Disciple

CLASS DESCRIPTION

A disciple is divine spellcaster that channels the power of their deity in the service of that deity. Joining a cult when young to receive teaching and training, those lucky to be chosen to become disciples are charged to perform tasks that align with their chosen deities persona, many will form or join parties to undertake quests, some will join military forces to defend or attack in their deities name, others go it alone, using whatever means they can to achieve their mission.

Disciples can consecrate an area or call forth divine energy to smite their foes, summon divine shields to ward off physical blows and channel divine energy into their melee or ranged weapons or to heal the wounds of their allies. The longer a disciple follows their chosen deity and performs actions that follow their persona, the more powerful the priest will become.

A Disciple must serve a deity from the spawn of Saiyiden pantheon.

Proficiencies

One Handed:Light and Medium weapons.
Long Range:Crosswbows.
Armour:Light or Medium armour.

Divine Powers

Aura:Ward Good

Ward GoodDIVINE POWER

When surrounded by the enemies of their deity, a moment of contemplation can focus the divine energies into a barriers that those enemies cant penetrate.


Special Action: Characters of the Pantheon of Frahuden can not enter spaces adjacent to the divine power user. If in adjacent spaces; characters of the Pantheon of Frahuden can not attack the divine power user.

Channeling cannot be initiated while engaged and is interupted if damaged.
While channelling, move is limited to 3.

Defensive:Divine Shield

Divine ShieldDIVINE POWER

Using the divine energy of their pantheon as a visible shield, acting to deflect ranged attacks.


Passive: Gain Block verses incoming ranged attacks.

Attack:Divine Smite

Divine SmiteDIVINE POWER

When attacking the enemies of their deity, divine power flows into their weapons to be release in flashes of coloured light.


Passive: Attacks against Condemned creatures deal +1 Damage and inflict Dazed on the targets next attack or block.

Power:Desecrate

DesecrateDIVINE POWER

Turning the powerful divine energies of their deity outward to desecrate the area around them.


Special Action: The room, or 10 spaces diameter become toxic to characters from any opposing pantheon. While in the that area, those enemies suffer 2 damage at the start of their move phase, and if they end their turn in the area they become parched.

Channeling cannot be initiated while engaged and is interupted if damaged.
While channelling, move is limited to 3.

Divine power requires a Holy Symbol A holy symbol varies from one divine user to another but most are hand crafted items in precious metals depicting a symbol of their deity.
If a class requires the use of a holy symbol it must be in the caster possesion when using or casting a power or spell.
(or a Chosen Weapon
Each deity will have a chosen weapon, if the divine character uses a matching weapon then they gain a proficiency in that weapon even if the class does not grant it, and they can use the weapon in place of a Holy Symbol.

If the character has the [Melee] keyword, while using the chosen weapon, if they roll a [Wildcard] that hit will deal an addtional stack of damage.
).

Spellcasting

Aura: Anoint

Whether amidst the mundane tasks of life or the heat of combat, a brief prayer allows this character to bestow an anointing upon those who stand in service to their deity.


In the Move phase any number of willing allies become affiliated with the same deity as the caster until the end of the encounter.


Defensive: Sanctuary

With a simple touch, the caster bestows a powerful ward upon an ally that prevents enemy attacks, though this protection shatters the moment the target chooses to commit an act of aggression.


Target is immune to damage from melee or ranged weapons until they make an attack roll.


Touch

Offensive: Heal

A simple word from the caster releases a radiant pulse of divine energy, revitalising all allies within their reach.


All allies in in line of sight and within 10 spaces heal 2 stacks of damage, doubled to 4 if of the same deity.

Boss: All minions instead gain Ward 2


Power: Harm

With an outstretched hand, the caster utters a word of condemnation, causing their enemy to be suddenly overcome by a wave of agonising pain.


Target within Line of Sight and within 20 Spaces is attacked with 4 dice, each location result deals 3 damage, any wildcard result increases damage by 1

Boss: Roll white dice.


Divine Spellcasting requires a Holy Symbol A holy symbol varies from one divine user to another but most are hand crafted items in precious metals depicting a symbol of their deity.
If a class requires the use of a holy symbol it must be in the caster possesion when using or casting a power or spell.
.

Skills:

Disciple:Persuasive

PersuasiveSKILL

With the right inflection and the correct words, requests made become far more important, as they guide others by making it feel like the best option they have.


Can make a friendly target make a decision of their choice, or take an action that otherwise had not been considered.

Orate

OrateSKILL

Confidence and a strong voice can sound across a space such as a large room or marketplace. The nature of such a speech will draw the attention of all those around them.


Can keep the attention of those around them when they need to preach, educate or inform others. Their speech can be heard up to 30 spaces.

Class Portrait

Adventurer Disciple divine spellcaster

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Artwork of Terrainia

Last updated on the 22nd July 26
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