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Miraculist


jokomaisu

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Miraculist
Barring pagans, heretics, followers of ancient cults, foreigners, and the like, the official religion of the Kingdom’s commoners is the Creed, which mainly centers around the worship of the Ternal Father, Saints of the Calendar, and Relics.

The Creed, which spread over centuries following the Fall of Plutonia and gave birth to several secondary currents and schisms, is currently run by a very informal, respected, and peaceful clergy. Its hierarchy is headed by four patriarchs, each one leading a distinct and independent rite and cult, namely: Barbosian of Tarantasia; Svanzic of the Gray League; Gyrfalcon of Tasinnanta; and Vaticinal of Alazia. The latter, headquartered in Vaticin City near Port Patacca, is the most famous and widespread. The top ranks of the Creed are in the hands of ordinals and horoscopes, surrounded by all sorts of priests, ministers, clerics, monks, friars, prelates, abbots, and hermits.

It’s all extremely confusing, and the layman tends to understand very little of Brancalonian theologies and hierarchies – as is the case with so many Brancalonian affairs.

The Kingdom’s religious year is punctuated by the days of the Calendar, each dedicated to a particular Saint or sacred feast. The Saints represent famous individuals of the past: ordinary humans or other mortals who, in the course of their lives, performed miracles and wonders and were canonized by the Creed. According to the latter, each of them has a specific role and characteristics, such as Saint Polenta, patroness of the hungry, and Holy Peace who protects her faithful from battles.

Owing to their faith in the Ternal Father, miraculists have special powers that make them Saints – or will do, once they are canonized. Miraculists can be secular or religious, children, adults, or elderly people of any race, gender, personal ideals, and alignment. One way or another, they possess divine powers and use them according to their own agenda. Some miraculists serve in the official ranks of the Creed as horoscopes, parish priests, or evangelizers. Others are members of military orders, itinerant gurus, country healers, or army chaplains who roam the Kingdom on their own, or join companies and bands and use their gifts as they think fit.

In any case, they all know several Invocations of Saints which they use as Spells: these are always accompanied by the name of the saint involved.

 

The Miraculist Table

Level Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd
1st +2 Armor of Conviction, Calendar Domain Spells, Call on the Saints, Clerical Charisma, Spellcasting 3 2 - -
2nd +2 Channel Divinity, Principles of Devotion 3 3 - -
3rd +2 Signs of Faith 3 4 2 -
4th +2 Ability Score Improvement, Sacred Office 4 4 3 -
5th +3 Command Undead 4 4 3 2
6th +3 By the Saints!, Extra Channel Divinity 4 4 3 3

Class Features
As a miraculist, you gain the following class features.

Hit Points
Hit Dice: 1d8 per miraculist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per miraculist level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Choose one from an herbalism kit, an artisan tool, or a musical instrument
Saving Throws: Wisdom, and either Intelligence or Charisma
Skills: Choose two from Culture, History, Insight, Medicine, Persuasion, and Religion

Equipment
You begin the game with 125 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Armor of Conviction
While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Also, in addition to the spells you normally prepare, you always have shield of faith prepared.


Calendar Domain Spells
You gain access to the Calendar Domain spells at the levels noted in the Calendar Domain Spells table. Once you gain a Calendar Domain spell it is always prepared and doesn’t count against the spells you can prepare each day.

If you gain a Calendar Domain spell that is not on the cleric spell list, it is considered a cleric spell for you.

Table: Calendar Domain Spells

Level Spells
1st protection from evil and good, purify food and drink
2nd enhance ability, lesser restoration
3rd create food and water, dispel magic

Call on the Saints
When a creature hits you with an attack or if you fail a roll you can use your reaction to Call on the Saints, and good-naturedly invoke their help. You can add your Wisdom modifier to the result of the failed roll or subtract it from the target’s attack roll.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Clerical Charisma
Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.


Spellcasting
Sanctioned by the highest powers, you can cast spells to enact sacred miracles.

Cantrips
You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Miraculist table.

In addition to these, you also know the thaumaturgy cantrip.

Preparing and Casting Spells
The Miraculist table shows how many spell slots you have to cast your cleric spells. To cast one of these cleric spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your miraculist level (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting spells doesn’t remove them from your list of prepared spells.

You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can also cast the ceremony spell as a ritual whether you have the spell prepared or not.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.


Level 2


Channel Divinity
You are able to channel the energy of your greater entity directly and use it for a variety of magical effects. You start with Turn Undead and Recite the Calendar.

You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again.

The DC for Channel Divinity effects is the same as your miraculist spell save DC.

Turn Undead
As an action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw. If the creature fails it is turned for 1 minute or until it takes damage from any source.

A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Recite the Calendar
You can use Channel Divinity to help your companions. A number of creatures that are friendly to you equal to your Wisdom modifier have advantage on a roll of their choice to be made by the end of their next turn.


Principles of Devotion
After much contemplation and communion with your greater entity, you pledge to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you one of the following related boons. When you fail to uphold this pledge, you lose any benefits from it until 24 hours after you finish a long rest and rededicate yourself. Choose one of the following.

Merciful
In exchange for forgoing bloodshed—torture, attacking unconscious creatures, and dealing lethal wounds to creatures you reduce to 0 hit points—you are yourself granted mercy. When you have already succeeded on two death saving throws, you have advantage on death saving throws.

Rule of Ritual
You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a long rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the guidance cantrip if you do not already know it, and when you grant knack dice with a spell of 1st-level or higher, the knack die you grant increases by one step.


Level 3


Signs of Faith
You gain a sign of faith of your choice.

Gentle Healer
During a short rest, you can spend uses from your healer’s satchel to aid your allies in their recovery. A creature you choose may roll expended Hit Dice twice, taking the higher result. You may not expend your own Hit Dice while using this feature, since you use all of your energies to heal your companions.

Graceful Fall
Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your reaction.

Monastic Austerity
Your greater entity acts as a buffer to shield you from hardship or your religious self-discipline sustains you even during harsh times. Preventing the first level of fatigue you would take each day.

Soothing Words
Your divinely-inspired counsel and wise advice can calm troubled minds. You may reduce one ally’s strife by one level. Once you use this feature, you cannot do so again until you finish a long rest.


Level 4


Ability Score Improvement
You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


Sacred Office
Your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following.

Engaging Proclaimer
Your recitations of divine stories, songs, or chants quickly build and hold an audience’s attention, whether you are speaking to a packed tavern or a smaller gathering. You gain a knack die on Performance checks to gather and hold the attention of 2 or more people. In addition, you gain two skill specialties, chosen from Performance and Religion.

Reputation
Your reputation for talented ministry and good works precedes you. Common folk frequently recognize you on sight and those who do often have a friendly disposition towards you. They often ask you for counsel, favors, and blessings. The disposition of people they introduce you to is one stage better than normal (the indifferent become friendly, the hostile become indifferent).


Level 5


Command Undead
If you choose, creatures you turn instead regard you as their master for the duration. While they are under this effect, you may use your action to issue simple commands (no more than a sentence or two) that they are compelled to obey. They will not take any action that is obviously harmful to them, and so will not leap from a great height, jump onto a sword, or purposefully self-inflict any damage. They follow the command until you issue a new one.


Level 6


By the Saints!
You can use Call on the Saints when a friendly creature you can see within 30 feet of you, fails a roll or is hit by an attack. Additionally, you regain any Call on the Saints expended uses when you finish a short rest or a long rest.


Extra Channel Divinity
You can use your Channel Divinity twice between rests.


Edited by jokomaisu (see edit history)

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