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Cleric (Good and Evil)
In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.
More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.
This class is alignment locked and cannot be any form of evil. (True Neutral is okay). You /must/ have a deity.
GOOD
| Level Rewards: |
|---|
| Level 1: Channel Positive Energy, +2 Religion |
| Level 2: Good Cleric Spell Choice (Level 1 or 2), Gain the healing staff and a choice between 1h mace, swordsword, or 1h axe. |
| Level 3: Masterful Healer |
| Level 4: Good Cleric Spell Choice (Level 1 or 2), +3 Diplomacy |
| Level 5: Cleanse, Gain light or medium armor proficiency and offhand proficiency. |
| Level 6: Good Cleric Spell Choice (Level 1, 2, or 3) |
| Level 7: Merciful Healing, +1 Arcana |
| Level 8: Good Cleric Spell Choice (Level 1, 2, 3, or 4) Choose an additional spell. (Level 1 or 2), Choose one weapon proficiency: 1h mace, shortsword, 1h axe, or 1h sword. |
| Level 9: Regenerate, Gain spear and javelin proficiencies and the ability to cast spells with any offhand weapon equipped. |
| Level 10: Merciful Healer, +2 Religion, Gain an increase to healing spells and health buffs by 30%. |
This class is alignment locked and cannot be any form of good. (True Neutral is okay). You /must/ have a deity.
EVIL
| Level Rewards: |
|---|
| Level 1: Channel Negative Energy, +2 Religion |
| Level 2: Evil Cleric Spell Choice (Level 1 or 2), Gain the healing staff and a choice between 1h mace, swordsword, or 1h axe. |
| Level 3: Masterful Healer |
| Level 4: Evil Cleric Spell Choice (Level 1 or 2), +3 Diplomacy |
| Level 5: Cleanse, Gain light or medium armor proficiency and offhand proficiency. |
| Level 6: Evil Cleric Spell Choice (Level 1, 2, or 3) |
| Level 7: Merciless Healing, +1 Arcana |
| Level 8: Evil Cleric Spell Choice (Level 1, 2, 3, or 4) Choose an additional spell. (Level 1 or 2), Choose one weapon proficiency: 1h mace, shortsword, 1h axe, or 1h sword. |
| Level 9: Regenerate, Gain spear and javelin proficiencies and the ability to cast spells with any offhand weapon equipped. |
| Level 10: Merciless Healer, +2 Religion, Gain an increase to healing spells and health buffs by 30%. |
Mechanical Cleric Spell List
| Cleric Spell | Spell Level | Spell Description |
|---|---|---|
| Bear's Strength | 1 | +40 HP, 10 minute duration, 9 minute cooldown. |
| Detect Life | 1 | Highlight nearby creatures and allows them to be seen through obstacles. |
| Regenerative | 2 | 15 HP every 2 seconds, interruptible via damage, can be stacked. |
| Darkness | 2 | Create a cloud of darkness at a point of your choosing. |