Category:Cleric: Difference between revisions
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See [[:Category:Deity Power|Deity Power]] for the full list of powers by deity. | See [[:Category:Deity Power|Deity Power]] for the full list of powers by deity. | ||
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Latest revision as of 14:58, 28 June 2026
| Dicey Dangers, Core Rule | Game by Joel Hills |
Cleric
"For without the clerics, the world would be without eyes to see."
Nobody chooses a cleric when they want a weapon. That is the first mistake people make.
Clerics heal because their deity asks it of them, not because they have nothing else to offer. The Restoration spells come easily, yes, and they are useful, and that usefulness has made most people comfortable assuming that is the extent of it. Clerics tend not to correct this assumption. They find it more useful to be underestimated.
The deity they serve shapes everything about how they operate: a cleric of Koyous reasons from angles nobody else has considered, a cleric of Raiden moves with a kind of electric patience, a cleric of Demetra seems to know which fights will end badly before they begin. The power comes from that relationship, not from the cleric's own strength. But the judgment about when and how to use it is entirely theirs.
No one questions a cleric for a reason.
Abilities
A Cleric may invoke their deity's power up to 3 times per day. The 3 uses are a shared pool, tracked on the hero sheet. All uses reset at Darkfall or on a standard rest in Town.
Each deity provides three powers: an Attribute Blessing, an Element Blessing, and a Divine Power. The Attribute and Element Blessings each grant +1 automatic success and may be declared after seeing a roll fail. The Divine Power is a unique ability drawn from that deity's lore.
See Deity Power for the full list of powers by deity.
| Power 1 | Power 2 | Power 3 |
|---|---|---|
| ☐ | ☐ | ☐ |
Primary Attribute:
Items
See Also
| Any links Below this line are for Game Master only, Click at your own Risk |