The Clergy represents those who devote their lives to working within religious institutions.
The Clergy are respected members within the social hierarchy in regions where their religion is prominent. Clergymen make effective orators, acolytes, and religious crusaders.
Religions need devout orators to bring new members into the fold, or reinforce the faith of the faltering. Preachers can inspire the righteous, protect the weak, or incite dread in the unfaithful by speaking clearly and passionately about the faith they serve. These rhetoricians of the divine are not dissuaded by material wealth or hidden lore; instead, they seek good repute and new converts to their deity. Preachers recruit adherents to their religion through personal devotion and overt exhibitions of piety, charity, and charisma.
Rank 1 - Crier
You have always had a natural aptitude for the spoken word, compelling others to listen and partake in your views by speaking loudly and clearly about the deity you serve.
You are often seen on busy street corners and in town squares, preaching to passers-by.
Holdings:
Free lodging at your local temple of the faith or religious institution.
Knowledge of a member of the ranked clergy using unlicensed magic to perform a miracle, or committing some other transgression.
Progression:
You have a small congregation of followers who come to hear your sermons each day.
rRak 2 - Truth Speaker
You have cultivated a reputation in your local
town or city as a persuasive and charismatic
orator, able to inspire the righteous and decry the evil. Common folk and nobility alike often stop to hear you speak, moved by your unique conviction to consider joining your religion.
Holdings:
You advise a group of criers in your province on religious matters and outline the agenda for each homily.
Progression:
You progress after having converted a significant number of people to your religion.
Rank 3 - Enlightened Evangelist
You have gained considerable reputation in the province where you preach, regularly recruiting new converts to your faith. Your overt exhibitions of devotion and charity combined with a natural charisma make you a well-liked figure among the common people, though the more cynical uninitiated may regard you as a heretic or a charlatan.
Holdings:
A temple of the faith grants you a letter of religious immunity from Inquisitors, verifying that you are not a heretic.
You have a following of disciples who accompany you on your travels to new unenlightened provinces, further glorifying your deity and you as their disciple.
Progression:
A member of your congregation observes you performing a miracle, drawing new converts to the faith.
Rank 4 - Exalted Savior
You have established your reputation as a captivating rhetorician, and people are naturally drawn to you, sometimes seemingly against their will. You may even begin to perceive yourself as a messianic figure, showing the will of your deity through conspicuous demonstrations of personal devotion and charity toward the poor.
For those with spellcasting abilities, magic that is woven into such demonstrations is particularly compelling.
Holdings:
A dozen or more faithful disciples that observe and convey your teachings, and thousands of followers loyal to you.
A divine mandate bestowed by your deity or seraph that elevates you above the laws of humanity.
Select a talent upon choosing this advanced background, and one at each rank up of progression.
- Skill Proficiencies: Gain Persuasion, then choose from Choose one from History, Insight, Intimidation, Medicine, Religion.
- Tool Proficiencies:
- Languages: Choose one standard and one of: Abyssal, Celestial, or Infernal.
- Equipment: A holy symbol, a prayer book or divine text, Flyers displaying propaganda, a box to stand on, and 15 gp.
Astute Intuition - Whenever you make a Wisdom (Insight) check while trying to detect a lie from Aristocrats, Criminals, or Common Folk, you can add your Profession Die to the roll.
Cabal Lorekeeper - Whenever you make an Intelligence (Religion) check to recall information about Celestials, Fiends, Fey, or Undead, you can add your Profession Die to the roll.
Confessor - Whenever you make a Charisma (Persuasion) check to reveal a secret or ask a favor of anyone who follows the same religion or deity as you, you can add your Profession Die to the roll.
Copycat - Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.
Diligent Researcher - Whenever you make an Intelligence check to research a subject, you can add your Profession Die to the roll.
Disciplinarian - Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Drunkard - Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Figure of Authority - Whenever you make a Charisma (Persuasion) check while interacting with Common Folk, you may add your Profession Die to the roll.
Idolist - Whenever you make an Intelligence (Religion) check to recall information on religious or cult-related symbols, you can add your Profession Die to the roll.Interrogator - Whenever you make a Charisma (Intimidation) check to extract information from an enemy who is restrained, you can add your Profession Die to the roll.
Local Historian - Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.
Menacing Presence - Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.
Mystical Scholar - Whenever you make an Intelligence (Arcana) check to recall information on Aberrations, Constructs, or Elementals, you can add your Profession Die to the result.
Passionate Orator - Whenever you make a Charisma (Performance) check to influence an Academic, Military, or Clergy member, you can add your Profession Die to the roll.
Pathologist - Whenever you make a Wisdom (Medicine) check to diagnose or treat a disease, add your Profession Die to the roll.
Sawbones - Whenever you make a Wisdom (Medicine) check dealing with Grievous Wounds, you can add your Profession Die to the roll.
Shrewd Deduction - Whenever you make an Intelligence (Investigation) check to investigate a crime scene, you can add your Profession Die to the roll.
Upon spending an hour speaking publicly, and succeeding on a medium-DC Charisma (Persuasion) check, you can influence the thoughts and opinions of locals. This could be used to heighten the common people’s fear of magic, or bring comfort and peace of mind to those who share the same faith.
Level 1 [roll]1d4[/roll] + Intelligence (History)
Level 2 [roll]1d6[/roll] + Intelligence (History)
Level 3 [roll]1d8[/roll] + Intelligence (History)
Level 4 [roll]1d10[/roll] + Intelligence (History)
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