A class inspired by A Blasted, Cratered Land’s cleric by Velexiraptor.
You have been ordained a priest of the Church. The Church is universal across the Empire, united in its worship of the Authority. While bishops and cardinals bicker over political and theological issues, local parishes celebrate thousands of different saints, martyrs and traditions.
Starting Equipment
Holy Vestments, a Censer, and your Holy Book
You need one of each to use your priest abilities
Starting Skills
“The Holy Scriptures” and your choice of “Dead Languages”, “Preaching” or “Inquisition”
For every Priest template you have, you choose one new Sacrament.
Sacrament
When you choose a Sacrament, you become imparted by the divine grace of the Authority. Each sacrament is different and represents one facet of your faith. If a sacrament gives you a spell, it is stored in your Psyche and you can cast it once between each rest.
How GLOG spells work
Spell Dice (SD)
They are D6s and you cannot cast a spell without them. Whenever you cast a spell, you choose how many SD to invest into it. The result of the spell depends on the number of [dice] and their [sum].
Every time you roll doubles you get closer to Catastrophe.
Catastrophe
Every time you roll doubles you gain 1 Doom Point. Roll a D20. If you roll equal to or below your doom score, you trigger a catastrophe. Triples give 3 Points, and Quadruples, 6 points.
Choices of Sacraments:
(with spells)
Anoint the sword of the Conqueror
- You can spend Spell Dice as you attack and add the sum to your attack and damage rolls.
- When you hit an enemy with a weapon or you take damage from a weapon, you gain 1 Spell Die for your next combat turn.
- Roll 1D4, you gain the following spell: 1. Thaumaturgy, 2. Blood Scabbard, 3. Cure, 4. Nine Lives
Bathe in the Sacred Element
- Choose what is the Sacred Element. You can shape it like clay.
- If your body is covered in the Sacred Element, you have a free spell dice.
- Roll 1D4, you gain the following spell: 1. Cloak of Element, 2. Conjure (the element), 3. Elementamorphosis, 4. One with the Elements
1D20 Elements
- Wind / Oxygen / Sound
- Stone / Sand / Earth
- Flames / Sparks / Explosion
- Water / Rain / Bubbles
- Magma / Coal / Glass
- Ice / Snow / Cold
- Ooze / Plant / Mud
- Smoke / Gas / Heat
- Positive Energy / Blood / Mind
- Negative Energy / Darkness / Rot
- Light / Star / Radium
- Metal / Gem / Alloy
- Lightning / Magnetism / Static
- Steam / Cloud / Vapor
- Salt / Oil / Mercury
- Dust / Bone / Debris
- Ash / Sulfur / Soot
- Vacuum / Antigravity / Ether
- Roll twice, choose one.
- Roll twice: it’s both at the same time.
Burn books in an auto-da-fé
- Idiots believe you.
- When you destroy a source of knowledge, you gain 1 Spell Die (until you spend it).
- Roll 1D4, you gain the following spell: 1. Pinky Knot, 2. Poppy’s Milk, 3. Servitude, 4. Singularity of Purpose
Commune with the Sacred Beast
- Choose what kind of animal is the Sacred Beast. You can speak with this animal.
- As long as you are act like what the chosen animal represents you have at least 1 Spell Dice.
- Roll 1D4, you gain the following spell relating to the chosen animal: 1. Animorph, 2. Bestow Animal Aspect, 3. The Animal Allure, 4. Call of the Animal.
Contact the Voices-from-Beyond
- Roll on the D500 mutation table.
- You have as many daily Spell Dice as you have mutations.
- Roll 1D4, you gain the following spell: 1. Conjure, 2. Genoplasm, 3. Petition, 4. Transcendence
Declaim the 100 Great Wisdoms
- If you would roll for a new spell, roll twice and choose. You can do that retroactively for your other Sacraments.
- Every session, you gain 1 Spell Die (until you spend it).
- Roll 1D4, you gain the following spell: 1. Astral Projection, 2. Doom Foretold, 3. Empathic Vessel, 4. Amulet of the Open Hand
Drink the blood of your enemies
- Every time somebody wrongs you, you can note the wrong in your Psyche. You know instinctively when you are getting closer to these people.
- Every time you get revenge from one of the wrongs in your Psyche, you gain 1 Spell Die (until you rest).
- Roll 1D4, you gain the following spell: 1. Karmic Retribution, 2. Petition, 3. Relentless Vigor, 4. Undying Oath
Kiss the feet of the Infant and Elder
- You gain a new follower each time you end a session in a city.
- Each person joining you in the casting of a spell adds 0.5 Spell Die to it.
- Roll 1D4, you gain the following spell: 1. Circle of Protection, 2. Last Oath, 3. Rite of the Seventh Day, 4. Salvation
Meditate in isolation
- Each session, you can ask a Yes/No question to the referee. You will get the answer at the beginning of your next game.
- At the end of a session, note 2 specific actions you want to do. The next time you play, you have 1 additional Spell Die when doing those actions.
- Roll 1D4, you gain the following spell: 1. Aura of Renewal, 2. Delay, 3. Indolence, 4. Seal of Retribution
Prostrate yourself before the Authority
- You are considered judge, jury and executioner by the faithful.
- When you punish someone for breaking the Law, you gain 1 Spell Die (until you spend it).
- Roll 1D4, you gain the following spell: 1. Call for Judgement, 2. Command, 3. Smell Sin, 4. Smite the Wicked
Purify yourself in a ritual bath
- Each day, you have a D8 advice die you can give to one of your allies. That person can spend it to add the result to any noncombat D20 roll.
- You gain 1 SD every time you give someone counsel and it turns out to be right. This SD lasts until you rest.
- Roll 1D4, you gain the following spell: 1. Animate Book, 2. Comprehension, 3. Vitalize, 4. Stormspeech
From J.N. Sinombre’s Rabbi!
Reject the Orthodoxy
- You are immune to curses.
- When you undermine the Church or destroy a religious item, you gain 1 Spell Die (until you spend it).
- Roll 1D4, you gain the following spell: 1. Deliver from Malison, 2. Beckon Doom, 3. Implant Idea, 4. Enrage Believer
From J.N. Sinombre’s Abnegator!
Return the dead to Nature
- You can rot dead organic matter with your touch. A few seconds spoils food, and 1 hour consumes a dead human.
- You can consume one organic object in your inventory to gain 1 Spell Die (for the next 10 minutes).
- Roll 1D4, you gain the following spell: 1. Cordiceps Apotheosis, 2. Fey Ring, 3. Hallucinogenesis, 4. Potpourri
Trace the Seven Angelic Sigil Circles
- Once, a gardian angel can save someone else of your choice from certain death.
- As long as you haven’t commited murder, you start each adventure with a cumulative Spell Die.
- Roll 1D4, you gain the following spell: 1. Sigil of Bezaliel, 2. Sigil of Phanuel, 3. Sigil of Shamsiel, 4. Sigil of Zagzagel
From The Nothic’s Eye’s Angelologist
(without spells)
Offer a lamb to the Altar of Worship
- You can speak the Holy Language of Angels, Demons, Gods and Babies.
- You can spend 10 minutes at any shrine to learn the health, goal and disposition of the divinity in residence.
- Once per shrine per session you can ask a divinity a question, which they will answer with a hint in accordance with their goal and disposition.
Parade the icons of the Faith
- For you, treasures that are at least valuable count as pieces of armor.
- When you carouse, you draw audiences of pious followers. After your sermon, a number of them equal to the amount Treasures you carry join you.
- You can command your followers as a group and they will follow your orders blindly. Each turn, one of them can take a hit in your stead at the cost of its life.
Fast for two months
- You can choose an additional skill from the priest class.
- When another character solicits your advice, if they act on it, they have advantage on their next relevant test. If they act against it, they have disadvantage. Offering advice takes an action during tense situations, and 10 minutes otherwise.
- When violence seems imminent, no one can make an attack or cast a harmful spell until you’ve had your say.
From Vivanter’s Councilor
Build a church with your bare hands
- You can read all languages which have no living speakers.
- You have a sense for architecture and ruin. You can tell where a structure will break first (or next), and whether that destruction is imminent. You can also tell how long ago a structure collapsed. Once per adventure, you can dictate a time within that month for a target structure to collapse in the manner foretold (which can be as soon as Immediately).
- Alternatively, you can dictate instead that a structure will not collapse for a month.
From Dead Delver’s Celestial Arts
Confess all your darkest sins to an authority figure
- When peering into darkness, you know if there are creatures hiding inside.
- When peering into the eyes of any creature with a language, you know if it is ashamed of something.
- You can store people’s secrets in your psyche. Secrets are things the target wouldn’t want others to know. You can reveal a target’s secret to automatically succeed a roll against it.