Four GLOG Clerics (sorta kinda? not really?)

The Universal Cleric

a glog-ish class for the whole party

partner post (concept, design, my thoughts, etc.)

 

Templates

You gain one template for each level you earn, for your first four levels. Higher tier templates can only be taken after their prior templates have been taken (A > B > C > D). Some subclasses have two templates for a letter. If so, take both templates as if they were one.

At first level, choose a subclass and take its first template. For each subsequent level, you may continue taking templates in that subclass, or take templates in other subclasses (starting again at A).


[_] Faith Dice (Default Ability)

You have Faith Dice (FD) which you may spend to make appeals to fantastical creatures. Earn one faith die per template taken (max 4).

To start, choose one appeal from the provided list. Learn additional appeals directly from clerics of higher level, gods, or monsters.

Faith dice are recovered by praying and leaving appropriate offerings at shrines. An offering is deemed appropriate when it is suited to the object of worship (ex. don’t offer holy water to a dragon’s shrine, but fresh sheep meat will do). Prayer at any shrine restores one faith die, while prayer at the shrine of your most favored divinity restores two.

Faith dice begin as d6. By making a major and meaningful sacrifice at a shrine to your favored deity, or to any deity for whom the sacrifice would be especially meaningful, raise the die one size (max d12). If you ever break an oath, lower the die one size.


Subclasses

Sworn Knight

Hit Die: d10

 

[A] Mask of Honor

You are honor-bound to serve a mythic creature (such as a dragon, god, or meadow fairy). To make apparent that duty, your face must be obscured from public view at all times. If your face is ever seen by anyone other than that creature, your FD are reduced to zero and your maximum FD reduced by one.


[B] Weapon Master

Your experience in weaponry has grown to the extent that you can make do with just about anything in combat and pick up weapon proficiencies with no difficulty. Make all attack rolls with a +2 bonus. Additionally, choose one type of weapon (ex. swords, axes). When dealing damage with that weapon, use a damage die one size up (ex. instead of using a d8 for a longsword, use a d10).


[C] Loyal Protector

When an enemy makes an attack against a nearby ally, you may choose to shield them from harm and take the hit yourself. If you do so, and if that enemy is within range of your weapon, you may make an attack back at them.


[C] For My Favorite

Your mythic master has made a charm to keep you and your allies safe from harm. As long as you wear it, gain +2 AC.


[D] Live to Serve

When struck with a mortal blow for the first time, the memory of your oath keeps you alive. Restore all FD and HP. The second time you’re struck with a mortal blow, you die.

 

Impish Brat

Hit Die: d8


[A] Compulsion to Lie

Lies come easily to you, even easier than truths. As many times as you like per day, you may speak a substantial lie (ie. incurs risk / can bite you back). If the target of your deception believes you, you gain the ability to identify their lies for the rest of the day.


[B] Hearing Things

You’ve been hearing voices. It might be instinct, it might be insanity, or it very well could be a little imp. Regardless, the voices seem to have your interests in mind, and alert you when you’re about to step into a semi-obvious trap. With the help of these whispers, you’re able to spot traps, and also gain +2 on saves / checks to locate valuables, hidden weapons, and alternate entrances and escape routes.

 

[C] Lucky Escape

Once per day, when (unwillingly) constrained by chains, rope, or other bindings, you may shimmy out when no one’s looking. Knots untie themselves and locks pick themselves, almost like someone was helping you out.


[D] Weird Dream

In a very strange and fiery dream, you’ve learned to brew poisons and vapors from the blood and bones of mythical creatures. The exact effect of these poisons are based on the creatures’ traits, and may have unintended effects.

Entirely unrelated of course, you also seem to understand the ancient and obscure language of the region you’re currently in.


Hermitic Bookworm

Hit Die: d6


[A] Don’t Talk to Me or My Tome Ever Again

You are a witch, herbalist, priest, or other such scholar with a particular interest in the mythical. Your findings are contained within an enormous tome (takes two hands to hold comfortably) that you lug everywhere you go. Having developed an emotional dependence, if you are ever separated from your tome, you grow irrationally upset. Also, gain two additional FD (max. 6).


[B] Create Artifact

Building on your extensive research, you may make magic equipment from the corpse of a mythic creature, or consumable magic items from fantastical items (ex. holy water, flowers from a fairy garden).

Discuss the effect of these items with your Game Master, keeping in mind that it is limited by both the source of the magic and the nature of your research.


[C] The Smell of Adventure

Like a hound, you can sniff out mythic powers around you and track them to their sources. The smell of the power depends on the nature of its source, which may aid in identifying power similar to something you’ve smelled out before.


[D] Befriend… Thing

Having done significant research on mythic creatures, you’ve learned something of their odd natures, distant and self-centered attitudes, and personal tastes. With four hours of focused observation, you’re able to gauge the personality of a mythic creature and earn its trust (or at the very least, be spared its wrath). Depending on the creature, your GM may share additional information on its identity and nature.

 

Fairy Blooded

Hit Die: d8


[A] Fantastical Origins

Somewhere in your family tree was a god, fairy, or monster. As a descendant of the mythic, your connection to divine power is stronger, though your connection to humanity is not. Gain one additional FD (max 5). Additionally, choose three minor physical or behavioral features related to your mythic ancestor (ex. curling horns, inability to sleep, breathe small puffs of fire). The common folk fear the mythic as much as they revere it. If they find out about your quirks, you’ll be branded a witch or fairy and killed.


[B] Sparkling Eyes

As you grow in touch with your mythic nature, you’ve learned to control some of your odd features. In particular, you’ve learned to shine your eyes and convey emotional cues like anger, fear, and sadness.

As many times per day as your level (max 4), you may shine your eyes at a person, intensely conveying a basic emotion of your choice. The extent to which they are affected is dependent on their own willpower.


[C] Guardian Spirit

You have earned the life-long blessing of a small animal, monster, plant, or divine spirit. You can understand this guardian’s spirits emotions and instincts, and it can understand yours, though communication is otherwise difficult.

Your guardian spirit has as many Spirit Dice (SD, d6) as your level (max 4). As long as your spirit is nearby, you may mentally request it to spend one or more SD to heal you or an ally. SD are recovered by your spirit sleeping for 10 hours in a suitable nest within a holy place.


[D] Create Shrine

In up to three places, you may use a drop of your divine blood and an idol of yourself to create a shrine. The location may only be the size of a small room due to your diluted magic (and must be cleared of danger before-hand), but operates as a shrine in all other capacities.

 

Appeals

Appease Ghost. Cook a lovely meal yourself, and imbue one or more FD into the food. You can’t use these dice until the food is eaten. If you leave the meal out in the open, with no visible threats around, a local ghost will approach at night. Roll the FD you imbued. On a 1-3, the ghost is angered by a mistake you made, eats it, and dashes off. On a 4-6, the ghost is pleased, and takes a nap. On a 7+, the ghost is relieved enough to eat good food that its spirit ceases haunting for as many months as the sum.

Bestial Nature. Make an appeal to a spirit with a bestial nature or form to temporarily take on some of their features (ex. claws, horns, etc.). Spend one FD per feature. Each feature lasts as many hours as its corresponding roll. FD spent this way explode (ie. on their highest number, the die is re-rolled and added to the result).

Breathe Underwater. When fully submerged in a natural body of water, open your eyes and mouth, and plead the local spirit for the ability to swim freely. Roll one or more FD. On a 1-3, the spirit finds your flopping distasteful, and does nothing. On a 4-6, it finds your attempt to speak underwater endearing, and allows you to breathe in its waters for the day. On a 7+, you may breathe freely and swim quickly with helpful currents.

Command. At some point, you’ve trapped a spirit into a jar. Release the spirit and command up to four times. Spend one FD for each command. On a 4+, the spirit follows the command dutifully. On a roll of all 1s, 2s, and 3s, the spirit realizes just how pitifully human you are and turns on you.

Eye in the Sky. Make eye contact with a bird, and whisper a plea to whichever spirit occupies the local skies. Roll one or more FD. On a 1-3, the plea fails. On a 4-6, you may see from the bird's eyes at will for an hour. On a 7+, you see from its eyes and hear from their ears in similar fashion.

Leap. Make a stack of stones and pray to it, asking for the aid of a local earth spirit. Then attempt a save or skill check to run, leap, or climb an inhuman distance, including one or more FD to your roll. On a success, the spirit aids you in your efforts. On a failure, it finds you lacking in determination and stops you just short of your goal.

Nature's Affection. When in a vegetated area, if hit by an attack, you may roll one or more FD. On a 1-3, the attack lands as normal. On a 4-6, the enemy trips on strange roots, and the attack is narrowly avoided. On a 7+, the enemy trips and falls to the ground, where roots and vines tangle around their limbs. The vines may be chopped off or pushed away, but require a turn to do so.

Revitalize. Pray to a divinity of beauty or love, or to a nature spirit known for those qualities. This prayer may occur in a shrine, to an idol, or to the spirit themselves. Roll as many FD as you’d like, and heal HP by that amount. Additionally, your appearance is altered slightly to bring out your best qualities, with exfoliated and moisturized skin, shining hair, and a soft fragrance of your preference.

Shield of Love. Tie a sacred thread around a friend or lover's wrist. As long as the thread remains on, whenever they are hit with an attack, they may spend your FD to negate damage up to the sum (of FD) rolled. If the thread is ever taken off, even to bathe, this ability ends.

Smite. Calling upon the name of a god or spirit you revere, strike your foe with divine power. Roll an attack roll as normal. Upon landing a hit, add as many FD as you wish to the total damage dealt.

 

Additional appeals should be created by the Game Master and peppered throughout the world.

 

Shrines

Shrines are holy structures and locations, and take many forms, sizes, and atmospheres. They are places of rest, protection, and communion with divinities. 

 

Shrine Effects

Shrines are free of danger, and violence cannot occur within one without the specific and explicit consent of the shrine’s divinity (or divinities, if there are multiple, such as in a temple complex).

Shrines are also the only place where rest can occur. While short rests only require prayer and a snack or small meal, a long rest requires a full night of sleep and a morning bath before an hour of worship and a full meal at the shrine.

 

Ruined Shrines

When a shrine is not tended to for over a decade, it begins to fall into ruin, and its abilities (as a place of refuge, and also a place of rest and FD recovery) go dormant. The shrine may be reawakened by clearing it of danger and putting in significant restoration work.

 

Example shrines:

  • A cave temple to the spirit of the local mountains
  • A secluded clearing in a forest with a ring of flowers and a small idol
  • An old altar deep in a dungeon that dungeon denizens leave bloody offerings
  • A sprawling temple complex to the Sun and Moon in the empire’s capital city
  • The ruined temple inside the decrepit castle the party just bought

 

 A shrine! Not what I'm talking about though...

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