Cleric

Clerics channel divine power—whether from the gods, nature, or some higher force. You’re a capable combatant who heals allies, smites enemies, and shapes your path through your chosen oath.

HD: 6 + CON, then 1d6 (avg 3) + CON per level Saves: WIS, CHA Ability Boost: +1 WIS Weapons / Armor: See your Oath below.


Spellcasting

  • Casting stat: WIS
  • Save DC: 8 + PB + WIS
  • Spell attack: PB + WIS
  • Preparation: After a rest, prepare spells equal to your level + WIS.
  • Casting: Spend a slot of the spell’s tier or higher. The slot is lost; the spell remains on your list.
  • Progression: Clerics use the Spell Slot Progression table (see Magic Overview).

Boost Hook

When casting a spell marked Boostable, you may spend a Boost Die to trigger its extra effect (e.g., Cure Light Wounds heals an extra +1d4).


Oaths

At 1st level, choose one oath. This shapes your path, spell list, and unique gifts.


Hallowed Oath (Sanctity)

  • Spell list: Cleric (tiers 1–6).
  • Weapons: Light, Medium (bludgeoning only).
  • Armor: Light, Medium, Shields.
  • Unique Feature: Gains Turn Undead.

Turn Undead Action: Present holy symbol and call upon your power.

  • Make a Normal (DC 12) WIS check.
  • On success: affect up to 2d6 + PB HD of undead within Near, starting with the lowest HD first.
    • If the undead’s HD ≤ (your level − 3), it is Destroyed.
    • If the undead’s HD ≤ (your level + 1), it is Turned for 2d6 rounds (must flee, cannot approach).
    • If its HD > (your level + 1), it is unaffected.
  • On failure: no effect; you cannot attempt Turn Undead again this combat.

Starting Kit:

  • Chain, Shield, Mace; Holy Symbol, Holy Water (1), Sling & 20 stones.

Druidic Oath (Nature)

  • Spell list: Druidic (tiers 1–6).
  • Weapons: Sickles, Staves, Spears, Slings.
  • Armor: Light, Wooden Shields.
  • Unique Feature: Your path grants access to Wild Shape, but you do not Turn Undead.

Wild Shape Action: Expend Hit Dice equal to a beast’s Hit Dice to assume its form.

  • Form: You may become any natural beast you have seen, provided you can pay its Hit Dice cost from your pool.
  • Duration: 1d6 rounds. After rolling, you may spend a Boost Die to add +1d6 rounds.
  • HP: While shaped, your HP becomes the beast’s full HP. When that HP is lost or the duration ends, you revert; any excess damage carries over.
  • Resource trade: The Hit Dice spent are gone from your pool until you rest in a Safe Haven.
  • Traits gained: The beast’s movement, senses, and natural attacks. You cannot cast spells while shaped. Gear merges or drops (your choice).

Starting Kit:

  • Leather, Staff, Sickles, Sling; Herbalist’s Kit, Holy Symbol.