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Cleric

Classes Designed by Carlos Ruiz de Azua Fuentes • Art by Leo Avero

About this class

Faith shapes reality through your hands. Whether guided by a divine presence, sacred ideal, or the whisper of something vast and unseen, you act as the vessel for a power that answers belief with strength. When you call, that power listens—and the world responds.

Clerics embody conviction turned outward. Some stand in gleaming armor and rally the wounded with radiant words. Others walk barefoot through shadowed places, offering mercy where none remains. Whatever form your devotion takes, your prayers carry the weight of your heart, not just the words you speak.

In play, a Cleric channels their chosen source through acts of aid, protection, and revelation. You might bless allies, repel the profane, or call down miracles that reshape the tide of battle. Your strength flows from faith—tested, renewed, and shared.

Domains

Core domain
Splendor
Core domain
Grace

Starting stats

Evasion
10
Hit points
6

Hope feature

Soul aid
Spend 3 Hope to clear a Stress Slot on an ally within Close range.

Class features

  • Faith Dice

    Faith:
    You have devoted yourself to a faith, cult, belief, emotion, or higher being—whether a god, demon, fae, or something stranger still. Write their name or title in the space provided, and work with your GM to understand how they fit within the world. Then, choose their spheres of influence (such as Nature & Mischief, Love & War, or Knowledge & Shadow) and record them on your sheet. Each begins at +2, and whenever your tier increases, these spheres permanently gain +1.

    Faith Dice:
    You begin with 2 Faith Dice (d4), you gain 1 Faith Dice when entering a new tier of play.

    During a rest, you may spend one downtime move to pray or commune with your faith. When you do, you regain Faith Dice equal to your Instinct during a long rest, or 1 Faith Die during a short rest.

    If you choose not to perform this devotion during any rest, you lose 1 Hope at the end of your next long rest. If you have no Hope to lose, you instead gain 1 Stress. This Stress cannot be removed until you spend 2 Hope on an act of devotion or sacrifice.

    Keep your Faith Dice in a separate pool on your character sheet. You may spend any number of them to aid yourself or an ally within Far range. When spent, use the die’s value to heal Hit Points, add to a roll’s result after it is made, or gain Hope equal to the result.

Class items

  • A symbol of your faith
  • A book of notes or of your faith

Character questions

Background prompts

  1. Which god or concept did you devote your faith to? What made you believe in them?
  2. What's your personal ritual or thought that helps you connect with your faith?
  3. Does your personal belief differ to others in your religion or cult?

Connection prompts

  1. Why do you ask me so many questions about my faith?
  2. You once saw me praying to my faith. Ever since, you’ve looked at me differently. Why?
  3. We either belief in the same faith or we disagree completly, how so?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.