Priest (working)

Hit dice: 1d8  + con. bonus per level
full HP (8hp+ con. bonus) first level but roll for HP each level after first

  • Starting Weapon proficiencies: 1
  • Starting Non- Weapon Proficiencies: 2 + religion, read/write, & insight
  • All priests are proficient with maces, staves, warhammers, & clubs
  • Can cast Miracles: must have talisman or gets disadvantage roll (all priest get level 1 Cleric Spells.  After choosing archetype, the priest gets to choose only one form of miracles depending on their archetype)

Priest Archetypes

  • DAILY can be used once per game session, they last for one attack/round unless specified (does not stack with other attacks)
  • Encounter can be used once per encounter(roughly needs 2 hr cool down)- these are bonus actions
  • Action Chains are bonus attack effects that can be used after a series of two successful actions (attacks or spells) on enemy. No limit to usage (two attacks hit, next round- player can use these special attacks, then resets until 2 more successful attacks: DAILIES count as one attack. 2 weapon fighters must hit on one attack per round, if they hit both- that still only counts as 1 successful attack toward successive attack skills)

Action Chain attacks/effects or daily actions count as a player’s attack for that round.

System Rules

 

Cleric

As soldiers of faith and wisdom, a cleric has the ability to call upon deities and spirits which grants them with the power to channel miracles through their talismans.



Bonuses: +1 Wis
Weapons: Proficient in any bludgeon weapon
Up to Heavy armor
DAILY: BENEDICTION: heal all party status alignments & cure 1d8 HP + wis bonus per cleric’s level (max 5d8 + wis bonus)

Level & Trait

  • 2    Weapon Proficiency: +1 Bludgeon Weapons
  • 3    Action Chain: Acolyte’s Fury: player gets extra 1d6 light (or dark) damage to next weapon attack
  • 4    Action Surge: Lightbringer: – heal 1d10+ wisdom bonus HP all party members within 15′ radius
  • 5    Divinity (encounter): Next healing spell effect gets an advantage to roll (on at least 2 dice)
  • 6    –
  • 7   

 

Druid

A druid gains their powers by communing with nature and elemental spirits.  They are often found away from civilization, preferring the wilderness to people


Bonuses: +1 Wis
Weapons: Staff, Scimitar, Dagger, Short Bow, Club
Medium Armor Max (either leather, studded leather, hide or scale mail)
DAILY: GAIA’S RETRIBUTION: Can summon an animated (but stationary) tree to grow to full size in seconds.  For 3 rounds this tree cures 1d6 HP per round for all that stand under it, it provides +3 AC from missile weapons, and provides protection with natural defenses to enemies who dare travel under it’s canopy (1d10 + wis bonus dmg). The tree should fit the environment (razor oak for deciduous, needle pine for taiga, a drythorne for deserts, mushroom for underdark, etc.- use your imagination).  If attacked- the tree has same HP as Druid, after 3 rounds the tree remains but loses it’s magical properties.

Level & Trait

  • 2    Weapon Specialist: Wooden Weapons: +1 att/dmg with wood weapons
  • 3    Action Chain: Pixie Fire: normal attack +1 and 1d6 fire damage on next attack
  • 4    Action Surge: Sylvan Pollen: Cure a party member for 2d8 HP
  • 5    Spiritual Clairvoyance (encounter):  +1d4 on next spell (to hit, DC modifier, damage or effect length)
  • 6    –
  • 7   

 

Summoner (working)

These rare priest gain their powers by summoning the power and forms of natural spirits.  Each spirit has it’s own set of powers.


Bonuses: +1 Wis
Weapons: Staff, Mace, Club, Warhammer
d6 Hit Dice after first level
No Armor
DAILY (ONE PER SESSION): BLOOD PACT:

Level & Trait

  • 2    Working:
  • 3    Working:
  • 4    Working:
  • 5    Working:
  • 6    –
  • 7