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Prophet of the Book
Starting HP: 1/3 Con
Fighting Spirit: +2 per Prophet Level
Atk Modifier: +1 per Prophet Level (max +6)
Starting Equipment: holy symbol, sword or club, belt of cord, tattered clothing, wild look in your eyes, Divine Authority
1: Divine Authority, Domain, Dreams and Omens
2: Augury, Guardian Angel, Faith Points
3: Prerogative of the Anointed, My Will be Done
4: Prophesy
5: Commandment
6: Curse
7: Withdraw Domain
8: The Narrow Way
9: Avatar of God
1:
Divine Authority: As a representative of your chosen Deity, you have been granted Authority over one of their Domains. At your command, you can assert this Authority and attempt to change the world according to your will. The Referee should assign a DC equal to what you are attempting. If the change falls solidly within the Domain, then the DC should be low. If it is less solidly or only tangentially related to the Domain, then the DC should be high. If a change has no relation to the Domain your Deity has given you Authority over, then you cannot make the change. Also, the larger the change is, the harder it will be.
For example, if you are a servant of a God of Healing, curing a wound would be a low DC, such as 5. If you were attempting to heal a more metaphysical wound, such as the damaged relationship between a father and son, that would be a DC of 15. If you were attempting something unrelated to Healing, such as healing a broken bridge, nothing would happen as that exceeds your Authority.
Domain: You have Authority over one of your Deity's Domains. Select one from that Deity's list or work with your Referee (see below).
Dreams and Omens: Your God will tell you where to go and what to say in signs and visions. He may also grant you visions of the future and hints about where you should go and what you should do in dreams.
2:
Augury: 1/Day, the Prophet may ask his God a question relating to the future, current events or anything else the Prophet wishes. The Prophet should then roll 1d20+X, where X is their Prophet Level. The Referee should select a DC equal to the difficulty of answering the question. If the Prophet rolls over the DC, he receives a clear answer. If he rolls the DC or more than half, he receives an unclear answer. If he rolls less than half, he receives either no answer or an extremely muddled and unclear answer.
For example, the Prophet asks, "Where is the Warlord Garek Bonecruncher?"
- Clear Answer: Besieging the City of Stallion's Point
- Unclear Answer: A huge man in armor is wrestling with a giant stone horse
- Extremely Unclear Answer: Axes and spears fly through the air above grey and white clouds, stained red. Blood falls from the sky and waters black trees which produce skull-shaped apples. A herd of tiny horses is chased by a housecat, but they hide in a mousehole and it cannot reach them.
Guardian Angel: You are given an Angel, an immaterial spirit which has attached itself to you. By praying to your Guardian Angel, you can get it to utilize it's powers on your behalf.
Additionally, anyone affiliated with your religion can pray to your Guardian Angel and if the Angel wishes, it can grant their prayers. It may also choose to grant the prayers of people not affiliated with your religion, but this depends on circumstances and the Angel.
All Guardian Angels start with the power: Cure Wounds
Faith Points: All members of your party gain +X Faith Points, if they are a member of a religion. X here equals their COG or CHA modifier, whichever is higher (min 1). As a Prophet, you gain Faith Points equal to X+Prophet Level. For example, as a Level 2 Prophet with a CHA or COG of 13(+1), you start with 3 Faith Points.
Faith Points are used to pray to your Guardian Angel. Each time someone prays to your Guardian Angel, they expend 1 Faith Point and can access one of the Angel's spells, unless the Angel does not wish to allow that creature access to it's power.
Whenever a creature prays to your Guardian Angel and receives power, that creature loses 1 Faith Point. When a creature runs out of Faith Points, it cannot pray to your Guardian Angel. To recover Faith Points, you must attend a religious service or participate in one of that Faith's sacraments.
3:
Prerogative of the Anointed: If you wish to make a minor change to the world that falls solidly within your selected Domain, you may cause such a chance to automatically occur without the need for a d20 roll. Note that Referee's Discretion applies if this is still technically within your Authority.
My Will be Done: You can attempt to stretch your Authority, making a greater change than normal or attempting to affect something on the border of your Authority. If you are attempting to make a change based on something large, but within your Authority, you may grant yourself advantage on your d20 roll. If you are attempting to affect something on the edges of your bestowed Authority, then you may roll, but do not get advantage. However, after using this ability, you must make a Charisma check. On a failed check, your Deity may restrict your abilities for the rest of the day.
4:
Prophesy: 1/Day, when you see an event occurring, you can declare how the event will proceed. The Referee should select a DC equal to the likelihood of the described event occurring. Then you should roll 1d20. If you roll above or equal to the DC, you succeed and the event happens as you describe. If you roll half the DC or above, it happens, but with some sort of complication as determined by the Referee. If you roll below half the DC, your prophecy fails to come true.
For example, you see an enemy and a friendly army clashing. The Prophet declares, "Our allies will be victorious." The Referee decides this is somewhat likely, so he sets the DC at 13.
Results:
13+: The friendly army is victorious.
7-12: The friendly army is victorious, but the King is cut down in the fighting.
1-6: The enemy army wins.
5:
Commandment: The Prophet may declare a Commandment. All who can hear the Prophet (including himself), even if they do not understand him or his language, must abide by this Commandment. The Commandment must align with the nature of the Domain the Prophet has Authority over, otherwise the Referee may refuse to allow it to be used. Those who fail to abide by the Commandment immediately suffer a Divine Punishment based on the nature of the Domain. Commandments last until they are repealed by the Prophet, which causes it to be undone, though any effects produced by it will remain. While a Commandment is in place, a Prophet may not utilize his Authority until the Commandment is repealed.
For example, a Prophet with Authority over Healing could lay down the Commandment, "Any who raise their weapon against me will not be healed". This will cause any creature who attacks the Prophet to find that their wounds are unable to be healed, provided the Prophet does not intervene.
6:
Curse: 1/Day, you can speak to a creature or group of related creatures and declare their Doom. They must be able to understand your language and be able to hear you for this ability to affect them. When you do so, describe what will happen to them. This becomes their Fate. Unless your Curse is broken, it will occur. It will not occur immediately, but it will happen soon, though depending on the number of people cursed, it may take longer. Your Curse will also have two conditions that, if either is met, will break the Curse. These conditions are always difficult or unpleasant and related to the Curse in some way. You cannot curse anyone else until your previous curse is fulfilled or broken.
7:
Withdraw Domain: You may remove the influence of your chosen Domain from the world around you. This works as per 'Divine Authority', but allows you to produce the inverse of effects your Authority ordinarily allows you to produce.
8:
The Narrow Way: 1/Day, you can look into the future and declare an event that will NOT happen. Otherwise, this works as per "Prophesy".
For example, you see an assassin approaching the King. The Prophet declares, "The King will survive." The Referee decides that since the King is old and the assassin strong and armed, this is unlikely, so the DC is 16.
Results:
16+: The King survives, almost unscathed.
8-15: The King survives the initial attempt, but is grievously injured and may still die, if not treated properly.
1-7: The King is killed.
9:
Avatar of God: You become a temporary Avatar of your God, temporarily bestowed with a great abundance of his or her power. When you become an Avatar of God, you gain the following benefits:
- You become immortal. You cannot die unless slain by a weapon or ability that is the opposite of the Domain you have become an Exemplar of. For example, an Avatar of Healing can only be killed by something that instantly slays it's target, or an Avatar of Fire can only be killed by a blade of water or ice.
- You gain the effects of 'My Will be Done' on every single use of your 'Divine Authority'.
- Your attacks automatically do magical and holy damage and ignore all damage resistances or immunities.
You remain an Avatar of your God for as long as it takes for you to resolve this current crisis or 1 hour. Any longer and your body would burn up like straw in a furnace. After you become an Avatar of your God, you must perform an act of great faith or holiness before being allowed to assume such a blessed state again.
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The Domains of Deity:
When you create a Domain Prophet, you can select an existing God and chose from one of their pre-existing Domains, or you can select a Domain and create a God that has that as one of their Domains. It should be noted that the more powerful a Deity is, the more Domains he or she oversees. A greater Deity will have maybe up to six Domains, while a lesser one might have two or three, while a Demigod might only have one. If none of the Domains below please you, you may invent one, with the approval of the Referee.
Alos, you don't have to worship a "Deity" per say. You could pray to a powerful Spirit, Angel, Demon, a Saint or anything capable of bestowing divine power on a mortal.
Domains:
1d50
1- Fire
2- Water
3- Pregnancy and Childbirth
4- Time
5- Light
6- The Sky
7- Darkness
8- War
9- Wine
10- Violence
11- Murder
12- Secrets and Conspiracies
13- Words, Language, and/or Books
14- Money
15- Nationalism/Patriotism
16- Fatherhood
17- Motherhood
18- Hunting
19- Agriculture
20- Death and Decay
21- Art and Music
22- Wisdom
23- Nature
24- Love and Pleasure
25- Doors and Choices
26- Dreams
27- The Harvest
28- Summer
29- Spring
30- Fall
31- Winter
32- Thieves
33- Hearth and Household
34- Marriage
35- Slavery
36- Liberation
37- Wizards
38- Beggars, the Poor and the Impoverished
39- Kings and Aristocrats
40- Wind
41- The Sea
42- The Underworld
43- The Sun
44- Life
45- Chaos
46- Law
47- Madness
48- Weather
49- Earth
50- Vengeance
Referee's Notes:
But why? Don't you have a perfectly functional Prophet/Cleric class? Yes, hypothetical reader, I do. But I felt as if there were more than one Prophet in a party, it would make them all feel similar. I was really attached to the idea presented by the Hesayan Church, where Priests of radically different religions could collaborate under the auspices of Zulin and the Authority. The idea of a Prophet of Love, Death and Snakes working together was simply too irresistible an idea to pass up.
I also felt that instead of a single word, expanding it to a Domain would make it easier for the players who are less imaginative or creative to better conceptualize what their character could do.
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