===== Cleric—Aspirant ===== The figurehead god of the Clergy is Triegenes, who was once a mortal fisherman. More than a thousand years ago, he caught the secret of divinity from the sea, after which he gathered loyal adher- ents, rallied armies to defeat the Demonocracy, and then ascended to godhood. The Clergy welcomes many gods to their pantheon, as long as they all accept the central dogma that people can and should strive to improve themselves, and that any mortal has the potential to become divine. Different sects of the Clergy preach different paths to godhood, and so pervasive is the religion that the concept of self-perfection has filtered into religious movements that aren’t formally recog- nized by the faith. Traditional Clericists encourage people to master whatever drives them and to face ever greater challenges, earning the adula- tion and perhaps even worship from those who witness their deeds. Some Drakran muktists who have absorbed Clergy worshipers claim that people should strive for freedom, and that the path to di- vinity requires an understanding of all possible skills so one can do literally anything. In Risur, though, a likely-misguided movement in remote villages claims that, because the fey lords of the Unseen Court are themselves gods, those with aspirations toward godhood should reject their personal identity, and attempt to conceal their true capabilities by acting with grand whimsy, with the ultimate goal of letting others imagine you as greater than you actually are. Since Triegenes, there are no documented cases of anyone ascending to godhood. ==== Potential Domain SPells ==== ^ Cleric Level ^ Spells ^ | 1st | expeditious retreat, jump | | 3rd | alter self, enlarge/reduce | | 5th | blinding smite, haste | | 7th | freedom of movement, stoneskin | | 9th | awaken, circle of power | ==== Possible Talent ==== It is easy to imagine how by taking a different course in life one could have ended up with an entirely different set of skills. At 1st level, you can invoke this truth for yourself or reveal it to others with a brief prayer. Spend an action and choose yourself or a creature within 30 feet. That creature gains proficiency in a weapon, armor, skill, tool, language, or vehicle of your choice. This effect lasts until you take a short or long rest. Once you use this fea- ture, you must finish a short or long rest before you can use it again ==== Fighting Fitness ==== At 1st level, you combine your divine power with some of the mar- tial arts techniques of an adept, the practice of which keeps your body healthy. \\ You gain the following benefits: \\ * While you are unarmed and you aren’t wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \\ * You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. \\ * You can roll 1d8 in place of the normal damage for your unarmed strike. This benefit does not apply to the Martial Arts or Focus class features of the adept. You can treat your unarmed strike as a weapon for the purpose of the domain spell blinding smite. \\ * When you use the Attack action and hit with an unarmed attack, you can spend a bonus action to cause your body to glow briefly with holy power. If you do, that attack deals 2d6 extra radiant damage. The radiant damage increase to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can surge with holy power a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. ==== Channel Divinity—Potential Self ==== At 2nd level, you can use your Channel Divinity to let a creature briefly manifest their full potential. Spend an action and choose yourself or a creature within 30 feet. That creature benefits from the spells bless and shield of faith, which last for one minute and do not require concentration. (Whenever that creature makes an attack roll or a saving throw before the spell ends, it can roll 1d4 and add the number rolled to the attack roll or saving throw. It also gains a +2 bonus to AC.) When you use this ability, the recipient can make an attack as a reaction. The creature’s physical appearance may shift slightly when it becomes its potential self, reflecting choices it might make in the future or could have made in the past. This could be as simple as changing hairstyle or removing scars, or as grandiose as glowing eyes and hair, rippling muscles, even possibly changing sex or spe- cies. These cosmetic changes reflect what the creature desires itself to be, and they disappear when the effect ends. ==== Possible Paragon ==== At 6th level, you can help someone strain the bonds of what they could normally achieve. When you use the Potential Self ability, the chosen creature also chooses one ability score to increase by 2. This can increase an ability score above 20 temporarily. ==== Holy Touch ==== At 8th level, you can momentarily hold divinity in your hands, which can devastate mortal foes. Once on each of your turns when you hit a creature with an unarmed attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. ==== Transcendent Form ==== Starting at 17th level, your body becomes more than just crude matter, and you can shape it to match your spiritual essence. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, choose a damage type other than force or radiant (acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, psychic, slashing, and thunder). You gain immunity to that damage type.