Friar (Dolmenwood)

Wandering ascetics who spread the gospel of the Pluritine Church.

Friars are monks or nuns who have taken to a life of wandering, doing good wherever they can. They are only loosely affiliated with the Church and exist outside the strict religious hierarchy of the clergy. Friars are thus beloved by the common folk, whom they often aid where the Church does not.

Key Stats
WIL
INT
Hit Die
d6
HP
10
Saves
DEX
WIL+
Armor
Cloth
Weapons
Blades, Staves, Wands
Gear:Habit (Adventurer's Garb), Frying Pan, Wooden Holy Symbol, Pouch of Mushrooms (Ration)
LVL 1
Divine Spellcasting

You know Radiant cantrips.

Healing Words

Gain a magical pool of healing power. This pool’s maximum is always equal to 5×LVL and recharges on a Safe Rest. Action: Speak words of healing to spend any amount of remaining healing power to restore that many HP to a creature in 6.

Culinary Implements

You can use frying pans, cured sausages, or even a ham shank as a melee weapon, doing 1d4 + STR damage

LVL 2
Mana and Unlock Tier 1 Spells

You unlock tier 1 Radiant spells and gain a mana pool to cast these spells. This pool's maximum is always equal to (WILx3)+LVL and recharges on a Safe Rest.

Armour of Faith

Add WIL to Defense when wearing Cloth armor. If your DEX is negative, you can choose not to add it.

LVL 3
Subclass

Choose a Friar subclass.

Divine Blessings

Learn Radiant Utility Spells.

LVL 4
Herbalist

You gather herbs to make restorative poultices. You gain 2 Herbalism recipes. You have (INTx2) uses per Safe Rest.

Tier 2 Spells

You may now cast tier 2 spells and upcast spells at tier 2.

Key Stat Increase

+1 WIL or INT.

LVL 5
Divine Surge

A surge of divine rapture grants you additional power as combat begins. When you roll initiative, regain WIL mana (this expires at the end of combat if unused).

Secondary Stat Increase

+1 STR or DEX.

Upgraded Cantrips

Your cantrips grow stronger.

LVL 6
Tier 3 Spells

You may now cast tier 3 spells and upcast spells at tier 3.

Restorative Words

You can spend 10 points of healing to end a condition that would not last past this combat (or reduce it by one stage).

LVL 7
Subclass

Gain your Friar subclass feature.

LVL 8
Tier 4 Spells

You may now cast tier 4 spells and upcast spells at tier 4.

Key Stat Increase

+1 WIL or INT.

LVL 9
Herbalist

Gain +1 additional Herbalist ability.

Secondary Stat Increase

+1 STR or DEX.

LVL 10
Divine Surge (2)

Your Divine Surge ability now regains WIL+1d4 mana.

LVL 11
Subclass

Gain your Friar subclass feature.

LVL 12
Tier 6 Spells.

You may now cast tier 6 spells and upcast spells at tier 6.

Key Stat Increase

+1 WIL or INT.

LVL 13
Herbalist (3)

Gain +1 additional Herbalist ability.

Secondary Stat Increase

+1 STR or DEX.

LVL 14
Tier 7 Spells

You may now cast tier 7 spells and upcast spells at tier 7.

...

something that adds combat options or utility

LVL 15
Subclass

Gain your Friar subclass feature.

Upgraded Cantrips

Your cantrips grow stronger.

LVL 16
Tier 8 Spells

You may now cast tier 8 spells and upcast spells at tier 8.

Key Stat Increase

+1 WIL or INT

LVL 17
Divine Surge (3)

Your Divine Surge ability now regains WIL + 2d4 mana.

LVL 18
Tier 9 Spells

You may now cast tier 9 spells and upcast spells at tier 9.

LVL 19
Epic Boon

Choose an Epic Boon (see pg. 23 of the GM's Guide).

LVL 20
Divine Conduit

+1 to any 2 of your stats. The first tiered spell you cast each encounter costs 1 action less and 5 fewer mana.

Upgraded Cantrips

Your cantrips grow stronger.

Herbalism

[INTx2] uses per Safe Rest.

Healing Poultice

Apply to INT allies over 10 minutes. Each regains HP equal to your Naturecraft (or 2x WIL if using Purviews).

Restorative Draft

Action to drink. End one harmful condition. Ending “Dying” grants 1 HP, ending “Dazed” grants 1 action, etc.

Cleansing Elixir

Grants a save with Advantage against magical diseases, poisons, etc.

Sleeping Draught

Recover an additional Wound when you Make Camp or during a Safe Rest.

Nature's Provenance

You find [INTx2] rations.

Philter of Ferocity

Action to drink. Deal +2 damage with weapons this encounter.

Darkness Dram

Action to drink. See in the dark this encounter.