I wanted to post another class that will be in Barbarians of the Ruined Earth! The Death Priest. I wanted to include a class that was similar to a Cleric, but not with the same trappings… Cultists, priests, etc. are a very strong part of Sword and Sorcery and people enjoy playing this type of class, so I wanted to include it.
Death Priests do not serve a higher being, but rather draw energy from all those that have died since the Great Calamity to channel their abilities. Death Priests have an intimate knowledge of the bleak coldness of death, and what awaits us all on the other side of the veil. They embrace this knowledge and use it to bring peace to the dead, are village leaders and sooth-sayers, advance their own stature, fight against evil, quell angry spirits, or serve a Sorcerer master to gain power.
“You can’t hear their moaning, but I can. They beg for release. There is nothing great or divine awaiting us when we die, just a lingering limbo; a static grey ether. The knowledge and energy of the spirits is my plaything and I will use it as I see fit.”
Starting HP: 1d6+4
HP Per Level/Resting: 1d6
Weapons & Armor: Daggers, Clubs, Maces, Short Swords, Short Bows, Blowgun, Gambeson, Leather, Small Shields
Attack Damage: 1d6/1d4 Unarmed or Improvising
Knowledge of the Dead: Once per hour can channel knowledge of spirits, gaining Advantage on an INT test.
Blessed: A Death Priest has Advantage on tests against mind-controlling effects and diseases.
Recharge: Once per day, after resting an hour a Death Priest can make a Luck roll. If successful they regain the use of one miracle.
Ritualistic: Although not a spellcaster, a Death Priest can channel the energies of the dead to aid in rituals. When casting a ritual, they roll with Advantage.
Starting at 2nd level a Death Priest can cast any of the following Miracles. They can cast a number of Miracles equal to half their level (to a max of 5 at 10th level).
Heal: Can touch a target and heal them for 2HD of hit points.
Terrify: The Death Priest channels the wrath of the dead, causing unsettling fear in their enemies through the power of their words in a Nearby area. The Death Priest must successfully test their Charisma for each group of creatures they are attempting to rattle, adding the creature’s HD to the roll. A GM will determine which creatures are in any particular group. Creatures that are Terrified by the Death Priest must spend all their movement (and convert actions to movement) to move away from the Death Priest for 2d4 Moments after being Terrified.
Speak With Dead: The Death Priest can talk to a Nearby corpse of the unseen spirits and ask them up to three questions.
Bolster: The Death Priest touches a target, making them immune to fear effects for 24 hours.
Heighten: The Death Priest can touch a target, giving them Advantage on 1d3 rolls.
See Invisibility: The Death Priest’s eyes cloud over and they are able to see invisible creatures (including spirits).
Darkvision: A Death Priest is able to see in complete darkness up to Far Away. 1 hour.
Curse: The Death Priest must succeed a WIS test to curse a living target. The target is cursed for 1 hour. Each time the character must make a decision roll 1d8: 1-4) do nothing; 5) act normally; 6) attack ally) 7) flee for 1d4 rounds (do not roll during this time); 8) attack self.
Banish: Can cast Dispel Spirit (pg XX).
Harming Touch: The Death Priest’s hands become wrapped in spiritual energy. The Death Priest must succeed on a Strength check to physically touch a target. If successful, the target suffers 1d6 points of damage. This amount increases by 1d6 every odd Death Priest level, to a maximum of 5d6 at 9th level.
Roll to see if attributes increase, roll twice for WIS or CHR.
WEAPON: Blowgun and mace
ARMOR: Leather Armor 4AP (2 AP/d6 Usage Die)
ADDITIONAL: Ammo for blowgun, symbol of holy order, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).
INTERESTING TRINKET (roll 1d6): 1) an ornate robe showing your station; 2) a skull with yellow pinprick lights in the sockets; 3) highly decorative, jeweled earrings; 4) a ceremonial silver dagger; 5) censer with incense; 6) vial of ectoplasm
LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) you were forced to use your powers by a Sorcerer and caused much harm to many people; 3) you fell in a crevice and nearly died. A spirit heard your pleas and guided you out. Sometimes the spirit still comes to visit you; 4) you used your powers to pull the life force out of a pack of raiders. Even though you saved your fellow humans, they are afraid of you; 5) you joined an order of Death Priests who believed they had a higher and more powerful calling. You found them extremists and have since left, however they still desire you to return to their fold; 6) For a brief time you ruled over a small village of people, before being pushed out by a brave Barbarian and his Beastman companion; 7) by using calm judgement and consulting with the spirits you were able to quell a feud between families that had been going on for generations; 8) you became possessed by a vile spirit and killed several innocent people. You have been attempting to atone ever since.