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Tempestism

Power, in all things is asymmetrical, weather it is human relations, the weather or the forces of the universe. one side builds up and the universe it always seeking to balance. Storms and weather are the perfect analogy for this truth of the universe.   Tempests study forces of the physical universe, the rise and fall of nations, the economic rise and decline of kings and merchants. Always looking for how these desperate distinct things fall into and out of balance.   Tempests are actually an insular lot and generally do not associate with the public much. They instead focus on study of forces and observations of human society. Of all the philosophers Tempests study magic the most, and many of the leaders of this order are multi-classed in cleric and wizard. Evocation is the the main school of study they investigate. Their presence is often a sign they have calculated a great change in the balance.   Tempests may build a tall tower as a hall of study, the top of which are usually solid bronze spikes used to attract lightning. the location of their tower depends on the terrain, on the plains a city is as good as the rural areas. in hills and mountains they seek the high ground.   Tempests are interested in the study numeria that manipulate forces and will pay handsomely for them, or hire adventurers to acquire them. They also have an interest in magic items, especially ones that harness lightning.  
Type
Religious, Deanery
Philosophical Clerics: taught how to become a conduit of quantum instability to bring disorder to move forces around they are always dealing with dangerous energies. They are trained in heavy armor and favor war picks and piercing weapons.   Philosophical monks: few orders of monks align with the Tempests but those that do specialize in using their Ki to manipulate energy. meditating in a thunderstorm, becoming one with the chaos is their way.   Philosophical paladins: Many paladins are associated with the tempests, and it is usually around finding balance and breaking the power of the unjust, corrupt or to quell chaos and uprisings. Tempest paladins can be welcomed or distrusted to lord and peasant depending on their situation.

Philisophical Cleric


Hit Points

Hit Dice: d8 per Philisophical Cleric level
Hit Points at first Level: 8+CON bonus
Hit Points at Higher Levels: 1d8+Con bonus

Proficiences

Armor: Light Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: History, Insight, Persuasion, Religion

Overview & Creation

Clerics in this game are known as Philosophers, as there are no gods to worship. So logic and ideas are worshiped, the Philosopher is a conduit of this wisdom.   Normal D&D Clerics are part of an organized religion, that organized religion has various economic and political roles in the story.   The philosophical orders function in that niche, having a social and political role. Cities usually organize governments around philosophic logic. It may be more than one. A city for example could be a war and forge philosophy based. The city’s politics may be based on knights or paladins and have temples and universities that study these philosophies. They may be driven to produce great armored soldiers but lack other aspects, so they may be mercenaries, or expansionist, or even crusaders.   The common person however, does not go to the philosophical temples to worship but to find purpose in their life.. The feats of Philosophical magic can inspire because of their effects on reality to cure and destroy.   But philosophy doesn’t fill every void for every person, Philosophers are seen as a state to achieve but a difficult path. For many Philosophy beyond the magic is empty and has no effect on their lives.   In the world of Alterra the following philosophies that have proven true are:   Knowledge – So much has been lost and it must be uncovered, we are star children with a great inheritance beyond this world. This philosophy is attractive to explorers, Numeriamancers, wizards, and other who deeply believe that understanding underpins all of existence. These philosophers are in tune with the vibration of things and time. Philosopher's stone is a topaz crystal.   Life – Life is the 5th element of the universe, between all living things is a connection a deep level. Philosophers of life are deeply connected to all living things, tend to be vegetarians, and will speak out against slaughter, war and capital punishment. These philosophers can reforge flesh of the injured and sick channeling positive vibrations. Philosopher's stone are Aetites that rattle.   Light – Philosophers of light believe in the power of a light to transform the universe. They believe in the philosophical quanta that light is more than what we see, that it pervades and connects the universe together. Light philosophers are always seeking truth, not just facts. They usually strive for justice and uncovering corruption. Quartz crystals and lenses are often used as their philosopher’s stone.   Nature – As children of the stars, this world was not given to us, we did not evolve here, we must learn to commune with and build a relationship with it. Like the life domain these philosophers respect all life and resonate with it, but beyond individual living organisms they resonate with whole ecosystems. They feel the interconnections of the life web, the interdependence between life forms. These philosophers will be against the wanton destruction and desolation of any environment, and will hunt monsters and villains who exploit and disrupt. Philosopher stone is a garnet.   Tempest – These philosophers are driven by change, noticing it, fighting stagnation and opt for dynamism. Weather and seas embody the constant change and the larger cycle. Tempest philosophers are observers, justice driven, and against entropy. Use a load stone for the philosopher's stone.   Trickery – Everything we see is an illusion, there is always another layer, another twist, and the most dangerous people are the ones that are sure they know the answer. Trickery philosophers can be very strange people, but everything they do is with purpose to break an illusion of righteousness, power, affluence, intelligence or pride. They are somehow aware of perception its self and can channel and manipulate it. Trickery philosophers use amethyst for their philosopher stone.   War – War philosophers are not as interested in the political ambitions of princes, but the conflict within, focusing on challenges, the conflict between good and evil, the conflict between ambition and service. War is an awesome and terrible challenge; to win but not be cruel, to fight but not oppress, strength without arrogance, honor without spitefulness. A blood stone is their favored focus.   Forge – Philosophers of the Forge are builders, they are obsessed with mechanisms and craft, but also building communities, societies and civilizations. They vibrate with matter and the way it is both separate and yet connected. Use a hard polished Anthracite coal stone.   Grave – The greatest of mysteries is that of the connection between life, consciousness and what happens to that consciousness after we die. Grave philosophers are in tune with the vibrations and connections between these and are aware of when these auras change or can be manipulated to stay connected to the lifeforms or leave. A fossil, usually small nautical creatures, are used as grave philosopher stones.


Class Features

Defeat Undead
at second level philosophers discover the great truth that death is real and un-life is essentially a falsehood perpetrated by necromancers. By arguing the bitter truth they can become immune to the effects of the undead and do additional damage to them.   Instead of turning the undead with divine power, the philosopher channels belief in their domain and become Immune to necrotic damage, and take half damage from any direct attack made by an undead. In addition the philosophical cleric's physical attacks using melee or ranged weapons now do +1d4+WIS Bonus radiant damage to Undead. It does no damage to magically animated corpses, or mechanically animated corpses. this radiant damage bonus is considered a magical attack that ignores undead resistance.   To trigger the effect the cleric must be in line of sight to an undead, and know it is an undead, they can trigger it on a DC test = 6+CR of the undead. This effect lasts until known undead are destroyed or flee the scene of the battle. This effect is triggered only in the presence of the Undead. For example a vampire that is using a magic device or other magic to pass as normal will not trigger this effect on the suspicion that the individual is a vampire, but as soon as something reveals that the they are in fact a vampire, they can then test to use their ability. For example they pass a perception test and they notice the individual doesn't reflect in a mirror or another spell reveals the presence of undead, or negates the illusions. Further once triggered if the vampire claws at the philosopher he takes half damage, if the vampire has a sword and hits the philosopher, he takes half damage, if the vampire casts a spell, any damage from the spell is half (other effects apply). But if the vampire cuts a rope and drops a chandelier on the philosopher he takes full damage.  
Great Argument for Life
At 5th level the cleric may spend an action to inspire their comrades. The philosopher rolls 10+Persuasion roll. Each player that can hear the cleric's voice then rolls their wisdom save. Those that don't save are granted this ability above to allies who can hear the cleric. This effect on allies lasts 5 rounds. Allies that are deafened, or otherwise cannot hear the voice of the philosopher automatically pass. telepathy, reading lips, and recordings do not have the effect.  
Exegesis
At 10th level your faith in your philosophy is so strong you literally bend the universe, using all of your actions you focus and can invoke any one cleric spell at 9th level. It is triggered at the end of your next turn. This ability can be used again after 7 days. To activate, roll d100 and if you roll below your current level you can unleash this effect.   At 20th level you may do this once a day


Starting Equipment

Select from choices below:

  • (a) padded armor or (b)Leather armor
  • (a) mace or (b) staff (c) hand axe
  • (a) short bow and 20 arrows or (b) light crossbow and 20 bolts
  • (a) Priests pack or (b) explorer pack or (c) academic's pack
  • (a) Fine clothes or (b) Fine boots or (c) Fine Hat
  • Philosopher Stone, Book of Philosophy

 


Spellcasting

Clerics of the philosophies conjure up the power of will over reality and channel dimensional energy linked to that philosophy. They are a conduit and shape that energy.   At first level Philosophical Clerics gain the cleric spell casting ability.  

Cantrips
At first level you have access to all cleric cantrips and can select three to start. At higher levels clerics gain additional cantrip spells per the cleric spell progression table.  
Preparing and casting spells
Philosophers must spend a short rest mentally preparing their arguments. For each level a certain number of slots are available for each level of spell. Caster may choose a number of spells from the Cleric list equal to their WIS modifier+Level, with a minimum of 1 spell.   After a long rest the philosopher must spend 1 minute per level of spell to refresh their arguments.  
Spell Casting Ability
Wisdom is the controlling stat for philosophical magic, and will drive your ability to cast and the difficulty of targets to resist your magic. The base formula is:   Spell DC = 8 + Proficiency Bonus + WIS modifier Spell Attack Modifier = Proficiency Bonus + WIS modifier  
Ritual Casting
A prepared argument that has the ritual tag may be cast without expending a spell slot if the required amount of time to prepare and cast is uninterrupted.  
Spell Casting Focus
For a Philosophical cleric their focus is their Philosopher's Stone. Each philosophy has a different one. while holding their stone in their hand they gain the focus benefits. The stone reminds them of what is real and what is a falsehood.  
Philosophical Domains
Each of the Cleric spells are divided into domains; Knowledge, Life, Light, Nature, Tempest, Trickery, or War, Forge, Grave. Philosophical clerics pick one domain. Spells in that domain are considered always prepared in addition to those that must be prepared daily. Spells that are not on the cleric list, but are tagged to that domain may be considered prepared.

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