get one additional Attack-Action per turn.

Unholy

Unholy clerics debbled into the powers of Necromancy. Every instance of Solar Damage they deal will be converted to Necrotic Damage.

Feature # Trait Description
1 Necrotic Tendencies Become skilled in the School of Magic - Necromancy.
2 Death Defyer Your Undead summons will now last for up to 2 hours.
3 Necrotic Armor For every Undead summon in your possession, your defensive value will be increased by +1 (up to a maximum of +6)
4 Bone Shield Everytime one of your undead summons dies or is dismissed, you will gain 15 Temporary Hitpoints.

Zealot

The Zealot has fully focused his determination to follow his Deity.

Feature # Trait Description
1 Holy Recovery You can restore one Holy Energy per day by resting for one hour.
2 Deities Favour Unlock your Deities Minor Ability immediately. At Level 10, you will gain a second charge of that Ability. Both have their cooldowns counted seperately.
3 Holy Recovery+ Holy Recovery is no longer limited to one Holy Energy, but still requires one hour of rest per Energy.
4 Deities Chosen Unlock your Deities Major Ability immediately. At Level 25, you will gain a second charge of that Ability. Both have their cooldowns counted seperately.