Cleric Talent Tree

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Core Talents

Talent CP Prerequisites
Channel Divinity 5 1 Other Cleric Talent
Destroy Undead 5 2nd Level Spells and Channel Divinity
Divine Strike I 15 4th Level Spells and 3 Other Cleric Talents
Divine Intervention 25 5th Level Spells and 3 Other Cleric Talents
Divine Strike II 35 7th Level Spells and 4 Other Cleric Talents
Prophet 100 10th Level Spells and 6 Other Cleric Talents

Channel Divinity

Cost: 5 Character Points
Prerequisite: 1 Other Cleric Talent

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you gain additional cleric talents, as noted in the branch description.

When you use your Channel Divinity, you expend 1 mana and choose which effect to create. Some Channel Divinity effects require attack rolls. When you use such an effect, your disciple spell attack roll is used.

Turn Undead
Actions: 2

You present your holy symbol and speak a prayer censuring the undead. Make an attack roll against each undead within 30 feet of you that can see or hear you. On a hit, the creature is turned for 1 minute or until it takes any damage.

A turned creature must spend its actions trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take make opportunity attacks. For its action, it can use only the Stride action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

When an undead creature is hit by Turn Undead, the creature is instantly destroyed if its CP is at or below half your total CP.

Divine Strike I

Cost: 15 Character Points
Prerequisite: 4th Level Spells and 3 Other Cleric Talents

The cleric gains the ability to infuse their weapon strikes with divine energy.

Once on each of the cleric’s turns when they hit a creature with a weapon attack, the cleric can cause the attack to deal an additional 1d8 damage to the target. This damage is of a type appropriate to the theme of the cleric’s deity. Examples are listed below:

Divine Domain Recommended Divine Strike Damage Type
Arcana Energy
Death Profane
Forge Fire
Grave Rot
Knowledge Energy
Life Radiant
Nature Cold, Fire, or Lightning
Order Psychic
Peace Sacred
Tempest Thunder
Trickery Poison
Twilight Sacred
War Same as weapon

Divine Intervention

Cost: 25 Character Points
Prerequisite: 5th Level Spells and 3 Other Cleric Talents
Actions: 2

You can call on your deity to intervene on your behalf when your need is great.

Describe the assistance you seek, and roll percentile dice. Multiply the number of cleric talents that you have by 2. If you roll a number equal to or lower than this total, then your deity intervenes. The GM chooses the nature of the intervention; the effect of any disciple spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

If you have 20 or more cleric talents, your call for intervention succeeds automatically and no roll is required.

Divine Strike II

Cost: 35 Character Points
Prerequisite: 7th Level Spells and 4 Other Cleric Talents

Your Divine Strike damage increases to 2d8.

Prophet

Cost: 100 Character Points
Prerequisite: 10th Level Spells and 6 Other Cleric Talents

You are the perfect servant of your God.

Your spellcasting attribute score increases by 4, and your maximum for this score also increases by 4.

Cleric Talent Tree Branches


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