Cleric

A magic made as a different ideal to those of the Druids and reverant Exalted, focused upon the protection and assurance of those passing through life rather than the destruction of all.

Class Arts

Primary Ability:

Mother’s Light

The shine of the sun above brims down with ample beauty towards those who live amongst the lands. Whenever a Cleric lands a basic attack they spawn a Sun Tile within 4 blocks of themself on an empty block. These tiles can either be stepped on by a team member to give them a bonus action or heal them for 10 HP.

Solar Lance

Common+

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Sacred

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Weapon

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100

The lance exists as a weapon built upon the premise of defense and stalwart protection, a token amongst the Clerics for their main offensive capability.


Common Form: Arm yourself with a large ranged lance, capable of outstretching up to 3 blocks to hit figures with a melee attack. This lance does 5 damage, and heals a selected ally for 10 HP.


Uncommon Form: Arm yourself with a large ranged lance, capable of outstretching up to 3 blocks to hit figures with a melee attack. This lance does 10 damage, and heals a selected ally for 10 HP.


Rare Form: Arm yourself with a large ranged lance, capable of outstretching up to 3 blocks to hit figures with a melee attack. This lance does 15 damage, and heals a selected ally for 15 HP.


Epic Form: Arm yourself with a large ranged lance, capable of outstretching up to 3 blocks to hit figures with a melee attack. This lance does 20 damage, and heals a selected ally for 20 HP. Every second attack this lance spawns a Sun-Tile.

Angelic Support

Uncommon+

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Sacred

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Spell

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200

Call upon the skies to bring down support, blessing the battlefield and reinvigorating allies with the ability to continue on.


Uncommon Form: Upon using an action, within a range of 10 blocks from the Cleric you may spawn 2 sun tiles.


Rare Form: Upon using an action, within a range of 15 blocks from the Cleric you may spawn 3 sun tiles.


Epic Form: Upon using an action, within a range of 20 blocks from the Cleric you may spawn 4 sun tiles.

Divine Gate

Common+

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Sacred

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Spell

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100

Call upon the skies above to call down an ethereal gate of translucent gold. You and your allies can go through the wall as if it is nothing, however enemies cannot.


Common Form: Upon using an action or an interrupt, once per combat you may cast this spell. Once cast, an ethereal wall 10 blocks long and 10 blocks tall spawns in a location of the cleric’s choosing within 15 blocks. The cleric and their allies may pass through the barrier, but enemies cannot. The wall has a total HP of 50. Friendly projectiles cannot pass through the barrier.


Uncommon Form: Upon using an action or an interrupt, once per combat you may cast this spell. Once cast, an ethereal wall 15 blocks long and 15 blocks tall spawns in a location of the cleric’s choosing within 15 blocks. The cleric and their allies may pass through the barrier, but enemies cannot. The wall has a total HP of 100. Friendly projectiles cannot pass through the barrier.


Rare Form: Upon using an action or an interrupt, once per combat you may cast this spell. Once cast, an ethereal wall 20 blocks long and 20 blocks tall spawns in a location of the cleric’s choosing within 15 blocks. The cleric and their allies may pass through the barrier, but enemies cannot. The wall has a total HP of 150. Friendly projectiles cannot pass through the barrier.


Epic Form: Upon using an action or an interrupt, once per combat you may cast this spell. Once cast, an ethereal wall 20 blocks long and 20 blocks tall spawns in a location of the cleric’s choosing within 20 blocks. The cleric and their allies may pass through the barrier, but enemies cannot. The wall has a total HP of 300. Friendly projectiles can pass through the barrier.

Inspire

Uncommon+

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Elemental

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Spell

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200

Empower your team with the confidence to keep on moving. Grasp your hand together and point it outwards to an ally, restoring one of their interrupts.


Uncommon Form: Upon using an action, cast this spell to restore one interrupt of an ally of your choosing. Can only be cast once every three rounds.


Rare Form: Upon using an action, cast this spell to restore one interrupt of an ally of your choosing. Can only be cast once every two rounds.


Epic Form: Upon using an action, cast this spell to restore two interrupts of an ally of your choosing. Can only be cast once every two rounds.

Healing Word

Common+

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Elemental

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Spell

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100

Upon speaking a simple word, pull upon the nature of your soul and brim it onto a nearby target or ally, healing them for a certain amount of health.


Common Form: Use an action on your turn to cast this spell, healing an ally or target that you choose by 15 HP. This spell has a 2 round cooldown.


Uncommon Form: Use an action on your turn to cast this spell, healing an ally or target that you choose by 25 HP. This spell has a 2 round cooldown.


Rare Form: Use an action on your turn to cast this spell, healing an ally or target that you choose by 35 HP. This spell has a 2 round cooldown.


Epic Form: Use an action or bonus action on your turn to cast this spell, healing an ally or target that you choose by 50 HP. This spell has a 2 round cooldown.

Conversion

Rare+

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Elemental

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Spell

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500

Clerics are often seen as the purest entities in the world, able to mold the minds of the sentient in order to follow their whims via speaking straight through to their dreams.


Rare Form: Upon being cast you may  make a member of the opposition permanently join your party. They are thrown unconscious for the rest of combat. If the DM wills a character as being too powerful, this instead exists as a stun. Can only be cast once per combat.


Epic Form: Upon being cast you may make a member of the opposition permanently join your party. They immediately are charmed after this spell and begin attacking alongside your group. If the DM wills a character as being too powerful, this instead exists as a stun. Can only be cast once per combat.

Judgement

Rare+

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Sacred

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Spell

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500

Clerics exist as figures charged with the will to ensure they protect all of those of the holy spirits. However, in rare cases they may use their powers for the sake of offense if they deem such necessary. This may come with a price.


Rare Form: The cleric configures their light into a pure blinding white light, able to cast from 20 blocks away and deal 60 damage. This spell has a 2 turn cooldown. If the target is considered a figure of pure soul or defenseless intent, this spell feedbacks and deals 100 damage to the spellcaster. This is up to DM discretion.


Epic Form: The cleric configures their light into a pure blinding white light, able to cast from 30 blocks away and deal 80 damage. This spell has a 1 turn cooldown. If the target is considered a figure of pure soul or defenseless intent, this spell feedbacks and deals 100 damage to the spellcaster. This is up to DM discretion.

Guardian Angel

Rare+

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Sacred

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Spell

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500

In moments of intensive need, the Cleric may expel their souls onto the figures of others in order to invigorate them in moments of stress in battle.


Rare Form: Your allies regain 30HP and 1 interrupt. In exchange,  your maximum health is halved  and whenever thrown unconscious, you have to roll above a 15 in order to not die. This resets after combat.


Epic Form: Your allies regain 60HP and 2 interrupts. In exchange,  your maximum health is halved  and whenever thrown unconscious, you have to roll above a 12 in order to not die. This resets after combat.

Cleric

The Vergina Sun

Cleric

By: @looceylooart

Cleric

Cleric

Cleric