You are a priest, a fervent adherent of a god thoroughly trained in the rituals and prayers of religion. Your impassioned sermons embolden your allies and work to gather a flock of faithful disciples who yearn to see your god's aims on this earth fulfilled. Wandering the land, you collect alms from the charitable and speak the good word unto the unconverted, should they have the wisdom to listen. It is these words and not divine magics that grant you your true power. Whilst you would take up any weapon in service of your creed, it is your company of faithful allies and consecrated disciples who turn your cries of inspired preaching into deeds both fantastic and fell. **Key Attribute** Charisma (Min 13) **Hit Points** Equal to Con score + (Level x2). **Weapons** One-handed weapons, and any [[Weapons|weapons]] sacred to the cult’s ethos (GM’s call). **Armour & Shields** Light and Medium [[Armour|armour]]. **Class Starting Gear** Staff (`dice: 1d6`), Leather armor (+1 AC), Book of prayers. **Skills** Divine Lore, Leadership, Persuasion, plus roll **`dice: 1d10`** three times: (1) Animal Lore, (ii) Apothecary, (iii) Arcane Lore, (iv) Athletics, (v) Deception, (vi) Gather Information (vii) General Lore, (viii) Stealth, (ix) Watercraft, (x) Wilderness Lore | Level | AB | Ability | | ----- | --- | ------------------------------ | | 1 | 0 | Chosen God, Disciples, Prayers | | 2 | +1 | New Skill, Student of the Book | | 3 | +2 | Unique Feature | | 4 | +2 | +1 AC | | 5 | +3 | New Skill, Loyal Apostles | | 6 | +4 | Unique Feature | | 7 | +5 | Divine Intervention | | 8 | +5 | +1 AC, New Skill | | 9 | +6 | Unique Feature | ## Chosen God Choose which [[gods|god]] you follow. Like all other characters, you can gain [[Gods#Religion|Favour]] by adhering to your god's tenets, but you do not gain their Patron Benefits. Favour can be used to activate some of your class abilities. ## Disciples At 1st level you can begin to anoint the most faithful members of your flock as disciples of your inner circle, wherein you mentor them in the highest scripture of your creed. Your disciples gain additional benefits when you make use of your other class abilities (you count as one of your disciples for such situations). You can have a maximum number of disciples **equal to your Cha mod.** To initiate someone as your disciple they must have gained **Favour** with your god at least once, and you must undertake an elaborate ritual lasting **`dice: 1d4` days and costing 50 sp per day** to complete their anointment. When you begin the game you may automatically initiate **one fellow PC** as your disciple for free (should they choose to accept the honor). During a Long Rest, you may choose to remove one or more of your disciples. If at a later time you decide to make them your disciples again, you need only perform a ritual lasting `dice: 1d8` hours. ## Prayers Years of religious study have afforded you knowledge of prayers and rituals that can bring light to darkened hearts and inspire hope in the despaired. At 1st level, you know a number of prayers equal to your Cha modifier; **roll `dice: 1d12`** on the list below to determine which. With each new level, learn one additional prayer of your choosing. You begin an adventure with **one use of this ability per level.** Unless noted otherwise, you may expend a use of this ability as part of your normal action, choosing one prayer to apply. Prayers affect allies within **Far range** who are able to see and hear you (some exceptions apply, listed below). If a prayer requires a Cha check, you may use a *[[Rerolls|Reroll]].* You may regain expended uses by taking Short or Long Rests. | `dice: 1d12` | Prayers | | ------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Zeal of the Righteous.** Once per combat, you can expend Favour and make a *Luck* (Cha) check to give `dice: 1d4` allies in Close range an immediate move or free attack. Disciples gain a +2 bonus on the attack roll. | | 2 | **Last Rites.** When a PC or hireling dies, you can expend Favour and make a Cha (Leadership) check to perform a funerary ritual lasting `dice: 2d4` hours. At the end, one ally has an attribute of their choice permanently increased by 1 (exc. *Luck* and Init, max 16). Disciples also increase another attribute by 1. A character can benefit from this prayer only once, and the ritual itself can only be performed once per adventure. | | 3 | **Blessing of Fortitude.** Make a Cha (Leadership) check to increase one attribute of an ally by `dice: 1d4` (exc. *Luck* and Init, max 18) for `dice: 1d6` x 10 mins. Disciples may have two attributes increased. A character can benefit from this prayer only once per adventure. | | 4 | **Enduring Faith.** You can expend Favour and make a *Luck* (Cha) check to cause an ally to regain a use of one of their limited abilities (class abilities, unique features, racial traits, etc.). Disciples may regain two uses (may each be from different abilities). A character can benefit from this prayer only once per adventure. | | 5 | **Words of Hope.** Make a Cha (Leadership) check to give an ally advantage on their next attack, attribute check, or *Luck* roll. Disciples also gain a +1 bonus. | | 6 | **Lay on Hands.** Make a Cha (Leadership) check to heal an ally within Melee a number of hit points equal to `dice: 1d4` plus your Cha mod. If the target is unconscious on zero hit points, no hit points are restored. Disciples roll the `dice: 1d4` with advantage. | | 7 | **Favoured Rescue.** You can expend Favour and make a Cha (Leadership) check to cause one of your disciples to perform a Rescue on your behalf. Doing so expends your Rescue, whilst your disciple makes the Init and *Luck* checks. | | 8 | **Alms-Begging.** When within a settlement friendly to your god (GM's call) you may spend the day collecting alms from charitable locals. Make a Cha (Persuasion) check; on a success you gain `dice: 1d3` rations and `dice: 3d10` sp. On a Great Success you double the alms received and learn a random rumor. On a Terrible Failure you are robbed by ruffians; lose `dice: 5d10` sp and two random valuables. | | 9 | **Vow of Poverty.** During Downtime, you can donate your money and valuables to those in need. Each 10 sp donated earns you 1 xp, up to a maximum per Downtime period as follows: Level 1-3: 5 xp, Level 4-6: 10 xp, or Level 7-9: 20 xp. | | 10 | **Shelter of the Faithful.** When within a settlement friendly to your god (GM's call) you may seek out vittles and lodging with suitably religious locals. During your first night of rest, your party gains the benefits of a Short Rest. Disciples gain the benefits of a Long Rest (once per adventure only). | | 11 | **Desperate Prayer.** Make a Cha (Leadership) check to provide an unconscious ally within Melee one free reroll on their Death save. Disciples have advantage on the reroll. | | 12 | **Proselytize.** You can spend `dice: 2d4` hours and make a Cha (Leadership) check to attempt to gather a crowd to hear you preach. If successful the size of the crowd you amass is equal to `dice: 2d6` x your level. You can then make a *Luck* (Cha) check to have the crowd carry out a course of action described by a short slogan no longer than five words (e.g. Down with the taxman! Kill the wights!). On a success the crowd does your bidding but will not commit any violent acts; on a Great Success they will do whatever is necessary to see your will done. On a failure the crowd turns against you and you suffer a *[[Blunt Trauma]]* from their attacks; on a Terrible Failure they completely swarm you and you must make a Death save. | ## Student of the Book At 2nd level, you learn a [[Languages#Rare Languages|rare language]] of your choice. ## Unique Feature At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45. ## New Skill At 2nd, 5th, and 8th level, you gain one new skill (the skill need not be on your class list). ## Loyal Apostles At 5th level, your maximum number of disciples increases by 1. ## Divine Intervention At 7th level, you can beseech your god for aid. Once per adventure, you can expend Favour to bestow your god's Patron Benefits upon yourself or one of your disciples for `dice: 1d6` hours. Spell like Blessings require a Will (Divine Lore) check and may be used a number of times equal to half your level (min 1). Check for DDM each time a Patron Benefit is used and roll on the *[[Divine Blessings and Rebukes|Divine Rebukes]]* table if triggered. The gods do not offer their aid on this earth lightly: lose 1 *Luck.* ## Beyond 9th Level If you survive this long, you retire as the revered abbot of a grand temple, where you deliver sermons, anoint acolytes, and offer wisdom to your flock. Followers of your creed embark upon arduous pilgrimages to hear but the distant echo of your sermons from the very back of your overcrowded prayer hall.