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zealot

Zealot

You’re inspired by the Holy Spirit to spread the word of the Son in honor of the Father. While most Catholic and Orthodox clergy are the opposite of adventurers and are NPCs, some are keen to face the Enemy directly. You gain divine spellcasting.

Level Proficiency Bonus Class Features
1+2Starting HP, zealot equipment; Basic proficiencies from chosen archetype; Divine Spellcasting
2+21/safe rest, heal a touched ally for 1D6/level HP as an active action; Gain one skill
3+2Gain one feature from your chosen archetype
4+2Add +1 to an ability score of your choice; Draw 3 cards from the special features deck, choose 1 to apply
5+3Gain one different feature from your chosen archetype; gain Magic Item Creation proficiency
6+3Add +1 to an ability score of your choice; Gain one skill
7+3Gain one different feature from your chosen archetype
8+3Add +1 to an ability score of your choice; Draw 3 cards from the special features deck, choose 1 to apply
9+4Gain one different feature from your chosen archetype; Pick one known spell up to spell level 3 to be a cantrip for you

Zealot Basics

  • Starting HP 8 + CON mod
  • HP each level up 1D8 + CON mod
  • Armor allowed: None
  • Proficient weapons Simple
  • Ability proficiency WIS, CHA
  • Skills:
    • Religion
    • Insight

Zealot Archetypes

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. 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.

Cleric Archetype Features (choose 1 from the list at levels 3,5,7 and 9)

  • Sense Evil: You automatically detect evil, demons, spirits and fey even if they are incorporeal.
  • Gain +2 Defense against all Evil or Spiritual Attacks, and +2 AC vs Evil Attacks.
  • +4 on all damage inflicted on Evil.
  • Add +5 permanent hit points.
  • Advantage when making any Lore skill check.
  • Gain any skill.
  • Your healing spells yield an extra 2HP of healing per target.
  • Once per day as a Quick action, you heal all allies within 100' for 1 hit point.
  • Advantage to all healing spells and Medicine skill checks.
  • Gain +1 AC when wielding a shield.
  • Gain proficiency with martial weapons.
  • Learn any two languages.
  • Advantage when using Turn Undead spell.
  • 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 incapacitated ally with zero hit points, they instead get advantage on the injury table roll.

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.

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 herbal concoctions.

Hermit Archetype Features (choose 1 at level 3, 5, 7 and 9)

  • Immunity to poison and poison damage.
  • Sense Evil: You automatically detect evil, demons, spirits and fey even if they are incorporeal.
  • Gain +4 Defense against all Evil or Spiritual Attacks, and +4 AC vs Evil Attacks.
  • Gain the Persuasion Skill, used always at advantage.
  • Can withdraw 5' from combat without drawing an attack of opportunity as a Quick action.
  • Advantage to Survival Checks.
  • Gain any three skills.
  • 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.
  • 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.
  • Learn any two languages.
  • Learn how to cast one extra cantrip and one first level spell from the divine spell list.
  • Learn how to cast one extra second level spell from the divine spell list.
  • Reduce prayer time for any potion you make by 25% (still 1 week minimum).
  • Speak with the birds and mammals of the forest.
  • You no longer have a need to eat or sleep.

Templar

An innovation in the Church over the last 30 years are the knights and sergeants of the Military Orders. The Knights of the Hospital of St. John (Hospitallers) and the Poor Soldiers of Christ and the Temple of Solomon (Templars) are both orders of soldiers who have taken the vows of monks and live to protect the Kingdom of Jerusalem and the pilgrims to the Holy Land. The archetype is called Templar throughout the rules, but all rules apply to Hospitallers as well, but don't call a Hospitaller a Templar in game. Since Templars swear an oath of poverty, chastity and obedience, as monks, they must immediately hand over any treasure or other property they gain to the order and depend on the order to feed, clothe and equip them, or else they lose their spell casting powers until they've made penance.

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.

Templar Features (choose 1 at level 3, 5, 7 and 9)

  • Unsoiled Purpose: Immune to fear effects, never checks morale, and gains Advantage on all Insight skill checks.
  • Gain immunity to Curses and Diseases.
  • Sense Evil: You automatically detect evil, demons, spirits and fey even if they are incorporeal.
  • Gain +2 Defense against all Evil or Spiritual Attacks, and +2 AC vs Evil Attacks.
  • As long as you keep your vows of Poverty, Chastity and Obedience, gain +2 damage to all attacks.
  • Add +5 permanent hit points.
  • Riding Master: Advantage to all Riding Checks and you may use a Quick action to leap onto or off of horse.
  • Gain any skill.
  • Lay on Hands: Gain a healing pool of 2hp/level per day you can give to yourself or others as an Active action.
  • Once per day as a Quick action, you heal all allies within 100' for 1 hit point.
  • Gain +1 AC when wearing armor.
  • Learn any two languages.
  • If you know the Arm of King David spell, you can cast it as a cantrip.
  • Add 10' to movement speed of horses you ride.
  • Mighty Charge: when you move at least 10' into a melee, score +5 damage to first attack.
zealot.txt · Last modified: 2020/03/06 18:56 by andrew