Choose any 1 per level starting at level 1.
Cleric chooses any 1 unique Level-Up Bonus Abilities at each level (1–9). These reflect sacred rites, divine wisdom, and spiritual awareness.
Sanctified Step
Twice per day, you can walk unharmed across dangerous ground such as fire, acid, spikes, or unstable rubble for up to 30 feet. No cool down required. This protection ends the moment you stop moving.
Anoint the Faithful
Once per day, you can instantly bless food, drink, or people during rest, from 10 feet. Blessed meals or drink remove fatigue and exhaustion. Blessing the wounded restores 25% of their Hit Points, at 5th level 50% of their HP. Blessing someone in combat grants +2 to a Save Roll.
Mystic Sense
You feel when something within 30 feet nearby is undead, possessed or desecrated. Not what or where, but nearby. At 4th level 60 feet nearby.
Healer's Insight
Twice per day, you can instantly assess a creature's physical condition. You learn its approximate health, any obvious injuries, and whether it suffers from poison, disease, or exhaustion.
Sacred Authority
Once per day, speak a command in your deity's name that any creature find nearly impossible to disobey - "Kneel," "Flee," "Silence," "Confess," or similar single-word imperatives but cannot compel self-harm. Your voice carries divine weight, duration lasting 1 minute per level. Affected single target with an intelligence 3 or greater, but does not affect creature with Hit Points greater than you, within 30 feet can Save Roll, Wis Mind at a Target Number of 15, with no bonus, against Sacred Authority. At level 4 target within 60 feet and at Level 6 TN raised to 17.
Sanctuary Keeper
Once per day, you may speak a single divine command in your deity's name that creatures find nearly impossible to disobey. Your voice carries divine weight.
Effect: Choose one creature within 30 feet that has Intelligence 3 or higher and can understand you. It must make a Mind Save (Wis) against TN 15 (no bonuses apply). On a failed save, the target obeys the command for 1 round, or until it can reasonably comply.
Scaling: At 4th level, range increases to 60 feet. At 6th level, the Target Number rises to 17.
Does not affect creature with Hit Points greater than you.
Valid Commands
The command must be a single word, immediate, and possible. Common examples include:
Kneel - drop to knees and stop moving.
Drop - release what is being held.
Flee - retreat directly away from you.
Silence - stop speaking or chanting.
Confess - blurt out a truth or guilt.
Approach - move directly toward you.
Halt - stop moving.
Sleep - collapse into drowsiness for a moment.
Bow - show submission.
Stop - end the current action.
Surrender - cease fighting, lower weapon.
Listen - pause to hear your words.
Commands that would cause instant death, ongoing service, transformation, or other
impossible actions (e.g., “Die,” “Serve,” “Transform”) automatically fail.
Sacred Vendetta
You declare one type of creature, group, etc. as your sworn enemy chosen when you gain this. The choice reflects your deity's will and your sworn mission, and cannot be changed once chosen.
Examples of creatures that you could choose to be a sworn enemy: Undead, Demons, Devils, Witches, Cultists, Necromancers, Lycanthropes, Dragons, Giants, Fae, Aberrations, Serpents, Elementals, etc. Consult with your DN.
You can feel the presence of your chosen enemy within 100 feet, though not their exact location or number. And at 5th level within 300 feet.
You gain +2 to attack rolls and deal +2 damage against your chosen enemy.
At 5th level, this bonus increases to +3 attack and +3 damage.
Last Testament
Once per day, when you touch a corpse, you can experience their final minute of life through their eyes. See what killed them, hear their last words, know their last emotion. Witness their vision, sound and emotions.
At 4th level you can awaken the corpse to answer 1 question. The reply is simple and truthful, though limited by the creature's knowledge in life.
At 7th level you can ask 3 questions.