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Cleric. The Cleric is a generic priest (of any mythos) who tends to
the spiritual needs of a community. Where there is a need,
he is both protector and healer.
He is not purely defensive, however: when evil threatens,
the Cleric is well suited to seek it out and destroy it. The
opposite is true of evil Clerics as well, and there are many
variations in between.
Hit Dice: d8
Ability for Dual-Classing: Wisdom
Features:
- Weapons and Armor. The Cleric may wear any type of armor (including
shields and helmets). The Cleric may only wield the following weapons:
War Hammer, Club, Flail, Mace, Quarterstaff, and Sling.
Proficiency. The Cleric may achieve only Proficiency with any weapon
they can wield, as well as any fighting style.
- Turn Undead. The Cleric may activate this ability to repel or destroy
weaker undead every round.
- Spellcasting. The Cleric knows a number of priest spells based on their
alignment, and can prepare any of these spells in their available spell
slots. The Cleric begins at first level with access to level 1 spells, and
eventually learns to cast up to level 7 spells.
Kits (EE)
Priest of Helm. Followers of the neutral god of watchers and protectors are
warriors in their own right and are often seen as defenders
of the innocent.
Features:
- Alignment. The Priest of Helm must have one of the following alignments:
Lawful Good, Lawful Neutral, True Neutral, or Lawful Evil.
- True Sight. Once per day, plus an additional time for every five levels
in this class, the Priest of Helm can cast True Sight as an innate ability,
which functions like the spell of the same name.
- Seeking Sword. Once per day, plus an additional time for every ten
levels in this class, the Priest of Helm may summon a magical sword
that lasts for one round per level in this class. The Priest of Helm
cannot cast spells while the sword exists, but the weapon is considered
a +4 weapon for the purposes of determining what it can hit and
can attack three times per round, dealing 2d4 points of damage on a
successful hit.
Priest of Lathander. Lathander is the good god of renewal, creativity, and youth,
and is celebrated nearly everywhere. His followers are very
popular throughout the Realms, and there are numerous
wealthy temples devoted to him.
Features:
- Alignment. The Priest of Lathander must be one of the following alignments:
Lawful Good, Neutral Good, Chaotic Good, or Lawful Neutral.
- Hold Undead. Once per day, plus an additional time for every five levels
in this class, the Priest of Lathander may cast Hold Undead as an
innate ability, which functions like the spell of the same name.
- Boon of Lathander. Once per day, plus an additional time for every ten
levels in this class, the Priest of Lathander may invoke the power of
the Morninglord for one round per level in this class. While the effect
is active, the Priest of Lathander gains a +1 bonus on all attack and
damage rolls, as well as on all Saving Throws. The Priest of Lathander
also may attack one additional time each round, and is immune to
level drain effects.
Priest of Talos. Talos is the evil god of storms, destruction, and rebellion.
Clerics of the Stormlord warn that Talos must be appeased
or he will rain destruction upon the land.
Features:
- Alignment. The Priest of Talos must have one of the following alignments:
Chaotic Neutral, Neutral Evil, or Chaotic Evil.
- Lightning Bolt. Once per day, plus an additional time for every five
levels in this class, the Priest of Talos may cast Lightning Bolt as an
innate ability, which functions like the spell of the same name.
- Storm Shield. Once per day, plus an additional time for every ten levels
in this class, the Priest of Talos may invoke the power of the Stormlord
for one round per level in this class. For the duration of the effect, the
Priest of Talos is immune to electricity, fire, cold, and missile damage.
Priest of Tyr. Tyr is the deity of law and justice and is primarily concerned
with the punishment of wrongdoers and the general
furthering of law and good in the world. The belief in justice
through (benevolent) force, or at least armed vigilance,
is the reason for Tyr's existence.
Tyr holds great prominence in the pantheon due to his
position as leader of the Triad, a trio of Lawful Good gods
that are collectively devoted to the concepts of courage,
justice, perseverence, relief of suffering, duty, obedience,
honor, and to some extent, righteous martyrdom.
Features:
- Alignment. The Priest of Tyr must have one of the following alignments:
Lawful Good, Neutral Good, or Lawful Neutral.
- Acclamation. Once per day, plus an additional time for every five levels
in this class, the Priest of Tyr may touch one creature and grant that
creature the protection of Tyr for one turn. Any fear, sleep, feeblemind,
unconsciousness, intoxication, berserk, and confusion effects on the
creature are instantly removed, and for the duration of the effect that
creature is immune to effects that cause those conditions.
- Divine Favor. Once per day, plus an additional time for every ten levels
in this class, the Priest of Tyr may invoke the power of Tyr to grant
themselves a +1 bonus for every three levels in this class on all attack
and damage rolls. The effect lasts for two rounds.
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