Cleric
- Information about Clerics in EFU: City of Rings
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: 8+CON per level
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. Most powerful Clerics consider themselves a devoted servant to a particular deity, but their capacity to offer blessings and spells is still fully contingent upon them keeping a relic of that deity or its portfolio.
Players are advised that while canonical Forgotten Realms religions do exist within the Rings (particularly among those who have recently awoken), the gods of Faerun largely seem distant and unresponsive; they are fast forgotten in favor of new beliefs, sacred codes, or the idolatry of local divines. Indeed, these Small Gods of the City are known to sometimes gift relics to Clerics who have served them well by spreading their message and representing their interests. To reject them and forge an independent path promises a difficult future.
Dogmatic Expectations
Clerics are expected to represent their deity and/or divine beliefs in ways beyond casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and evangelize a holy (or unholy) message. It is a matter of best judgement, and creative twists on these priestly duties are always welcome. Nonetheless, if a Cleric strays too far from their role, they may receive a spellcasting failure chance (applied by DMs).
Choosing Domains
Newly created Clerics must select one Primary Domain and one Secondary Domain. This is an intrinsic, inalienable part of the mechanics behind the EFU's custom cleric systems. These domains also serve to determine what kind of relics your Cleric can use.
You can only choose an alignment-based Primary Domain if your Cleric is of that alignment.
You can only choose a race-based Primary Domain if your cleric is of that race.
The domains available are listed here. Please be careful to remember this while designing your wonderful new character!
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
Bard Spell List
Orisons | 1st Circle | 2nd Circle | 3rd Circle | 4th Circle | 5th Circle | 6th Circle |
---|---|---|---|---|---|---|
Cure minor wounds | Bane | Aid | Animate dead | Castigate | Battletide | Banishment |
Inflict minor wounds | Bless | Bull's strength | Bestow curse | Cure critical wounds | Chaav's Laugh | Blade barrier |
Light | Bless Water | Cure moderate wounds | Blindness/deafness | Death ward | Circle of doom | Control undead |
Resistance | Cure light wounds | Darkness | Clarity | Dismissal | Flame strike | Create undead |
Virtue | Divine favor | Eagle's splendor | Contagion | Divine power | Healing circle | Greater dispelling |
- | Doom | Endurance | Continual flame | Freedom of movement | Monstrous regeneration | Greater Heroism |
- | Endure elements | Find Traps | Cure serious wounds | Greater magic weapon | Slay living | Greater sanctuary |
- | Entropic shield | Fox's cunning | Darkfire | Hammer of the gods | Spell resistance | Harm |
- | Inflict light wounds | Hearthfire | Dispel magic | Heroism | Summon creature V | Heal |
- | Magic weapon | Hold Person | Glyph of warding | Hypothermia | True seeing | Planar ally |
- | Protection from alignment | Inflict moderate wounds | Halt Undead | Inflict critical wounds | - | Scrying |
- | Remov e fear | Lesser dispel | Heart Clutch | Lower Spell Resistance | - | Summon creature VI |
- | Sanctuary | Lesser restoration | Inflict serious wounds | Mass Ultravision | - | Undeath to death |
- | Scare | Negative energy ray | Invisibility purge | Neutralize poison | - | - |
- | Shield of faith | Owl's wisdom | Magic circle against alignment | Poison | - | - |
- | Summon creature I | Remov e paralysis | Magic vestment | Restoration | - | - |
- | - | Resist elements | Masochism | Summon creature IV | - | - |
- | - | Silence | Negative energy protection | Ward Area | - | - |
- | - | Sound burst | Prayer | - | - | - |
- | - | Stone bones | Protection from elements | - | - | - |
- | - | Summon creature II | Remov e blindness/deafness | - | - | - |
- | - | Ultravision | Remov e curse | - | - | - |
- | - | - | Remov e disease | - | - | - |
- | - | - | Searing light | - | - | - |
- | - | - | Shield Other | - | - | - |
- | - | - | Summon creature III | - | - | - |
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.).
If a multiclassed character, there is a chance to experience failure if the character has more non-"turn undead class" (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. The chance of success is equal to the character's TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%.
- Examples of such include:
- 3 Cleric, 4 Fighter = 3/4 = 75%
- 1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%
- 4 Cleric, 4 Wizard = 4/4 = 100%
- 2 Cleric, 1 Fighter = 2/1 = 100%
- 3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%
- 2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%