Cleric
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
Splendor
Grace
Starting stats
Hope feature
Class features
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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
- Which god or concept did you devote your faith to? What made you believe in them?
- What's your personal ritual or thought that helps you connect with your faith?
- Does your personal belief differ to others in your religion or cult?
Connection prompts
- Why do you ask me so many questions about my faith?
- You once saw me praying to my faith. Ever since, you’ve looked at me differently. Why?
- We either belief in the same faith or we disagree completly, how so?
Subclass cards
Printable via header menu
Belief in Combat
Foundation
SPELLCAST TRAIT: Instinct
Combat Prayer: When you or an ally within Close range miss an attack, you may take a Reaction to spend 1 Faith Dice. When you do, reroll the Hope Die as a d20 and use the new result instead.
Guided Strike: Once per scene, you may spend one of your faith dice to one attack made by you or an ally. You either add it to the attack or damage roll.
Belief in Combat
Specialization
War Priest: When an enemy is defeated within close range. You regain 1 faith dice OR 1 Hope.
Belief in Combat
Mastery
Blessing in Combat: Whenever you roll a damage die from one of your attacks or a Faith Die, if you roll its highest value, roll it again and add them to the total. You may repeat this up to a number of times equal to your tier.
Belief in Life
Foundation
SPELLCAST TRAIT: Instinct
Healing Prayer: When you use your faith dice to heal another creature, you may spend 1 Hope to restore additional Hit Points equal to your tier.
Preserve Life: Once per long rest, roll a number of d6s equal to your tier.
Divide the total among any creatures of your choice within Close range (including yourself), restoring that many Hit Points.
Belief in Life
Specialization
Syphon Life: After you heal or damage a creature, you may spend 2 faith dice to heal another creature within Very Close range for an amount equal to your tier.
Belief in Life
Mastery
Blessing in Life: Whenever you roll to heal or roll a Faith Die, if you roll its highest value, roll it again and add the result to the total.
You may repeat this up to a number of times equal to your tier.
Belief in Guile
Foundation
SPELLCAST TRAIT: Presence
False Prayer: You may spend faith dice and add the result on stealth, deception, persuasion, or social manipulation rolls of yourself or an ally within close range.
Illusory Double: Spend 2 Faith Dice to create a projected copy of yourself within Close range. The illusion mimics your movements and lasts until the end of the scene or until you dismiss it.
A creature investigating the projection can tell it’s of magical origin.
You may cast spells from the illusion’s location as if you were there. If the illusion takes any damage, it vanishes instantly.
Belief in Guile
Specialization
Switch: You may spend 2 hope and a reaction roll to swap places with your illusory double.
You may also mark 2 stress to create your Illusory Double instead of spending your faith dice.
Belief in Guile
Mastery
Blessing in Trickery: Whenever you roll for Stealth, Presence, or roll a Faith Die, if you roll its highest value, roll it again and add the result to the total.
You may repeat this up to a number of times equal to your tier.
Cleric
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
Splendor + Grace
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A symbol of your faith
- • A book of notes or of your faith
Cleric’s 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.
Cleric Subclasses
Choose either the Belief in Combat or Belief in Life subclass.
Belief in Combat
Believe in Combat if you wish to protect and/or teach your faith by forceful means
Spellcast Trait
Instinct
Foundation Features
Combat Prayer: When you or an ally within Close range miss an attack, you may take a Reaction to spend 1 Faith Dice. When you do, reroll the Hope Die as a d20 and use the new result instead.
Guided Strike: Once per scene, you may spend one of your faith dice to one attack made by you or an ally. You either add it to the attack or damage roll.
Specialization Feature
War Priest: When an enemy is defeated within close range. You regain 1 faith dice OR 1 Hope.
Mastery Feature
Blessing in Combat: Whenever you roll a damage die from one of your attacks or a Faith Die, if you roll its highest value, roll it again and add them to the total. You may repeat this up to a number of times equal to your tier.
Belief in Life
Believe in Life if you wish to help life and living beings heal and thrive
Spellcast Trait
Instinct
Foundation Features
Healing Prayer: When you use your faith dice to heal another creature, you may spend 1 Hope to restore additional Hit Points equal to your tier.
Preserve Life: Once per long rest, roll a number of d6s equal to your tier.
Divide the total among any creatures of your choice within Close range (including yourself), restoring that many Hit Points.
Specialization Feature
Syphon Life: After you heal or damage a creature, you may spend 2 faith dice to heal another creature within Very Close range for an amount equal to your tier.
Mastery Feature
Blessing in Life: Whenever you roll to heal or roll a Faith Die, if you roll its highest value, roll it again and add the result to the total.
You may repeat this up to a number of times equal to your tier.
Background Questions
Answer any of the following, or create your own.
- • Which god or concept did you devote your faith to? What made you believe in them?
- • What's your personal ritual or thought that helps you connect with your faith?
- • Does your personal belief differ to others in your religion or cult?
Connections
Ask one of the following, or improvise.
- • Why do you ask me so many questions about my faith?
- • You once saw me praying to my faith. Ever since, you’ve looked at me differently. Why?
- • 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.