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 + PBHD 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
2d6rounds (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.