Cleric

The Cleric uses their control of magic to heal themselves and their allies. They also gain the ability to remove afflictions and give bonuses, increasing the power of others and healing their wounds, and eventually gaining the power to revive the dead.

LevelBonusesUnarmed DieSpell DieFeatsSpellsSAL
1st
+1 Intellect
1d41d4Mana Affinity [Life], Mana Missile, Detect ManaCommon
2nd+1 ConstitutionMagic Armor, Magic Field, Shield Magic, Message
3rd1d6Restore, Mana Tentacle
4th+1 IntellectUnseen ServantUncommon
5thDual CasterAwaken, Cleanse, Mana Ball
6th+1 Intellect, +1 Constitution, +2 Spell Attack Mana Walk, Mana Beam
7thAbnormal
8th+1 Intellect, +6 Spell AttackMana Suit
9th+1 Dexterity, +1 Constitution, +1 Intellect, +1 Sanity, +2 First Aid1d8Perfect Resist
10th+1 Intellect, +1 Constitution1d10
11th+1 Intellect, +1 Constitution, +2 Spell Attack, +2 First AidMana Wall, Mana Halo, Scry
12th+1 IntellectMana Recoil, Mana Rain, Purify
13thHealth SightRare
14th+1 Intellect, +4 Spell Attack, +4 First AidEncourage
15th+1 IntellectMana Blast
16th+1 IntellectVery Rare
17th+1 Intellect, +8 Spell Attack1d12Revive
18th+1 Intellect, +1 ConstitutionResistance, Mana Bolt
19th+1 Intellect, +2 First AidMana Bloodline, Reincarnate
20th+1 Dexterity, +1 Constitution, +1 Sanity, +3 First Aid, +20 Spell Attack
Build Points Distribution

Starting Ability Scores
Strength 10, Dexterity 10, Constitution 13, Intellect 12, Sanity 11, Empathy 10

Level 1
BP: 12
Level One Bonus Spell: Mana Affinity [Life]
SAL: Unlock Common [-5 BP]
Spell: Mana Missile [-4 BP]
Spell: Detect Mana [-2]
Ability Score: Intellect [-1]

Level 2
BP: 13
Spell: Magic Armor [-4]
Spell: Magic Field [-2]
Spell: Shield Magic [-4]
Spell: Message [-2]
Ability Score: Constitution [-1]

Level 3
BP: 13
Spell: Restore [-4]
Spell: Mana Tentacle [-4]
SD: Unlock 1d6 [-5]

Level 4

BP: 13
SAL: Unlock Uncommon [-10]

Spell: Unseen Servant [-2]
Ability Score: Intellect [-1]

Level 5
BP: 14
Bonus Spell: Awaken
Spell: Cleanse [-6]
Spell: Mana Ball [-4]
Feat: Dual Caster [-4]

Level 6
BP: 14
Spell: Mana Walk [-6]
Ability Score: Intellect [-1]
Spell: Mana Beam [-4]
Ability Score: Constitution [-1]
Training: Spell Attack [-2]

Level 7
BP: 15
SAL: Abnormal [-15]

Level 8
BP: 15
Spell: Mana Suit [-8]
Training Spell Attack [-6]
Ability Score: Intellect [-1]

Level 9
BP: 16
Bonus Spell: Perfect Resist

Spell Die: Unlock 1d8 [-10]
Ability Score: Dexterity [-1]
Ability Score: Constitution [-1]
Ability Score: Intellect [-1]
Ability Score: Sanity [-1]
Skill: First Aid [-2]

Level 10
BP: 17
Ability Score: Intellect [-1]
Spell Die: Unlock 1d10 [-15]
Ability Score: Constitution [-1]

Level 11
BP: 18
Ability Score: Intellect [-1]
Spell: Mana Halo [-4]
Spell: Mana Wall [-4]
Spell: Scry [-4]
Skill: First Aid [-2]
Training: Spell Attack [-2]
Ability Score: Constitution [-1]

Level 12
BP: 19
Ability Score: Intellect [-1]
Spell: Purify [-8]
Spell: Mana Rain [-6]
Spell: Mana Recoil [-4]

Level 13
BP: 20
Bonus Spell: Health Sight
SAL: Unlock Rare [-20]

Level 14
BP: 20
Spell: Encourage [-10]
Ability Score: Intellect [-1]
Training: Spell Attack [-4]
Skill: First Aid [-4]

Level 15
BP: 21
Ability Score: Intellect [-1]
Spell: Mana Blast [-10]
Roll Over BP: [+10]

Level 16
BP: 32
SAL: Unlock Very Rare [-25]
Ability Score: Intellect [-1]
Roll Over BP: [+6]

Level 17
BP: 29
Bonus Spell: Revive
Spell Die: Unlock 1d12 [-20]
Ability Score: Intellect [-1]
Training: Spell Attack [-8]

Level 18
BP: 24
Spell: Resistance [-12]
Spell: Mana Bolt [-10]
Ability Score: Intellect [+1]
Ability Score: Constitution [+1]

Level 19
BP: 25
Spell: Mana Bloodline [-10]
Ability Score: Intellect [+1]
Spell: Reincarnate [-12]
Skill: First Aid [-2]

Level 20
BP: 26
Training: Spell Attack [-20]
Ability Score: Dexterity [-1]
Ability Score: Sanity [-1]
Ability Score: Constitution [-1]
Skill: First Aid [-3]