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zealot [2020/01/20 20:04] – [Hermit] andrewzealot [2020/03/06 18:56] (current) – [Hermit] andrew
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 ^Level^ Proficiency Bonus^ Class Features^ ^Level^ Proficiency Bonus^ Class Features^
 |1|+2|Starting HP, [[equipment#zealot|zealot equipment]]; Basic proficiencies from chosen archetype; [[spells|Divine Spellcasting]] | |1|+2|Starting HP, [[equipment#zealot|zealot equipment]]; Basic proficiencies from chosen archetype; [[spells|Divine Spellcasting]] |
-|2|+2|1/safe rest, heal an ally for 1d6/level HP as an active action; Gain one [[skills|skill]]|+|2|+2|1/safe rest, heal a touched ally for 1D6/level HP as an active action; Gain one [[skills|skill]]|
 |3|+2|Gain one feature from your chosen archetype| |3|+2|Gain one feature from your chosen archetype|
-|4|+2|Add +to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply |+|4|+2|Add +to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply |
 |5|+3|Gain one different feature from your chosen archetype; gain Magic Item Creation proficiency| |5|+3|Gain one different feature from your chosen archetype; gain Magic Item Creation proficiency|
-|6|+3| Add +to an ability score of your choice, or add +1 to two scores+|6|+3|Add +to an ability score of your choice;  Gain one skill
-|7|+3|Gain one different feature from your chosen  archetype | +|7|+3|Gain one different feature from your chosen archetype | 
-|8|+3|Add +to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | +|8|+3|Add +to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | 
-|9|+4|Gain one different feature from your chosen archetype;Pick one known spell up to spell level 3 to be a cantrip for you|+|9|+4|Gain one different feature from your chosen archetype; Pick one known spell up to spell level 3 to be a cantrip for you|
  
 ===== Zealot Basics ===== ===== Zealot Basics =====
  
   * Starting HP 8 + CON mod   * Starting HP 8 + CON mod
-  * HP each level up 1d8 + CON mod+  * HP each level up 1D8 + CON mod
   * Armor allowed: None   * Armor allowed: None
   * Proficient weapons Simple   * Proficient weapons Simple
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 ==== Cleric ==== ==== Cleric ====
 You are a priest, deacon or abbot with familiarity with armor, travel and hardship, a hardy agent of a bishop, or spiritual advisor to the nobility, or an intrepid exorcist dispatched to confront spiritual dangers. You are a priest, deacon or abbot with familiarity with armor, travel and hardship, a hardy agent of a bishop, or spiritual advisor to the nobility, or an intrepid exorcist dispatched to confront spiritual dangers.
-Clerics who are Catholic automatically know at least some Latin.+Since they are all Catholics, clerics automatically know Latin.
  
 Clerics gain proficiency with all types of armor and shields and have Create Scroll and Create Potion proficiency.  They also know the Persuasion and Lore (History) Skills.  Clerics gain proficiency with all types of armor and shields and have Create Scroll and Create Potion proficiency.  They also know the Persuasion and Lore (History) Skills. 
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   * Advantage when using Turn Undead spell.   * Advantage when using Turn Undead spell.
   * Reduce prayer time for any potion you make by 25% (still 1 week minimum).   * Reduce prayer time for any potion you make by 25% (still 1 week minimum).
-  * Blessing: As an active action, bless 1 friendly within 30' to give +2 on next check (at will, no roll). If you bless an injured ally, they instead get advantage on the roll for Injury.+  * Blessing: As an active action, bless 1 friendly within 30' to give +2 on next check (at will, no roll). If you bless an [[conditions#incapacitated|incapacitated]] ally with zero hit points, they instead get advantage on the [[healing#the_injury_roll|injury table]] roll.
  
 ==== Hermit ==== ==== Hermit ====
 Sometimes the Holy Spirit moves a man to renounce the world and its goods and delights.  Some join monasteries, but such men are bound to remain in their houses.  Others go off into the wilderness and become hermits.  Some hermits, after a period of solitude return to the world as preachers, prophets and foes of evil and corruption.  Because a Hermit's insight and renown come from his self denial, he must give away all of his worldly possessions, beyond the bare minimum, to the poor and sick at the first opportunity, and looses his spell casting powers for a time if he hangs on to wealth. However, conversely, he never needs more than a small, rough wooden cross as a holy symbol and focus for his divine spells. Sometimes the Holy Spirit moves a man to renounce the world and its goods and delights.  Some join monasteries, but such men are bound to remain in their houses.  Others go off into the wilderness and become hermits.  Some hermits, after a period of solitude return to the world as preachers, prophets and foes of evil and corruption.  Because a Hermit's insight and renown come from his self denial, he must give away all of his worldly possessions, beyond the bare minimum, to the poor and sick at the first opportunity, and looses his spell casting powers for a time if he hangs on to wealth. However, conversely, he never needs more than a small, rough wooden cross as a holy symbol and focus for his divine spells.
  
-Hermits are skilled in Herbalism, Survival and Perception.  They have Create Scroll and Create Potion proficiency. Hermits know one ancient language chosen from Aramaic, Greek, or Latin.  Hermits gain one extra level 1 spell known at first level. A hermit will never use any weapons apart from a quarterstaff or club.  In place of heavy armor and shield, a hermit begins with a bag containing 20 doses of any combination of common [[herbals|herbal]] concoctions.+Hermits are skilled in Herbalism, Survival and Perception.  They have Create Scroll and Create Potion proficiency. Hermits know one ancient language chosen from Aramaic, Greek, or Latin.  Hermits gain one extra level 1 spell known at first level. Hermits take a vow of poverty when they gain their ability to create miracles. If they retain too much wealth for themselves (as determined by the GM) they may lose the ability to cast their highest level of spells until they have atoned for themselves.  
 + 
 +A hermit will never use any weapons apart from a quarterstaff or club.  In place of heavy armor and shield, a hermit begins with a bag containing 20 doses of any combination of common [[herbals|herbal]] concoctions.
  
 === Hermit Archetype Features (choose 1 at level 3, 5, 7 and 9) === === Hermit Archetype Features (choose 1 at level 3, 5, 7 and 9) ===
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   * Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset.   * Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset.
   * Your healing spells yield an extra 2HP of healing per target.    * Your healing spells yield an extra 2HP of healing per target. 
-  * Lay on Hands: Gain a healing pool of 2hp/level per day you can give to yourself or others as an Active action.+  * Lay on Hands: Gain a healing pool of 2HP/level per day you can give to yourself or others as an Active action.
   * Gain proficiency with light armor and shields.   * Gain proficiency with light armor and shields.
   * Learn any two languages.   * Learn any two languages.
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 Templars gain proficiency with all types of armor and shields as well as all martial weapons and knightly combat. Templars do not create scrolls or potions, but can create permanent holy magic items at higher level like other zealots. They begin play with 1 martial weapon of their choice, in addition to normal zealot gear. They, however, learn/cast spells as if a zealot one level lower than they are, only casting cantrips at first level.  They know the Athletics and Riding skills. Templars gain proficiency with all types of armor and shields as well as all martial weapons and knightly combat. Templars do not create scrolls or potions, but can create permanent holy magic items at higher level like other zealots. They begin play with 1 martial weapon of their choice, in addition to normal zealot gear. They, however, learn/cast spells as if a zealot one level lower than they are, only casting cantrips at first level.  They know the Athletics and Riding skills.
 +
 +Templars take a vow of poverty when they gain their ability to create miracles. If they retain too much wealth for themselves (as determined by the GM) they may lose the ability to cast their highest level of spells until they have atoned for themselves. 
  
 Templars automatically know at least some Latin. Templars automatically know at least some Latin.
zealot.1579550687.txt.gz · Last modified: 2020/01/20 20:04 by andrew