Cleric: Difference between revisions

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m (Admin moved page Mystic to Cleric: Decided to stay with the Cleric name after all. Neither option is perfect. The D&D trope does set the correct gameplay expectations so we'll go with it.)
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[[Category: Character Classes]]
[[Category: Character Classes]]
The '''Mystic''' is a spellcaster who gets their power from summoning spirits and from adjuration, that is, from directly commanding Nature using names of power. The Mystic is roughly equivalent to the SRD class called "cleric" but is different in concept. The Mystic doesn't get their powers directly from a single god. They get them from the mystical teachings of a particular cult. The cults may be affiliated with a single god or they may be polytheistic in devotion. Cults are usually associated with a particular culture, so mystics from different cultures will have different powers.
The '''Cleric''' is a spellcaster who gains the power to work miracles by following a spiritual regimen of meditation and rituals. The word "cleric" is a bit of a misnomer because a cleric doesn't have to be affiliated with an organized sect. We use the word "cleric" because it's the term for this class in other games (both 5E and Pathfinder). In Adventure Band, clerics don't get their powers directly through prayer. They practice rituals prescribed by a sacred mystery and thereby gain spiritual powers.
 
= Creating a Cleric =
Unlike other classes, an [[Archetype]] is required.
 
Archetypes to be developed:
* [[Mystery of Life]]
* [[Druid]]
 
When you take your first level in a cleric class, you gain
* Whatever free stunts are provided by your archetype
* Two additional stunts, which you can choose from any list you have access to: your [[Ancestry]], [[Archetype]], [[background]], or any unrestricted stunts you want.
* Three first-level spells
 
Consider taking an Aspect related to your [[creed]] and/or your position in a religious [[order]] -- or outside it!
 
== Spells ==
* [[Bless]]
* [[Light]]
* [[Turn Undead]]
* [[Protection from Evil]]
* [[Remove Fear]]
* [[Lesser Healing]]
* [[Healing Word]]
 
== Recommended Skills ==
* [[Sanctity]] is the essential skill for clerics and is used for casting spells.
* [[Will]] prepares the cleric to face supernatural opponents such as fiends and undead.
* [[Academics]] is appropriate for clerics who have formal education.
* [[Fighting]] can be effective for clerics if their [[Archetype]] gives them access to good weapons and armor.

Latest revision as of 17:30, 23 July 2022

The Cleric is a spellcaster who gains the power to work miracles by following a spiritual regimen of meditation and rituals. The word "cleric" is a bit of a misnomer because a cleric doesn't have to be affiliated with an organized sect. We use the word "cleric" because it's the term for this class in other games (both 5E and Pathfinder). In Adventure Band, clerics don't get their powers directly through prayer. They practice rituals prescribed by a sacred mystery and thereby gain spiritual powers.

Creating a Cleric

Unlike other classes, an Archetype is required.

Archetypes to be developed:

When you take your first level in a cleric class, you gain

  • Whatever free stunts are provided by your archetype
  • Two additional stunts, which you can choose from any list you have access to: your Ancestry, Archetype, background, or any unrestricted stunts you want.
  • Three first-level spells

Consider taking an Aspect related to your creed and/or your position in a religious order -- or outside it!

Spells

Recommended Skills

  • Sanctity is the essential skill for clerics and is used for casting spells.
  • Will prepares the cleric to face supernatural opponents such as fiends and undead.
  • Academics is appropriate for clerics who have formal education.
  • Fighting can be effective for clerics if their Archetype gives them access to good weapons and armor.