It’s time to find our inner peace!
Clerics have spent decades inside their temples gathering spiritual strength, wisdom and inner peace. They will try to keep you alive and even bring you back from the dead. Although they seek peace inside and the world around them, they will use violence when necessary to protect the unprotected.
Let’s just first have a quick look again at the different hero classes mentioned in the first post:
Warrior - no nonsense guy who trusts his strength as much as his weapons
Mage - watch out! A powerful spell might come your way
Rogue - they are quick and deadly. You won’t see them until it’s too late
Cleric - their main goal is to keep you alive but they pack a punch as well
Ranger - just like the warrior, they trust their weapons - only from a littler farther away
Clerics rely on spell-casting and space manipulation to keep the enemy at bay. Having such powers sometimes takes them on a path of war and witchcraft so it’s up to you to keep them on the right side.
Dice
As always, let’s have a quick look at the die.
Cleric D6 template
Clerics are the slowest moving heroes by having only 2 sides of the die with the movement symbols. However, they make up for it by being able to stay even further away and healing other heroes as well as dealing damage when needed.
Here is another look at the die rendered in Tabletopia:
Cleric D6
A pure white die with crisp blue symbols perfectly depict the way of life for clerics.
Base skills
Let’s check out the one skill all clerics have in their arsenal.
Holy fire
Deal 1 DP per die
As with all other classes, you have your one true safety net where you deal damage equal to the amount of sunrise symbols rolled.
Priest (HP 6, BR 3, +1 on every healing spell)
Priests are the purest of clerics. Their main goal is to make sure other heroes are able to fight so they will use prayers and their spiritual strength to restore your health.
Arcane light
Heal target for 3 HP
A simple health restoring spell that helps the target restore 3 HP.
Restore
Heal target for 2 HP and one adjacent hero for 2 HP
The priest might heal the target for only 2 HP but one hero adjacent to the target hero will also benefit with 2 HP added to their health.
Witcher (HP 6, BR 3)
Some clerics feel the need to defend themselves just as strongly as the need to heal other heroes. This might not be the reason they joined the temple in the first place but you will be happy to have them with you.
Holy light
Heal self for 2 HP or another hero for 3 HP
Witchers have the option to heal themselves for 2 HP or another hero for 3 HP. Since this skill requires only 2 healing symbols they still has the option to hit someone with holy fire for 1 DP.
Vortex
Select a space and deal DPs equal to the amount of lightning symbols rolled to all adjacent enemies (minimum 2)
A simple area of effect spell that hits all enemies adjacent to the selected space for 2, 3 or 4 DPs.
Battle priest (HP 7, BR 3)
While the witcher was pushed into fighting, battle priests love the chaos of combat. They care more about hitting their enemy hard but if needed they will take care of their team.
Sacred fire
Deal 2 DP to target and 1 DP to an adjacent enemy
Hitting 2 enemies is more fun than one. That’s why the battle priest’s first attack targets two enemies at the same time. Their main target is dealt 2 DP while one enemy adjacent to the target suffers 1 DP.
Disciplined blow
Deal 2 DP and immobilize enemy
The targeted enemy suffers 2 DP and can’t move for 2 rounds but can still attack from the space they occupy if heroes come into their range.
Medium skills (3 XP)
You can enhance your cleric’s skill-set with skills that require just a few XP. Even though they don’t represent the strongest skills, they can still help you out in those first few rounds.
Blessing
Select a space and heal all adjacent heroes for a total of 5 HP
Give your team a rest when they need it. The cleric can decided which hero will heal for what amount as long as the total amount of healing doesn’t exceed 5 HP.
Afflict
Deal 3 DP and the target has a chance to attack another enemy
The targeted hero suffers 3 DP and has a chance to attack another enemy with the rolled attack. The players roll for a skill check and if it fails the enemy isn’t attacking a hero but one of the enemies. If no other enemy is present, nothing happens.
Guarding barrier
Prevent enemies from entering or attacking through 3 adjacent spaces forming a straight line for 2 rounds
The cleric selects 3 spaces forming a straight line and infuses them with light. No enemy can travel through those three spaces while heroes can travel freely. All actions by heroes are still enabled while enemies can’t move or attack through the barrier. If you want to protect a hero that’s low on health this is a great way to do it.
Divine light
All heroes inside your basic range suffer 1 DP less this round.
Any hero that’s inside the cleric’s 3 BR range will suffer 1 DP less for this round. Movement doesn’t play a role as long as they are within the range when the spell is cast.
Strong skills (5 XP)
Now we get into the largest group of spells that enable you to tailor your cleric’s skill exactly to your and your group’s needs.
Silent prayer
Select a space and heal all adjacent heroes for a total of 10 HP.
The cleric dives deep into their spiritual self and heal all heroes adjacent to the targeted space for a total of 10 HP. It’s again up to the cleric to decide on the HP distribution among the heroes.
Protective aura
All adjacent heroes absorb a total of 5 DP.
Similar to Blessing but also different. The cleric summons an aura around all adjacent heroes. For the rest of this round it will absorb the first 5 DP before shattering and having the heroes suffer damage again. All heroes adjacent to the cleric when the Protective aura is cast carry the protection with them, regardless of their movement.
Fear
Deal 3 DP to target. All enemies adjacent to the target move 1 space away from the target while the target moves 1 space away from the cleric.
Fear works similar to the Mage’s Windstorm attack. The target moves one space away from you in a straight line while the adjacent enemies move away in a straight line from the targeted enemy.
Fear explanation
Healing word
Heal target and one adjacent hero for 4 HP each
A simple, yet strong, skill that will heal two heroes for 4 HP.
Magic pulse
Deal 3 DP to target. Now all adjacent enemies to the target become targets as well. Deal 3 DP to all new targets. Repeat the adjacent check and re-targeting until no new target exists.
If the description isn’t clear enough let’s check out the image below.
Magic pulse explnation
The clerics casts a Magic pulse on the target standing on the dark blue space. This enemy suffers 3 DP. Now we have to find all adjacent enemies to the current target. In our case there are two (top and top left). Those now become targeted and suffer 3 DP each. Now we are looking for all adjacent enemies to those two and find only one on the top. This enemy is now the target and also suffers 3 DP. Now there are no new targets available and the pulse fades away dealing a total of 12 DP in a single attack!
Miracle
Fully heal a target
Not much to say here. Your fellow heroes will be happy to regain full health again.
Revive
Revive a dead hero and heal them for half of their max HP (round up)
As if healing someone fully wasn’t good enough, clerics can even bring you back from the dead. You will regain half of your health and start fighting the very same round.
Powerful skills (7 XP)
Now it’s time to unleash the cleric’s full potential with the most powerful skills available to them.
Flame strike
Select a space and deal 5 DP to all adjacent enemies. They all also suffer from burn
Hitting one or two enemies is fun but hitting up to 6 (!!!) is awesome! The cleric selects a space and all enemies adjacent to that space will suffer 5 DP. As if this wasn’t bad enough, each of the enemies hit by Flame strike will also suffer from burn. This means they will suffer 2 DP every round for 2 rounds. They can lose this status effect if they enter a space with a water symbol. More on that in a following update.
Chain lightning
Deal 4 DP to target. Now all enemies up to 1 space from the target become targets as well. Deal 4 DP to all new targets. Repeat the distance check and re-targeting until no new target exists.
This is very similar to Magic pulse but it just covers more ground. Now the enemies don’t need to be adjacent but can be up to 1 space away from the current target in order to be hit by chain lightning.
Chain lightning explanation
Now even the enemies further away from the target will get hit. In the initial attack only the enemy on the blue space (1.) is targeted. Then the two above and one on the right (2.) get hit. Lastly, the enemies on the far top and bottom right (3.) get hit. The cleric just dealt a total of 24 DP which can swing the battle in your favor!
Ataraxy
Every hero heals for 6 HP subtracted by the distance to the cleric
Just like the Flood skill of the mage, Ataraxy loses strength with distance. The casting cleric and all heroes adjacent to them will heal from 6 HP. All other heroes will have to count the total amount of spaces forming the shortest path from them to the cleric. Subtract 6 by that number and you get the total amount of HP each hero heals for.
Ataraxy explantaion
The diamond represent the cleric casting Ataraxy and the lighter the space is the weaker the spell gets and fewer HPs are restored for a hero.
Phew! This was quite a lot. Next time we will check out our final hero class - rangers. They are in love with their weapon which they use with deadly precision.
Until next time,
Happy gamin!