Third level of Devotion: Stillness
The cleric is able to enter a space of stillness in their
faith, or expand that stillness to others. This can have some surprising
effects in the world, and now the cleric is able to use faith to demonstrably
change the natural world.
3rd level effect: Sanctuary
The cleric can eschew attacks during a combat to remove
themselves from the combat. For each success on the roll, the caster can make
force an opponent to make a save to be able to attack them. The first time an
opponent attack the cleric they must make a save vs. spells or lose track of
the cleric completely; this lasts 10 minutes, and opponents are effected in the
order they attack the cleric. If the opponents have no other viable targets,
the fight ends and the cleric can make a reaction roll; if this opens things to
communication the cleric may do so, or they can exit the scene.
4th level effect: Silence
The cleric can negate noise for 1 turn in a radius of 5’ per
success on the roll, with a range of up to 10’ per success on the roll. The
cleric can’t take other faith based actions while maintaining the silence, and
Erudition-based on spellcasting can’t occur inside the space of silence. The
maximum duration of the silence is 1 turn, or until the cleric tries some other
faith-based effect.
5th level effect: Hold Person
The cleric can force stillness on other people, paralyzing
them for the spells duration if they fail a save vs. spells. The hold person
spell will affect any human, demi-human, or human-like creature but not undead
or creatures larger than an ogre. Each success on the roll means the cleric can
add another target to the hold person.
6th level effect: Haruspex
The cleric can sacrifice an animal and read the entrails to
gather information when not in a Place of Safety. As with Snake Charm the
caster can enter the rumor phase while on a delve, gathering one piece of
information on a particular topic per success on the die. The answers may well
be cryptic or incomplete, but they will give valid information. This can only
be performed once a day.
Forth Level of Devotion: Healing
At this level, the cleric is able to physically close
wounds, remove the effects of disease and poison, or even bring back the dead,
based on faith alone.
4th level effect: Cure Disease
In one round this devotion will cure the creature it is cast
on of any disease, such as lycanthropy and mummy rot, though magical diseases
may require multiple successes. Cure disease will also kill green slime.
5th level effect: Neutralize Poison
This devotion will cancel the effects of poison and revive a
poisoned character if cast within one turn per success. It can also be cast on
a poison or a poisoned item to make it harmless. It acts only on poison present
at the time it is cast.
6th level effect: Cure Wounds
This devotion will restore anyone who has taken a serious
enough wound to be removed from combat (i.e. reduced to 0 HP) to functionality
with a single success – the target is restored to their 1st level
HP. For each success part the first, the cleric can restore another sorely
wounded person to functionality. Alternately an number of successes can be used
to restore one levels worth of HP to any allies within the clerics reach.
7th level effect: Raise Dead
By means of this devotion the cleric can raise any human,
dwarf, halfling, or elf from the dead. With one success the cleric can raise a
body up to four days dead. For each level of success past that four days are
added to this time. A raised character has a stabilized 0 hit point and cannot
fight, cast spells, use abilities, carry heavy loads, or move more than half
speed, and heals normally. A raise dead cast against one undead creature will
slay it unless it makes its saving throw vs. Spells.
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