Chapter 4 of 6 · 6 min read
Cleric
Devoted to the divine. Turn Undead, blessings and sacred spells.

Devoted to the divine. Stewards of faith. Clerics may wear all types of armor but no greater than chainmail. Clerics are bound by tradition to blunt weapons - maces, hammers, flails, staves, etc. - never blades. If in doubt, consult with your DN.
- Starts with 8 HP and gains +8 HP every level.
- Starts off with no gear, just a religious symbol.
- Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: To be a cleric class, your wisdom ability scores must be at least 16.
Cleric Default Class Abilities#
Divine Ward
Once per day, call upon faith to shield yourself or an ally within sight. Stack extra +DR 2 against one attack. At 3rd level they +DR 3. At 5th level you shield yourself or an ally within sight with +DR 5.
Blessing
Once per day, grant +1 to a roll (attack, save, or chance) for yourself or an ally. At 4th level +2 to a roll. At 7th level +3 to a roll.
Sacred Oath
You may wield holy symbols as a focus. Certain items may empower your spells or grant unique abilities at DN's discretion.
Divine Call
1 time per month, you can call for divine intervention when you are near death or grave danger. There is a 10% your deity will appear as themselves. A 25% chance they will send a messenger. These progress 1% per level. They will ensure you live for the moment, possibly your safety.
Sanctify
Once per day, create a 10-ft aura around you for 1 minute. Allies in the aura get +1 to saves. Enemies in it take -1 to saves. At 4th level +2 to saves for allies and -2 saves for enemies and is now 20-ft aura around you. At 6th level you may center it on a point you can see, up to 100 feet from you.
Turn Undead#
- Casting Time
- Turn
- Range
- 30 feet radius
- Duration
- 2d6 rounds or destroyed
- Save Roll
- Wis Mind
- Effect
- Channel divine power that affects a Cleric's pool of undead HP. Undead turned or destroyed from line of sight.
Turning Pool
Turning Pool = 20 × Cleric Level.
You may choose to target specific undead instead of going lowest HP first, until your HP pool either runs out or too low to be effective.
Undead whose HP exceeds your remaining pool are completely unaffected - no save, no partial effect.
Saves by Undead
Undead with HP ≤25: No Save Roll. Undead with HP ≥26: Wis Mind save to resist.
Outcomes
Turned
The undead flees for 2d6 rounds.
If unable to escape, it becomes clumsy in combat, suffering -4 to attack rolls until the effect ends.
Undead with 26 HP or more always receive a Wis Mind Save Roll, even if their HP is low enough to be destroyed. If the save fails, they are destroyed instead of turned. If the save succeeds, they are unaffected.
Destroyed
If undead's HP ≤ 10 × Cleric Level, they are dusted instead of turned.
Progression
- Level 1 Cleric = 1 cast/day, Pool 20 HP, Destroy monsters with ≤ 10 HP
- Level 4 Cleric = 2 castings/day, Pool 80 HP, Destroy monsters with ≤ 40 HP
- Level 6 Cleric = 3 castings/day, Pool 120 HP, Destroy monsters with ≤ 60 HP
- Level 7 Cleric = 3 castings/day, Pool 140 HP, Destroy monsters with ≤ 70 HP
- Level 9 Cleric = 3 castings/day, Pool 180 HP, Destroy monsters with ≤ 90 HP
Cleric Level-Up Bonuses#
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.1
Sacred Authority
Once per day, when you or an ally within 30 feet would be reduced to 0 Hit Points or fails a Save Roll against a harmful effect, you may call upon your deity to intervene. The target is wrapped in holy power. If the trigger was damage that would reduce the target to 0 Hit Points, the target instead remains at 1 Hit Point. If the trigger was a failed Save Roll, the target may immediately reroll it and use the new result. This ability cannot restore a creature already dead, cannot prevent a willing sacrifice, and cannot undo harm caused by divine judgment or the breaking of sacred vows. At Level 4, the range increases to 60 feet. At Level 6, when this ability is used, the protected target also gains either DR 3 against the triggering damage before final Hit Points are determined, or a +3 bonus to the reroll - chosen at the moment the ability is activated.
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.

Cleric Spells#
See Core Guide "Spell Attack and Defense" for spell mechanics.
See Cleric Spells - Sacred Beginnings for Spells
Cleric unlocks all spells of spell level equal to class level e.g. a level 1 cleric gets access to use all 1st-level spells, at level 2, cleric gets access to all 2nd-level spells, and so on.
Cleric Spellcasting#
Each spell can be cast 1 time per day.
A day for spell usage resets at 6am.
Cleric must meditate (pray) 30 minutes each morning by 10am to reset spells they can cast again.
If a cleric does not meditate (pray), they can still cast any of the spells they know at each spell level. However, spells they have already cast remain expended and cannot be regained until they complete their meditation.
A cleric may cast spells up to their level.
- 4 spells per day for each levels 1-3
- 3 spells per day for each levels 4-6
- 2 spells per day for each levels 7-9