Today we look at the Half-demon race and Cleric class.
Infernal Resistance: Half Demons have Resistance against all fire damage.
Infernal Blessing: Once per day the Half Demon can cast Charm Person or Flaming Hands. The decision is made at the time of casting.
Cunning: Half Demons know how to beguile others. Increase the Half Demon’s Charisma to 13 if original roll was lower.
Darkvision: Half Demons can see in low-light conditions up to Nearby radius.
Starting HP: 1d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: All Blunt Weapons, Crossbow, Weapon of Deity (if Applicable) Cloth, Leather, Chainmail, All Shields
Attack Damage: 1d6 / 1d4 Unarmed or Improvising
Blessed: Roll with Advantage when testing CON to avoid damage from poison or being paralyzed.
Banish Undead: A Cleric can spend an action to banish all Nearby undead by testing their WIS and adding the creature’s HD to the roll.
Deity: Choose which the Cleric serves. Gain Deity power (see pg XX). Deity powers can be used once per day.
Roll to see if attributes increase, roll twice for STR or WIS.
Clerics can cast a number of Divine Spells per day, see the Spellcasting section.
Prayer: A Cleric prays to their deity each morning to be blessed with divine might. At the end of the hour the Cleric can cast any spell they choose.
|Cleric Level||Spell Slot Level|
God is in the TV
Description: Technology pulled from Earth also brought television. Beings were immediately drawn to the “magic box” and many began worshiping it as some form of divine being. Eventually the collective desires and consciousness of so many beings gave sentience to a sleek 120” television. Flitting images (much like a music video) flood the minds of followers that pray before the screen. Instant gratification, escapism, and consumption are common themes of the day.
Deity Represents: Distraction, Escapism, and Consumerism
Holy weapon: 20th-21st century handgun and shotgun.
Followers Dress Like: 20th-21st century Earth dwellers (or as close as they can get)
Holy Symbol: Small television jewelry (usually gem studded) on a silver chain.
Cleric Power: Static: The Cleric releases a charge of static electricity in a 15’ cone. All targets in the area must succeed a ST or suffer 1d6+Cleric level damage and able to only take a partial action for the next 1d4 rounds.