Priest
About this class
Priests are anointed messengers, chosen by divine aspects like deities, cosmic forces, or powerful celestials and fiends, to be their conduits into the world. Nothing can separate a priest from their divine aspect save death, and many are unsure of even that. Priests have charisma both natural and divine, winning others to their side as easily as they call down divine judgment on their foes. Priests spend time working on growing their relationship with their divine aspect, proselytizing, or creating places of worship.
Included subclasses
Domains
Splendor
Grace
Starting stats
Hope feature
Class features
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Divine Domain
Choose a Domain other than Splendor or Grace that is thematically fitting for your divine aspect; that Domain becomes your Divine Domain. When you take a domain card, you can choose cards from your Divine Domain up to half your level (rounded up). When you select your Divine Domain, take a card from it you qualify for. You also gain an additional Loadout Slot that can only be used for cards from your Divine Domain.
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Miracle Worker
At the beginning of each session, you gain Miracle Tokens equal to your Spellcast Trait. When you or an ally within Far range fails any die roll, you can spend a Miracle Token to let that creature re-attempt the roll. You clear all Miracle Tokens at the end of each session.
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Thaumaturgy
You can perform harmless, subtle magical effects related to your both your Divine Domain and the divine in general at will, such as turning water into wine, causing an object or your body to glow with light, making flowers and plants bloom if Sage is your Divine Domain, or making your eyes turn jet black and your voice sound demonic if Dread is your Divine Domain.
Class items
- A copy of a message you channeled from your divine aspect
- A sacred relic whose power has been lost
Character questions
Background prompts
- What deep desire led me close to my divine aspect?
- What unexpected way did my divine aspect show themselves to me?
- What conflict have I not resolved with my divine aspect?
Connection prompts
- How does my presence disturb you?
- What miraculous aid do you owe me for?
- Why can't you separate me from my divine aspect in your mind?
Subclass cards
Printable via header menu
Oracle
Foundation
SPELLCAST TRAIT: Instinct
Oracular Curse: Part of the divine aspect you serve is in contention with you. Describe on your character sheet how this manifests, and mark a Curse Experience related to your divine aspect at 2. In addition to the usual rules, the GM can use this experience in a situation you are involved in by spending a Fear or giving you a Hope or a Miracle Token. When marking new experiences, you may choose to make them Curse Experiences. You also gain a bonus to Presence rolls equal to half your highest Curse Experience (rounded up).
Foretell Doom: When an Adversary within Far range succeeds on a roll, you can spend a Miracle Token to force them to re-attempt that roll.
Oracle
Specialization
Avert Disaster: Once per session, when the Spotlight would shift to the GM you can mark a Stress to immediately take the Spotlight, and then have the Spotlight shift to the GM after you act.
Fatetwined: Mark an additional Curse Experience at 2. The first time each rest the GM utilizes a Curse Experience, you gain a Miracle Token. You gain a bonus to Reaction Rolls equal to the number Curse Experiences you have.
Oracle
Mastery
Omenscarred: Increase each of your Curse Experiences by 1. You may choose to mark an additional Curse Experience at 3. Gain a bonus to your Evasion equal to your lowest Curse Experience.
Screaming Torrential Clarity of Vision: You can Avert Disaster any number of times per session. Beyond the second time, the stress you mark is permanent. You make a Death Move when you mark either your last Hit Point or your last Stress.
Shepard
Foundation
SPELLCAST TRAIT: Presence
Channel Life: You can touch a creature and spend a Miracle Token. That creature clears 1d4 Hit Points. You can’t target the same creature again until your next rest.
Shepard's Guidance: Whenever you Help an ally on an action roll, you increase the Advantage die rolled from a d6 to a d10.
Shepard
Specialization
Distant Channel: You can use Channel Life from Far range. Once per long rest, you can have Channel Life effect a number of creatures within Far range up to your Presence, instead of just one creature.
Divine Favor: Once per rest, you can use Prayer without spending Hope.
Shepard
Mastery
Soothing Channel: When a creature is healed by your Channel Life, it also clears a Stress.
Divine Inspiration: Whenever you Help an ally on an action roll, you can spend a Miracle Token to have that ally gain 1d4 Hope.
Priest
Priests are anointed messengers, chosen by divine aspects like deities, cosmic forces, or powerful celestials and fiends, to be their conduits into the world. Nothing can separate a priest from their divine aspect save death, and many are unsure of even that. Priests have charisma both natural and divine, winning others to their side as easily as they call down divine judgment on their foes. Priests spend time working on growing their relationship with their divine aspect, proselytizing, or creating places of worship.
Domains
Splendor + Grace
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A copy of a message you channeled from your divine aspect
- • A sacred relic whose power has been lost
Priest’s Hope Feature
Prayer : Spend 3 Hope to pray and gain a Miracle Token.
Class Features
Divine Domain
Choose a Domain other than Splendor or Grace that is thematically fitting for your divine aspect; that Domain becomes your Divine Domain. When you take a domain card, you can choose cards from your Divine Domain up to half your level (rounded up). When you select your Divine Domain, take a card from it you qualify for. You also gain an additional Loadout Slot that can only be used for cards from your Divine Domain.
Miracle Worker
At the beginning of each session, you gain Miracle Tokens equal to your Spellcast Trait. When you or an ally within Far range fails any die roll, you can spend a Miracle Token to let that creature re-attempt the roll. You clear all Miracle Tokens at the end of each session.
Thaumaturgy
You can perform harmless, subtle magical effects related to your both your Divine Domain and the divine in general at will, such as turning water into wine, causing an object or your body to glow with light, making flowers and plants bloom if Sage is your Divine Domain, or making your eyes turn jet black and your voice sound demonic if Dread is your Divine Domain.
Priest Subclasses
Choose either the Oracle or Shepard subclass.
Oracle
Play the Oracle if you want the challenge of dancing with destiny.
Spellcast Trait
Instinct
Foundation Features
Oracular Curse: Part of the divine aspect you serve is in contention with you. Describe on your character sheet how this manifests, and mark a Curse Experience related to your divine aspect at 2. In addition to the usual rules, the GM can use this experience in a situation you are involved in by spending a Fear or giving you a Hope or a Miracle Token. When marking new experiences, you may choose to make them Curse Experiences. You also gain a bonus to Presence rolls equal to half your highest Curse Experience (rounded up).
Foretell Doom: When an Adversary within Far range succeeds on a roll, you can spend a Miracle Token to force them to re-attempt that roll.
Specialization Feature
Avert Disaster: Once per session, when the Spotlight would shift to the GM you can mark a Stress to immediately take the Spotlight, and then have the Spotlight shift to the GM after you act.
Fatetwined: Mark an additional Curse Experience at 2. The first time each rest the GM utilizes a Curse Experience, you gain a Miracle Token. You gain a bonus to Reaction Rolls equal to the number Curse Experiences you have.
Mastery Feature
Omenscarred: Increase each of your Curse Experiences by 1. You may choose to mark an additional Curse Experience at 3. Gain a bonus to your Evasion equal to your lowest Curse Experience.
Screaming Torrential Clarity of Vision: You can Avert Disaster any number of times per session. Beyond the second time, the stress you mark is permanent. You make a Death Move when you mark either your last Hit Point or your last Stress.
Shepard
Play the Shepard if you want to be a spiritual leader.
Spellcast Trait
Presence
Foundation Features
Channel Life: You can touch a creature and spend a Miracle Token. That creature clears 1d4 Hit Points. You can’t target the same creature again until your next rest.
Shepard's Guidance: Whenever you Help an ally on an action roll, you increase the Advantage die rolled from a d6 to a d10.
Specialization Feature
Distant Channel: You can use Channel Life from Far range. Once per long rest, you can have Channel Life effect a number of creatures within Far range up to your Presence, instead of just one creature.
Divine Favor: Once per rest, you can use Prayer without spending Hope.
Mastery Feature
Soothing Channel: When a creature is healed by your Channel Life, it also clears a Stress.
Divine Inspiration: Whenever you Help an ally on an action roll, you can spend a Miracle Token to have that ally gain 1d4 Hope.
Background Questions
Answer any of the following, or create your own.
- • What deep desire led me close to my divine aspect?
- • What unexpected way did my divine aspect show themselves to me?
- • What conflict have I not resolved with my divine aspect?
Connections
Ask one of the following, or improvise.
- • How does my presence disturb you?
- • What miraculous aid do you owe me for?
- • Why can't you separate me from my divine aspect in your mind?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.