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Atheist Cleric

Origin

In the diverse spiritual landscape of Alavir, the Atheist Cleric, also known as the Abandoned Cleric, stands as a paradox. Once devout followers of specific deities, these clerics found their faith shattered when their gods were slain or discredited. The experience left them with a profound sense of disillusionment, leading them to question the very existence of divine beings.


History

The Atheist Clerics have a complex history, often rooted in the theological debates that rage in the academies of the Capital City and the monastic orders of Dascus. Their transformation usually follows a traumatic event, such as witnessing the fall of a deity or the failure of divine intervention in a critical moment. This leads them to turn inward, relying on their own skills and the natural world rather than the whims of supposed gods.


Bonds

While they may lack a divine patron, Atheist Clerics form strong bonds with the natural elements of Alavir, from the Verdantis Jungle to the Frostspire Mountains. They also maintain relationships with scholarly circles, particularly those skeptical of divine claims. Their unique abilities make them valuable members of adventuring parties, even if their views often put them at odds with more devout members.


Role in Alavir

In Alavir, Atheist Clerics are respected for their healing abilities and their prowess in battle, especially in regions like Mordrathen where skepticism of divine powers is more common. They often serve as medics in military campaigns or as advisors in arcane research. Their lack of reliance on divine powers makes them both unique and valuable, capable of offering solutions that are grounded in the natural world.


Thought-Provoking Questions

  1. The Nature of Faith: How do Atheist Clerics reconcile their lack of belief in gods with the spiritual diversity of Alavir?
  2. Moral Compass: Absent a divine moral code, what ethical principles guide the actions of Atheist Clerics?
  3. Divine Vacuum: In a world where gods can be slain, what role do Atheist Clerics play in shaping new spiritual paradigms?

Atheist Cleric Features

Level 1

Mystical Tattoo

At 1st level, you have a tattoo imbued with holy powers. Choose one of the following tattoos, as a bonus action you can change your tattoo:


Barrier Tattoo: Once per round, you can add +5 to your armor class for one turn. If you activate it on an enemies turn it lasts until the end of their turn, your turn it lasts until the end of your turn.


Symbol of Insight: You have proficiency in Insight. You can use your Insight modifier instead of your Wisdom saving modifier for Wisdom saving throws.


Malice Tattoo: You gain a bonus to attack rolls equal to your proficiency modifier and a bonus to damage rolls equal to your cleric level.


Ki-rin Tattoo: You can add a bonus to your healing equal to your Cleric level + your proficiency modifier.


When you cast a spell, you can make a Medicine skill check (once per round).

Level 3

Godless Herbalist

At 3rd level, when you make a Wisdom skill check, you can roll a d4 and add the number rolled to the ability check. In addition, you can use Medicine skill checks from 60 feet away and add your spellcasting modifier to the heals.


When you succeed on a Arcana, Insight, Nature, or Perception skill check, you can choose a creature within 60 feet of you. You gain an additional level of resistance against that creature's damage.


When you succeed on an Animal Handling, Sleight of Hand, or Survival skill check, you can choose a creature within 60 feet of you. That creature gains 1 level of vulnerability to all damage until the start of your next turn.

Level 7

Pheromones

At 7th level, once every 3 rounds on your turn, you can activate Pheromones, creatures within 60 feet of you must make a Wisdom saving throw equal to your Spellcasting DC or be charmed by you until the start of your turn.

Level 11

Unorthodox Surgery

At level 11, once per round, you touch a creature that has recently lost a limb. As an action, you can magically repair the limb to it's original state. If the limb is lost the creature grows a new limb in 24 hours.

Level 15

Apothecary

At level 15, you can create a number of health potions equal to your Spellcasting Modifier that last until you finish a long rest. Each potion heals for 10d10 + your Cleric level and grants the drinker an additional resistance level to all damage until the start of their next turn.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


Physician's Robes: (Robes Armor) you gain +3 to medicine skill checks and your medicine check heals are increased to 1d12.

Cloak

Choose a Caster Weapon.

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