ClassThe Borrowed Grace

Priest

Channels faith as a tangible force, forging invisible bonds that heal allies and condemn enemies.

The Priest channels faith as a tangible force, forging invisible bonds that heal allies and condemn enemies alike. Through Sanctify, the Priest binds themselves to a chosen creature, sensing its direction and distance across the field; the bond holds until they rest or turn their devotion elsewhere.

Some deepen a single sacred bond until their protection is nearly unbreakable. Others hold bonds with ally and enemy at once, orchestrating the battlefield. And some, finding wrath easier than mercy, feed on suffering and spread divine condemnation like a chain.

STR
d4
AGI
d4
RES
d6
FCS
d8
INT
d8
Core Attributes
FCS · INT
Innate Skills
religion, magicka, history/lore/occult
Innate School
Divine
Armor
Cloth

Starting EquipmentCommon staff or mace. Cloth armor. Holy symbol or prayer beads, book of prayers (spellbook), minor will potion.

Core Abilities

Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.

  • Sanctify

    Core Ability

    You forge a divine bond with a target creature. Establishing a bond with a new target is a Free Action. Switching targets requires a Bonus Action. When a Sanctified target dies or becomes incapacitated, you may switch to a new target as a Free Action. The bond persists until you Rest or choose a new target. While Sanctified, you can sense your target's general direction and approximate distance (Near <100m, Some distance 100-500m, Far 500m+). The bond is active within 50m; beyond this range the effect is dormant but the bond remains.

Path of Advancement

Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.

LevelDice UpsRequired Bonuses
2—FCS 5 · INT 4
3Free UpFCS 7 · INT 5
4—FCS 8 · INT 6
5FCS UpFCS 10 · INT 6
6Free UpFCS 12 · INT 8
7INT UpFCS 14 · INT 10
8—FCS 16 · INT 11
9Free Up + Free UpFCS 18 · INT 12
10—FCS 20 · INT 14

Specializations

General Class Picks

Picks available to every Priest, before a specialization is chosen.

Level 1

You forge a divine bond with a target creature. Establishing a bond with a new target is a Free Action. Switching targets requires a Bonus Action. When a Sanctified target dies or becomes incapacitated, you may switch to a new target as a Free Action. The bond persists until you Rest or choose a new target. While Sanctified, you can sense your target's general direction and approximate distance (Near <100m, Some distance 100-500m, Far 500m+). The bond is active within 50m; beyond this range the effect is dormant but the bond remains.

  • Utility
Details →

Mending Touch

1/2 Action·8 WP10 SP

Use a ½ Action to heal a Sanctified ally for FCS Roll + FCS Bonus HP. Range 30m.

  • Heal
  • Single Target
Details →

Word of Faith

1/2 Action·6 WP10 SP

Use a ½ Action to make a ranged spell attack (30m). On hit, deal FCS Roll + FCS Bonus Divine damage.

  • Ranged
  • Single Target
Details →

Condemnation

1/2 Action·8 WP12 SP

Use a ½ Action. Sanctified enemy must succeed FCS Save vs your FCS Check or suffer -2 to their next attack.

  • Utility
  • Single Target
Details →

Level 2

When you switch Sanctify targets using a Bonus Action, the previous target receives one final trigger: ally gains DR equal to ½ level (min 1) until end of your next turn, OR enemy takes Divine damage equal to ½ level (min 1).

  • Utility
Details →

The first time you deal damage or heal with a spell in combat, recover WP equal to FCS Roll (no bonus). Once per combat.

  • Utility
Details →

When beginning Rest, you may spend 1 hour performing a sermon to purify surroundings. Allies sleeping within are immune to nightmares. Additionally, recover bonus HP equal to hours slept × RES Roll and bonus WP equal to hours slept × FCS Roll (no bonuses).

  • Utility
Details →

Level 3

When casting a Divine spell requiring a target, you may force it to hit even without line of sight. Target must be within range. Spell loses bonuses but cannot be avoided by any means.

  • Utility
Details →

Final Stand

Free Action·20 WP16 SP

Once per Rest, when you drop to 0 HP for the first time, spend 20 WP to avoid gaining an Exhaustion stack. Next time you drop to 0 HP before Resting, gain 2 stacks and become Incapacitated instead.

  • Utility
Details →

Contemplation

Full Action12 SP

Once per Rest, spend a Full Action in prayer. Regain WP equal to FCS Roll + double FCS Bonus. You may still use Bonus Actions outside your turn during this time.

  • Utility
Details →

Level 4

You learn Spirit Guardians. Additionally, when an ally starts their turn within Spirit Guardians area, they heal FCS Bonus HP and INT Bonus WP.

  • Heal
  • AoE
Details →

Chains of Light

1 Action·14 WP18 SP

Use 1 Action. Sanctified enemy must succeed RES Save or become Restrained for 2 rounds.

  • Spell
  • Single Target
Details →

You learn one level in a Spell School of your choice. That school becomes an Innate school. If you chose a school that you already had levels in, return 5 SP per school level before you add the level from this talent.

  • Utility
Details →

Your spells and abilities deal bonus Divine damage equal to half your level (min 1) against Sanctified enemies.

  • Utility
Details →

Level 6

Holy Shield

Bonus Action + 1 Action·14 WP30 SP

Use a Bonus Action. Create a divine barrier around yourself or an ally within 50m. The barrier absorbs the next instance of damage up to FCS Roll + 2 × FCS Bonus, then shatters. Only one Holy Shield active per target. Lasts until depleted or until you Rest.

  • Spell
  • Utility
  • Single Target
Details →

Prompt Determination

1/2 Action·6 WP30 SP

Use a ½ Action. Your next innate school spell cast this turn is Quickened and it gains half your FCS Bonus to its healing or damage.

  • Utility
Details →

Level 8

Your understanding of faith transcends mortal limits. Your FCS and INT attribute bonus caps increase by 2 (from 20 to 22).

  • Utility
Details →

Level 9

Severed Grace

Bonus Action + 1 Action40 SP

As a Bonus Action, you may end any one active Sanctify effect. You instantly gain HP equal to your FCS Bonus and WP equal to your INT Bonus. Stacks with Parting Grace.

  • Utility
Details →

The first time each round you deal damage or heal a Sanctified target, you regain WP equal to half your level.

  • Utility
Details →

When a Sanctified enemy is damaged by any source for the first time each round, you may immediately spend a Bonus Action and 10 WP to force that enemy to roll a RES Save against your FCS Check. On a fail, they become Stunned until their next turn.

  • Utility
  • Single Target
Details →
Class · System ReferenceØMEN: After Dragons