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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #13: Cleric
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<blockquote data-quote="Faolyn" data-source="post: 8248173" data-attributes="member: 6915329"><p>For whatever its worth, I decided to flesh out the additional Vows I created:</p><p></p><p><strong>Honesty</strong></p><p>Your religion forbids you from lying. You may omit the truth from what you say or evade the questions you are asked, but you cannot outright tell a falsehood. Your relationships with NPCs who are aware of your vow are improved by one step. (Note: I adapted this from the Bard Knack "Bewitching Companion.")</p><p></p><p><strong>Prohibitionist</strong></p><p>In exchange for eschewing all alcohol and other intoxicants, you become more resistant to their effects. Add your Wisdom modifier to any saving throws to avoid being poisoned.</p><p></p><p><strong>Ritualistic</strong></p><p>Your religion requires you to engage in many minor rituals each day, each of which take anywhere from a full round to a full minute to complete. This requires you to always know when and where you are, so you know when to perform the rituals. Add your Wisdom modifier to any saving throws made to resist being confused. (There have been a few things written in the playtests that suggest Confused might be an official condition now.)</p><p></p><p><strong>Slayer</strong></p><p>Your religion demands that you defeat a particular type of foe that is anathema to its teachings. Name one of Aberration, Celestial, Construct, Fey, Fiend, or Undead. You gain an expertise die on checks made to recall facts about creatures of that type.</p><p></p><p><strong>Vegetarian</strong></p><p>In exchange for not eating the flesh of animals (you may still consume dairy products and eggs, but there is no exception for fish, insects, or other non-mammal/bird flesh), you gain an expertise die on Animal Handling and Nature rolls that involve animals.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8248173, member: 6915329"] For whatever its worth, I decided to flesh out the additional Vows I created: [B]Honesty[/B] Your religion forbids you from lying. You may omit the truth from what you say or evade the questions you are asked, but you cannot outright tell a falsehood. Your relationships with NPCs who are aware of your vow are improved by one step. (Note: I adapted this from the Bard Knack "Bewitching Companion.") [B]Prohibitionist[/B] In exchange for eschewing all alcohol and other intoxicants, you become more resistant to their effects. Add your Wisdom modifier to any saving throws to avoid being poisoned. [B]Ritualistic[/B] Your religion requires you to engage in many minor rituals each day, each of which take anywhere from a full round to a full minute to complete. This requires you to always know when and where you are, so you know when to perform the rituals. Add your Wisdom modifier to any saving throws made to resist being confused. (There have been a few things written in the playtests that suggest Confused might be an official condition now.) [B]Slayer[/B] Your religion demands that you defeat a particular type of foe that is anathema to its teachings. Name one of Aberration, Celestial, Construct, Fey, Fiend, or Undead. You gain an expertise die on checks made to recall facts about creatures of that type. [B]Vegetarian[/B] In exchange for not eating the flesh of animals (you may still consume dairy products and eggs, but there is no exception for fish, insects, or other non-mammal/bird flesh), you gain an expertise die on Animal Handling and Nature rolls that involve animals. [/QUOTE]
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Level Up Playtest Document #13: Cleric
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