Clerics are divine-powered spellcasters who specialize in damage control, buffing, and supernatural warfare. While they vary widely by deity and culture, adventuring clerics[1] tend to be decent and passionate folk with a faith only matched by their steely nerves.
While the cleric seldom decides when combat begins, they are key to determining its ending.
Key Considerations[]
Theme is everything when designing a cleric.[2] The patron deity of a cleric must be both inspiring and appropriate for adventuring. Gods of storms, gods of war, gods who bless with healing and dazzling light, these work well for clerics. You may even have artifice or forge-gods whom help the cleric bless weapons and materials, or even gods of cities and construction who provide literal stepping stones and walls when needed.
Special Cleric Traits[]
- Holy Might!
- Contingency Casting (cast something you don't know)
- Detect Evil (an old classic, useful for scouting)
- Divine Guidance (works like Intuition, is a little meta)
- Divine Omens (a weird one, used to gain intel)
- Faith Healing (another classic, useful for healing without using
- Clerics can improve their Will to 25 instead of 20,
- Clerical Investment -- You're officially a priest. This gives lots of roleplay opportunities, and provides a bonus to reactions from most folks. You can sanctify altars, lead prayers, and get some really good prices for holy water.
- Esoteric Medicine -- You have a Divine M.D. As long as there isn't zero sanctity, you can perform all sorts of medical aid. This includes regular injuries, disease, poison, even treating mortal wounds and heart attacks.[3]
- Exorcism -- Cleansing cursed areas, treating possession, and getting that weird demon smell out...
- Cleansing[4] -- If an area is so cursed that it drains the life from those around it.. then it's good they called you! This takes about three hours and requires a Quick Contest between the cleric's Will and the effective Will of the evil force of the area.
- Possession Treatment -- If a person is cursed, you can cleanse them too! This works like cleansing, but sometimes the force uses strength instead of will.
Cleric Spells[]
In order by Power Investiture (that is, the overall divine potency a cleric has.[5]
PI 1: Armor, Aura, Bravery, Cleansing, Coolness, Detect Magic, Detect Poison, Final Rest, Lend Energy, Lend Vitality, Light, Might, Minor Healing, Purify Air, Purify Water, Recover Energy, Sense Evil, Sense Life, Sense Spirit, Share Energy, Share Vitality, Shield, Silence, Stop Bleeding, Test Food, Thunderclap, Umbrella, Vigor, Warmth, and Watchdog.
PI 2: Awaken, Command, Compel Truth, Continual Light, Create Water, Glow, Great Voice, Healing Slumber, Hide Thoughts, Light Jet, Major Healing, Persuasion, Protection from Evil, Purify Food, Relieve Sickness, Resist Acid, Resist Cold, Resist Disease, Resist Fire, Resist Lightning, Resist Pain, Resist Poison, Restore Hearing, Restore Memory, Restore Sight, Restore Speech, Seeker, Stop Spasm, Summon Spirit, Truthsayer, Turn Spirit, and Turn Zombie.
PI 3: Affect Spirits, Astral Vision, Breathe Water, Command Spirit, Create Food, Cure Disease, Dispel Possession, Flaming Weapon, Great Healing, Magic Resistance, Neutralize Poison, Relieve Paralysis, Repel Spirits, Restoration, See Secrets, Silver Tongue, Stone to Flesh, Stop Paralysis, Strengthen Will, Sunbolt, Sunlight, Suspended Animation, and Wisdom.
PI 4: Astral Block, Banish, Dispel Magic, Essential Food, Gift of Letters, Gift of Tongues, Instant Neutralize Poison, Monk’s Banquet, Regeneration, and Vigil.
PI 5: Bless, Curse, Earthquake, Entrap Spirit, Pentagram, and Remove Curse.
PI 6: Sanctuary
See Also[]
References[]
- Dungeon Fantasy RPG: Adventurers, p.19-22
- ↑ read: PC clerics
- ↑ Fan suggestion!
- ↑ if there's none, you have to rely on good-ol First Aid and Surgery skills
- ↑ DFRPG: Exploits, p.24
- ↑ As per Cleric Spells in DFRPG: Spells, p.6