"It is the Duty of the Dead to Rest" GLoG Class, Cleric of the Requiem
"The dead cannot cry out for justice. It is a duty of the living to do so for them." - Lois Bujold, Art by Chenxi Kang
Guilt, Fear, Anxiety, Foul Magics, there are ten thousand reasons for the dead to stir in their sleep, even to rise in a restless semblance of life. It is our place to give them their rest by whatever means we may.
Cleric of the Requiem
Starting Gear: Mace (d8, 1 Bulk), Light Armor, Shield, Lantern & Oil, Chalk (1/3 Bulk), Black Oilcloth Cloak (1 Bulk, Waterproof), Strange Memento (See Below)
Skill: Dead Languages | Ancient Machinery | Forgotten History
A. Friend of the Dead, Last Rites, Casting
B. Psychopomp, +1 MD, +2 Spells
C. Inviolate Wards, +1 MD, +2 Spells
D. Order of the Requiem, +1 MD, +2 Spells (Chosen, not rolled)
Friend of the Dead: Mindless undead encounters will not attack you on an X-in-6 roll, where X is your Cleric of the Requiem level. Sentient Undead roll +X on reactions to your party.
Last Rites: You may anoint a mindless undead creature's physical remains with oil to remove the curse of undeath. This requires a successful unarmed attack roll in combat. If you anoint a dead body, it cannot become undead. Sentient dead may choose to accept or deny these rites.
Casting: You gain 1 Magic Dice (MD), and 2 spells rolled randomly from the list at the end of this class. With each additional template, gain 1 MD and two additional random spells. At template D, choose your spells.
Psychopomp: Your work attracts a friendly invisible Psychopomp. Though it has a physical form, it is extremely shy about revealing it. It is intelligent, and has 1 HD and AC 14, but can't attack. It can fly 30' per action and lift 1 bulk. It can sense the presence of undead within 120', though learns no further details. If your psychopomp "dies" it returns d4 days later.
A number of times per day equal to your Cleric of the Requiem level, it can perform one of the following actions:
- Guard: Reaction, Negate d4 damage dealt to any party member, or d8 damage if the damage is from an undead.
- Blind: Action, Target creature is temporarily blinded by the light of the Beyond. This clears at the end of the creature's next turn, or only after a successful save on its turn if undead.
- Turn Undead: Action, The Psychopomp fills the room with brilliant light. Roll 2d6+[Templates]. Each each undead that sees this light subtracts their HD from the roll and: on a 12+, the undead is destroyed. On a 9-11, the undead is forced to flee for d4 minutes. On a 5-8, the undead flees for d4 turns, on a 4-, the creature is unaffected. After taking this action, the psychopomp must rest for d4*10 minutes.
Inviolate Wards: You may draw a chalk line approximately 20' long, or a circle 5' in radius, on your turn in combat. Undead may not cross this line unless they pass a save. This save cannot be repeated. If another creature crosses this line, you become aware of it, though not which line. Wards are only effective for 1 hour.
Order of the Requiem: If you have a strip of black cloth, you may perform a one hour ceremony with it to mark anyone who wears it as a member of the Order of the Requiem. Anyone wearing it gains the following bonuses while within 60' of you.
- If undead would not attack you, they will not attack those wearing the Cloth.
- The Psychopomp will hear them and respond to their requests.
- If they would fail a save against a magical effect, they may sacrifice their Cloth instead.
Spells
- Ceremony: You perform a religious ceremony for up to [dice] creatures that requires a Vow to be made by the targets. Targets gain +1 AC for [sum] days, and if multiple targets are chosen, they can always sense the direction towards the others. If a target breaks their vow, they gain [dice] fatigue. A creature may be affected once per year.
- Protection from Evil: For [sum] minutes, undead and demonic beings take a -[dice] penalty to hit creatures within 10’ of you.
- Purify Food & Drink: [Sum] rations or gallons of drink are purified of poison, disease, and alcohol.
- Find the Path: For [dice]*2 hours while under the open sky a glowing path toward a place or object the caster is familiar with appears.
- Fog: You summon a magical fog that fills a [dice]*10’ radius area of your choice. You can see through it, but other creatures are blind within it. The fog dissipates after [sum] minutes.
- Heal or Harm: A creature you touch regains or loses [sum]+[dice] HP, or [sum] HP if they are within 60’ but not touched. If 4 or more [dice] are invested, the spell can restore a creature to perfect health, including regenerating missing limbs or organs, and nullifying all poisons and disease. It cannot raise the dead.
- Read Language: The caster may translate any text they touch for [sum] minutes.
- Remove or Inflict Fear: [dice] allies within 60’ lose all fear, or [sum] HD of creatures become frightened of a target within 60’ and must flee or hide for [dice] minutes.
- Conceal or Reveal: For [dice]*10 minutes, a creature within 30’ is fully ignored by all creatures that see it until it engages them. Alternatively, the creature can see invisible creatures and effects, such as spells and curses.
- Phantom Limb: [Dice] limbs can’t touch physical objects, only incorporeal ones, for [dice] hours or until dispelled.
- Premonitions: The next [dice]*2 damaging effects targeting you that have any chance of missing, miss. Lasts [sum] hours.
- Speak with Dead: Ask [dice]+[highest] questions of a skull or dead body. -1 question to compel true answers and/or hear emotion.
Strange Mementos
- A Golden Locket: Within is an image of a young maiden. If it is opened, a deafening wail echoes out. Anyone who hears it must save or become deaf for 10 minutes.
- A Silver Ring: When you twist it on your finger, strange chanting fills your mind. You gain advantage on Saves against Magic, but take -3 AC while it is active.
- A Black Cane: A finely wrought serpent's head adorns the top. Once per day, you may throw it on the ground, causing it to turn to a 1 HD venomous viper under your control for 10 minutes. It has AC 14 and a +1 d6 Bite Attack. If it bites a living being, they must save or take an additional 2d6 damage from Poison.
- A White Handkerchief: Silver flowers embroider it. Anyone who breathes its fragrance must Save or fall unconscious for 10 minutes.
- A Warm Whip: When you lash it at a creature, it takes a mind of its own, binding around their ankles and dragging them toward you. May be used in the off-hand. 20' Reach, target must save or be grappled and dragged 20' toward you. If used on a stuck object, you are pulled toward it.
- A Fogged Monocle: When peered through, you can see spirits, but not the material world.
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