Cleric

These battle-hardened devout are essential adventurers and tools of war. Their healing offers a protective aura that negates damage to their target, this along with their ability to link to allies' health, makes them powerful frontline combatants.

Class Features:

Holy Shield:

The Cleric grants a target +1 DT when they target an Ally with a Healing Spell or Effect. This bonus is lost on the Cleric's turn after the effect ends.

Abilities:

Cleric 1: Healing Hands

Action: Primary
Power: Standard

A Target within reach is healed for 1 damage. The Cleric's Will Modifier is added to this amount.

Cleric 2: Nurse

Action: Primary
Power Standard

The Cleric grants a resting target a +2 bonus to recover from wounds and conditions.

Cleric 3: Smite

Action: Primary
Power: Standard

The Cleric deals his class dice in damage to the undead and diametrically opposed outsiders. If a foe has two opposing alignments, the damage is increased to d8s.

Cleric 4: Holy Barrier

Action: Reaction
Power: Standard

The Cleric adds a +1 bonus to his AC against one attack.

Cleric 5: Guidance

Action: Primary
Power: Empowered
1: The Cleric grants his proficiency in a skill to an ally when they make a skill check. 4: The Cleric grants this bonus to up to 5 other members.

Cleric 6: Holy Strike

Action:Primary
Power: Weak

The Cleric gains a bonus to his attack roll equal to his Will Modifier. The Cleric heals for an amount of damage equal to the damage he dealt with the attack.

Cleric 7: Lay on Hands

Action: Standard
Power: Weak

The Cleric Heals a target for an amount dependent on his Character Level. 3-5: 1d4 6-8: 1d6 9-11: 2d6 12-14: 3d6 15+: 3d8. The Cleric's Will Modifier is added to these rolls.

Cleric 8: Consecrate

Action: Primary
Power: Weak

The Cleric selects a 20' Radius area. This area bestows a +1 Bonus to saves for allies for 1 minute.

Cleric 9: Stay Life

Action: Reaction, Secondary
Power: Weak

The Cleric selects a creature within 10’ who has been damaged. That creature cannot die from that instance of damage.

Cleric 10: Focused Will

Action: Primary
Power: Empowered

  1. 4: The Cleric adds Shields a target of their choosing for 5 DT.
  2. 9: This may be performed as a Reaction, instead.

Cleric 11: Holy Barrier

Action: Primary
Power: Strong

The Cleric selects a 20' Radius close to him. Allies within the Barrier are healed for 1 point plus the Cleric’s Will Modifier immediately, and at the top of each Round. This effect lasts for one minute.

Cleric 12: Verdict

Action: Primary
Power: Strong

The Cleric Strikes at a target and deals his Class Dice in Damage, and gains his Class Die Count in DR for one round.

Cleric 13: Holy Service

Action: Primary
Power: Strong

Passive: The Cleric Gains a point to his Will Save.

Active: The Cleric can cast a Healing Spell as part of an attack using his standard action. In addition, both the Attack and Spell use the higher die maximum of the two.

Cleric 14: Link Life

Action: Primary
Power: Strong

Passive: The Cleric receives an additional point of healing from all sources.

Active: The Cleric and his target's life become linked, allowing both him and his target to split damage however they wish, and causing healing effects to apply to both of them, further, when one is entitled to a save both targets may make a save, and use the higher value. This Ability lasts for One Minute.

Cleric 15: Protection

Action: Special
Power: Strong

Passive: The Cleric learns the Gust Spell, can cast it at 1 higher of a level, and casts it at one lower level. In addition, the Character can cast it as a reaction by increasing its spell level by 2.

 

Active: The Gust Spell now Applies to Spells and their Saving Throws when taking the penalty empowerment, when this applies to an area of effect spell the spell deals no damage upon a successful save. In addition, the Cleric may choose to stack multiple squares in the same area. It is a primary action to channel this effect.

Cleric 16: Sanctuary

Action: Primary

Power: Powerful

Passive: When the Cleric casts a healing spell he is less likely to be targeted.

Active: The Cleric may cast a Spell with his Will Modifier to make him untargetable for a number of rounds equal to his Intellect Modifier.

Cleric 17: Grace

Action: Primary
Power: Powerful

Passive: Non-Damaging Spells cast by the Cleric have an increased DC of 1.

Active: The next Spell the Cleric casts rolls the maximum amount on its dice.

Cleric 18: Echo

Action: Primary
Power: Powerful

The Cleric repeats the same Standard Action with Empowerments active performed last round. This Effect may not be further Modified.

Cleric 19: Harbinger

Action: Secondary
Power: Powerful

Passive: The Cleric has an additional +1 to Attack and Damage when Smiting.

Active: When Striking a Target of an Opposing Alignment the Cleric may Deal his Smite Damage to all Enemies within 5' of the Cleric, all Allies within that area are Healed for the same amount.

Cleric 20: Clarity

Action: Primary
Power: Powerful

One Spell or effect Cast by the Cleric no longer requires concentration.

Cleric 21: Will of God

Action: None
Power: Wicked

When the Cleric casts a healing spell or ability, he may choose to activate this ability and replace his holy shield Bonus with a bonus equal to his Will Modifier.

Cleric 22: Chosen

Action: None
Power: Wicked

The Cleric may Choose any Die Roll for and make it roll the minimum or maximum. This effect lasts for one round.

Cleric 23: Sacred Guardian

Action: Primary
Power: Wicked

The Cleric Radiates an Aura of Protection 20' around himself. Allies within the Aura become immune to damage for a number of rounds equal to his Will Modifier +1.

Cleric 24: Ascension

Action: Primary
Power: Wicked

Passive: The Cleric gains 2 to every attribute.

Active: The Cleric gains Damage Reduction and Damage Equal to his Will Modifier for a number of rounds equal to his Will Modifier.

Cleric 25: Well of Life

Action: Primary
Power: Wicked

As part of casting this spell, the Cleric may cast any spell costing up to 25 mana for free. Rather than instantaneously casting this spell, he may cause the spell to activate at any time as a free reaction.