As spokesmen and women for the gods, Priests work miracles throughout creation as the gods channel divine power through their prophets and agents to spread their ideals and work their will. While they may or may not be affiliated with organized religion, Priests often align themselves with those who share their principles or can at least be used to further their cause.
Which god do you serve?
Who are the enemies of your god? What religion are you affiliated with? Inner Light
At the start of your turn each round, you may Save on behalf of an ally within 10 meters of you. If you succeed, pick one of the following:
CHARISMA +1
+25 Crowns for Armaments +50 Crowns for Items +75 Crowns for Wonders |
ACTIONS
Cup of AfflictionTo be a priest is to embrace both the mercy and the justice of the gods. As their representative, you ensure that none worthy of justice go unpunished.
Effect
Reaction
Cost: 1 Focus When an ally within 10 meters of you ends a status condition, you can use Cup of Affliction as a Reaction to force an enemy within 10 meters of you to Save; if they fail, they take on the status condition your ally just ended (Save ends). Upgrades
IMPLACABLE CURSE
3 ChP
Enemies have Disadvantage on Saves to end statuses placed on them by Cup of Affliction.
RESISTANCE IS FUTILE
2 ChP
Target enemy has Disadvantage on the Save to resist this effect.
TRANSFERENCE
3 ChP
You can use Cup of Affliction as a Free Action. |
Divine InterventionThough distant, the gods are never silent if one knows how to ask for their blessing in times of need and how to hear their unorthodox answers.
Effect
Interrupt
Cost: 1 Focus When a creature within 20 meters makes a Feat roll and you dislike the result, you may use Divine Intervention to force the target to roll again and use the result of your choice. Upgrades
ADVOCATE
3 ChP
Roll (Charisma) d6 when you use Divine Intervention; for each Bump you roll, you can add or subtract one Bump to/from the target's roll.
FAVORITISM
3 ChP
If the target is an enemy, the re-roll has Disadvantage. If the target is an ally, the re-roll has Advantage.
TOTAL FAITH
2 ChP
You can use Divine Intervention to force a re-roll for any dice roll, not just for Feats. |
Healing TouchWhen the light of a mortal life flickers like a candle, your touch carries divine power to stoke the dying flames back to life.
Effect
Minor Action
Cost: 1 Focus Target one adjacent creature. The target rolls 1 Resolve dice of their choice and recovers an additional (Charisma)d6 HP. Upgrades
HEALING LIGHT
4 ChP
You can use Healing Touch on a creature that is up to 20 meters away.
LIFE SURGE
3 ChP
The d6 used for Healing Touch increase in size to d8s.
SEARING TOUCH
3 ChP
You can use Healing Touch to make a Spellcraft attack against an enemy creature; if you hit, they roll (but do not spend) their smallest Resolve dice and take Mystic damage equal to the healing that Healing Touch would have otherwise dealt. |
Shield of the JustIn a flash of light, you call upon a barrier of divine origin to rest upon an ally, protecting them from imminent danger.
Effect
Minor Action
Cost: 1 Focus Target one creature within 10 meters. The target gains (Charisma)d6 Temporary HP. Upgrades
BLINDING BARRIER
3 ChP
The next attack against the target has Disadvantage.
RADIANT SHIELD
4 ChP
The target is Shielded.
RIGHTEOUS BEACON
5 ChP
You may instead target up to (Charisma) allies within 20 meters, giving each 1d6 Temporary HP. |
SOLAR FLAREDivine light erupts from your body, engulfing all creatures in its glow. Your allies are renewed by its brightness while your enemies are incinerated.
Effect
Standard Action
Cost: 2 Focus Target a 3 x 3 meter area within 10 meters of you and make a Spellcraft attack. All enemies in the area of effect must Save or take (Charisma) Mystic damage per Bump. All allies within the area of effect recover (Charisma) HP per Bump. Upgrades
GREATER FLARE
4 ChP
You can cast Solar Flare within a range of 20 meters. Increase the size of the area of effect by 1 meter in all directions.
LIGHT OF THE GODS
3 ChP
Allies within the area of effect may spend any amount of Resolve to recover additional HP. Each point of Resolve spent in this manner deals 1d12 mystic damage to all enemies who took damage from Solar Flare.
SOLAR PURGE
3 ChP
Allies within the area of effect may Save to end one status condition a Save could normally end. Enemies within the area of effect take an additional (Charisma) mystic damage for each status condition they are currently suffering from. |
Solar SpearThe power of your god is focused into a javelin of crackling light, which you hurl at an enemy in demonstration of your god's justice.
Effect
Standard Action
Cost: 2 Focus Make a Spellcraft attack against the target, dealing an additional (Charisma) damage per Bump. If you hit, the target gains Physical Vulnerability equal to your Charisma (Save ends). Upgrades
CRUSADER'S BOON
5 ChP
Each time an ally hits the target before your next turn starts, they recover (Charisma) HP.
PURGE THE WICKED
2 ChP
This attack has Advantage against Aberrants, Accursed, Infernals, and Undead.
SUNDERING SPEAR
2 ChP
While Vulnerable from Solar Spear, the target is also Weakened. |
Perks
Armor of FaithThough priests rarely array themselves in the garb of war, they are protected from harm by a power greater than any armor.
Effect
Perk
While you are wearing light or no armor, gain a +1 bonus to Defense and Save. Upgrades
PROOF AGAINST HARM
3 ChP
You also gain +1 Physical Soak from Armor of Faith.
PROOF AGAINST MAGIC
4 ChP
You also gain +1 Elemental Soak and +1 Mystic Soak from Armor of Faith.
THE GODS HELP THOSE WHO HELP THEMSELVES
4 ChP
Armor of Faith still works when you wear Mail armor. |
Divine FavorThe light of election rests upon you, and the gods regularly show their favor to you and those upon whom your own favor rests.
Effect
Perk
You have Advantage on one Save of your choice each round. Upgrades
BALM
2 ChP
Gain the following option when you Save on Inner Light: Target ally may spend one Resolve dice of their choice to recover HP.
DEIFIC STRENGTH
2 ChP
Gain the following option when you Save on Inner Light: Target ally gains a
+(Charisma) bonus to their next Combat roll. DIVINE EMPOWERMENT
5 ChP
When you Save on Inner Light, choose two effects and apply both to the target. |
Magnum MysteriumThough feared by many of the devout, The Mystery is not an evil to be shunned, but a tool to be used for the good of Mankind.
Effect
Perk
You are able to cast spells using The Mystery and can sense the presence of magic nearby. You learn a mix of (Charisma) spells from the Mysteries of Abjuration, Auspice, and Glamour. Upgrades
ADVANCED SPELLCASTING
3 ChP
You can also learn spells from the Mysteries of Charms, Mysticism, and Vitae.
ARCANE KNOWLEDGE
6 ChP
Learn another (Charisma) spells from the Mysteries available to you. This Upgrade can be taken up to three times for a cumulative effect.
ROTE MAGIC
4 ChP
You can cast spells using Rotes. Select (Intellect) Rotes now. Any time you'd choose a new Feature, you may take a new Rote instead. |
PacifismThe role of the gods (even gods of war) is to bring balance and peace. As their agent, you are most in tune with their will when you yourself are at peace.
Effect
Perk
Double the next instance of healing you provide after you end your turn having dealt no damage. Upgrades
PARDON
5 ChP
The first instance of damage you deal each round does not count against you for the sake of Pacifism's effects.
RIGHTEOUS WRATH
2 ChP
Instead of doubling the next instance of healing you provide, you can instead double the next instance of damage done by you or an ally within 10 meters.
SHIELD OF MERCY
3 ChP
After you end your turn having dealt no damage, you or an ally within 10 meters gains +1 Defense until your next turn starts. |
PURIFIERThe light of your god shines through you, restoring that which is good and destroying that which is evil. Even as you heal, you can pass judgment.
Effect
Perk
Any time you heal an ally, an enemy within 10 meters of you must Save or take (Charisma) mystic damage. Upgrades
BURNING HEART
4 ChP
Target enemy takes additional mystic damage equal to the amount of the triggering heal.
LITTLE LIGHTS
2 ChP
Granting Temporary HP also triggers the effects of Purifier.
RADIANCE
2 ChP
Purifier may affect an enemy within 10 meters of you or the ally whose healing triggered its effect. |
Turn EvilNo evil can stand before the light of the divine. You allow this light to shine through you, striking fear and hesitation into those who would attack.
Effect
Perk
While you are at 100% HP, all non-Mortal enemies have Disadvantage on attacks against you. Upgrades
CHOSEN ONE
4 ChP
Your nearest ally also benefits from the effects of Turn Evil (if two or more allies are equidistant, pick one).
LIGHT UNDIMMED
8 ChP
The effects of Turn Evil persist until you are reduced below 50% HP.
PROOF AGAINST EVIL
3 ChP
The first time you are reduced below 100% HP during a Scene, you become Shielded. |
Rituals
CHANNEL OF BLESSINGAligning your heart and will with the purposes of your god allows you to channel their power and blessing on to your allies.
Effect
Extended Action
Cost: 1 Destiny Spend up to 1 hour praying to your god, seeking their will, and aligning your heart with their purposes. Roll a Charisma Feat with a +1 for every 10 minutes spent performing this ritual. For each Bump, add one Blessing to a pool. This pool of Blessings lasts until you take a Full Rest.
Upgrades
BLESSING OF HOPE
2 ChP
A creature you Bless gains (Charisma) Temporary HP per Blessing you give.
BLESSING OF PROTECTION
4 ChP
A creature you Bless becomes Shielded.
ETERNAL FAVOR
5 ChP
Your pool of Blessings is refreshed at the end of every Scene. |
CleanseThe light of your gods can cast out all manner of evil, illness, and foul humors, restoring a creature to full vitality with but a touch.
Effect
Extended Action
Cost: 1 Destiny Target one creature or object within 10 meters. Through the course of a 10 minute ritual, you:
Upgrades
ANTIDOTE
2 ChP
Cleanse removes any mundane poison from the target.
RENEW MIND
3 ChP
You cast out any creature inhabiting or controlling the target, provided its Level is equal to or lower than yours.
SACRED CLEANSING
2 ChP
If you perform this ritual in a holy place, it affects all creatures therein. |
ConsecrateAs the chosen instrument of your god, you can pass their blessing on to people and tools you deem worthy of taking up the cause.
Effect
Extended Action
Cost: 1 Destiny Target one adjacent object, creature, or 5 x 5 meter area. After saying a 10 minute prayer, the target object, creature, or area is touched by the divine an temporarily becomes holy.
Upgrades
ENDURING BLESSING
2 ChP
The effects of this ritual last until the end of your next Full Rest.
IMPROVED BLESSING
4 ChP
If the target is a creature, they gain the effects of the Turn Evil perk with the Proof Against Evil Upgrade.
If the target is an object, it burns Aberrants, Accursed, Infernals, and Undead for (Charisma)d8 damage the first time they touch it each round. If the target is an area, Aberrants, Accursed, Infernals, and Undead cannot enter the area and must Save if already within or be instantly expelled and knocked prone. MASS BLESSING
4 ChP
You can affect up to 3 objects, 3 creatures, or a 10 x 10 meter area with a single use of this ritual. |
Miraculous HealingNo wound is too great for the gods to heal. To prove this, you mend bones, reverse bleeding, and even return lost limbs in miraculous acts of healing.
Effect
Extended Action
Cost: 1 Destiny By praying and anointing the head of an injured person with oil, you bring a miraculous healing upon them. It takes one full hour to complete this ritual, after which you remove one instance of Trauma from the target, mending bones, restoring lost blood, and regrowing damaged tissue over the course of the ritual. Upgrades
INSTANT MIRACLE
3 ChP
You can complete this ritual in ten minutes.
LIFT CURSE
1 ChP
This ritual can be used to remove any curse from an individual, provided the curse was cast by a being with a Level equal to or lower than your own.
SACRED HEALING
2 ChP
If you perform this ritual in a holy place, remove two instances of Trauma from the target. |
Prophetic VisionsIn dreams, prayers, and moments of meditation, you see strange visions foretelling the future, a gift you may use to alter its course.
Effect
Extended Action
Cost: 1 Destiny After naming the person or circumstance whose future you wish to see and taking 1 hour to pray and read the heavenly signs, the GM picks on quality from each column below and describes your vision. The vision is...
Upgrades
INSTANT INSIGHT
2 ChP
You can complete this ritual in 10 minutes.
RELUCTANT PROPHET
3 ChP
This ritual often occurs unexpectedly, without your input as to who or what it shows you the future of (but never when it would put you at a disadvantage or distract from something important), usually while you are resting or asleep. The GM should strive to give you one Prophetic Vision per session in this manner.
SACRED VISION
2 ChP
If you are in a holy place, you pick from the left column and the GM picks from the right. |
Resurrect DeadDeath is not the end. Before a soul ascends the white tower into reincarnation, you can beseech the gods to restore it to mortal life once more.
Effect
Extended Action
Cost: 1 Destiny So long as the target creature's soul is willing and has not been reincarnated or destroyed, you may pray over a corpse to return it to life. This ritual takes 1 hour to complete. Before the soul can be restored to the body and the ritual completed, roll 1d6 for a possible complication:
Upgrades
FORCED TO LIFE
2 ChP
You can use this ritual on a creature that is unwilling to return to life, forcing them back into their body against their wishes.
LIFE IS CHEAP
3 ChP
You can perform this ritual for one less Karma than it would usually cost. This Upgrade can be taken up to two times for a cumulative effect.
SACRED RESURRECTION
3 ChP
If you are in a holy place when you perform this ritual, roll the d6 twice and use the result of your choice. |