Cleric: Difference between revisions
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==General== | |||
Generally pious individuals who have entered into service to the Divine. Through the use of relics, Clerics act as both the representative and conduit of the divine power of their deity. Those Clerics who act contrary to the divine energy they wield quickly find themselves stripped of their divine powers. | |||
'''Alignment:''' Any | |||
'''Hit Points:''' d8 | |||
'''Proficiencies:''' Armor (Light, Medium, Heavy), Shields, Weapon (Simple) | |||
'''Skill Points:''' 2+int modifier per level (2+int modifier)*4 at 1st level | |||
'''Save Progression:''' Fort High, Will High, Ref Low | |||
'''Attack Bonus:''' +3/4 levels | |||
'''Spellcasting:''' Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneously cast). Attunement to a Relic is required to cast spells. | |||
==Clerics in EFU: City of Rings== | ==Clerics in EFU: City of Rings== | ||
Clerics in EFU: City of Rings do not receive their ability to cast spells directly from a deity, but rather instead channel their ability to cast divine magic through a specific relic kept within their possession. | Clerics in EFU: City of Rings do not receive their ability to cast spells directly from a deity, but rather instead channel their ability to cast divine magic through a specific relic kept within their possession. | ||
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Players are advised that while canonical FR religions certainly exists within the Rings (particularly among those who have recently awoken), the conventional religions as practiced in the Forgotten Realms are diminished in importance in favor of new beliefs, codes, and idolatry of different powers. | Players are advised that while canonical FR religions certainly exists within the Rings (particularly among those who have recently awoken), the conventional religions as practiced in the Forgotten Realms are diminished in importance in favor of new beliefs, codes, and idolatry of different powers. | ||
==Dogmatic Expectations== | |||
Clerics are expected to represent their deity/divine belief in ways beyond simply casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and role play. Best judgement is required but there is some flexibility in creativity of concept. If a Cleric strays too far they will receive spell casting failure chance (applied by DMs). | |||
==Choosing Domains== | ==Choosing Domains== | ||
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Players are advised to select domains according to desired theme and flair, the mechanically best choice may not have the best relics associated with it. | Players are advised to select domains according to desired theme and flair, the mechanically best choice may not have the best relics associated with it. | ||
Custom spell changes: We have introduced a number of new spells. A complete list of all spell changes can be found [[Spell Changes|here]]. | |||
'''Cleric (Level 1)''' | |||
* Bless Water: Create holy water | |||
* Command | |||
'''Cleric (Level 3)''' | |||
* Heart Clutch | |||
* Masochism | |||
'''Cleric (Level 4)''' | |||
* Ward Area | |||
* Mass Ultravision | |||
* Lower Spell Resistance | |||
'''Cleric (Level 5)''' | |||
* Chaav's Laugh | |||
'''Cleric (Level 6)''' | |||
* Scrying | |||
===Domain Alignment Table=== | ===Domain Alignment Table=== | ||
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| ALL | | ALL | ||
|} | |} | ||
==Turn Undead== | |||
EFU: City of Rings has an entirely new [[Turn Undead]] system based on the Cleric's domains. When a PC initiates the use of [[Turn Undead]], one effect out of three possible ones based on the primary domain of the Cleric will randomly take place. | |||
The new [[Turn Undead[[ effects ignore the regular [[Turn Undead]] effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.). |
Revision as of 02:39, 18 January 2019
General
Generally pious individuals who have entered into service to the Divine. Through the use of relics, Clerics act as both the representative and conduit of the divine power of their deity. Those Clerics who act contrary to the divine energy they wield quickly find themselves stripped of their divine powers.
Alignment: Any Hit Points: d8 Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple) Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level Save Progression: Fort High, Will High, Ref Low Attack Bonus: +3/4 levels Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneously cast). Attunement to a Relic is required to cast spells.
Clerics in EFU: City of Rings
Clerics in EFU: City of Rings do not receive their ability to cast spells directly from a deity, but rather instead channel their ability to cast divine magic through a specific relic kept within their possession.
Some Clerics may well consider themselves a devoted servant to a particular deity, however their capacity to offer blessings and spells is fully contingent upon them keeping a relic of that deity or its portfolio in their possession.
Players are advised that while canonical FR religions certainly exists within the Rings (particularly among those who have recently awoken), the conventional religions as practiced in the Forgotten Realms are diminished in importance in favor of new beliefs, codes, and idolatry of different powers.
Dogmatic Expectations
Clerics are expected to represent their deity/divine belief in ways beyond simply casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and role play. Best judgement is required but there is some flexibility in creativity of concept. If a Cleric strays too far they will receive spell casting failure chance (applied by DMs).
Choosing Domains
Mechanically, players of a Cleric must select 1 appropriate domain each from the Primary and Secondary Domain Pools.
Primary Domains
Air, Death, Earth, Evil, Fire, Good, Water, Chaos, Law, Knowledge, Magic, Destruction, Drow, Elf, Dwarf, Halfling, Gnome, Orc.
Secondary Domains
Animal, Healing, Strength, Sun, Travel, Trickery, War, Luck, Ooze, Cavern, Darkness, Metal, Portal, Spider, Illusion, Spells, Reptilian, Undeath, Sea Caves, Renewal, Repose, Retribution, Rune, Storm, Suffering, Trade, Planning, Charm, Nobility, Fungus, Protection, Plant, Fate, Hatred.
Casting Spells
In order to be able to cast spells, they must then attune (via player tool) to an appropriate Relic that matches either of the domains they selected.
Players are advised to select domains according to desired theme and flair, the mechanically best choice may not have the best relics associated with it.
Custom spell changes: We have introduced a number of new spells. A complete list of all spell changes can be found here.
Cleric (Level 1)
- Bless Water: Create holy water
- Command
Cleric (Level 3)
- Heart Clutch
- Masochism
Cleric (Level 4)
- Ward Area
- Mass Ultravision
- Lower Spell Resistance
Cleric (Level 5)
- Chaav's Laugh
Cleric (Level 6)
- Scrying
Domain Alignment Table
Expand and consult the following table for information to see which domains are equivalent to each other for Relic Type.
Relic Type | Associated Domain(s) |
---|---|
Air | Air, Storm |
Animal | Animal |
Chaos | Chaos |
Charm | Charm |
Darkness | Darkness |
Death | Death, Undeath |
Destruction | Destruction |
Dwarf | Dwarf |
Earth | Earth, Cavern |
Elf | Elf |
Evil | Evil |
Fate | Fate, Retribution |
Fire | Fire |
Gnome | Gnome |
Good | Good |
Halfling | Halfling |
Hatred | Hatred |
Healing | Healing, Renewal, Repose |
Illusion | Illusion |
Knowledge | Knowledge, Rune |
Law | Law, Nobility |
Luck | Luck |
Magic | Magic, Spells |
Metal | Metal |
Ooze | Ooze |
Orc | Orc |
Portal | Portal |
Plant | Plant, Fungus |
Protection | Protection |
Reptilian | Reptilian |
Strength | Strength |
Suffering | Suffering |
Sun | Sun |
Spider | Spider, Drow |
Travel | Travel, Trade, Planning |
Trickery | Trickery |
War | War |
Water | Water, Sea Caves |
Universal | ALL |
Turn Undead
EFU: City of Rings has an entirely new Turn Undead system based on the Cleric's domains. When a PC initiates the use of Turn Undead, one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.
The new [[Turn Undead[[ effects ignore the regular Turn Undead effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).