Identity
The faithful. A Cleric's channeling rests on the alignment of will and conviction; the doctrine is the focusing apparatus. Clerics of the Galactic Game come in every register: a Halcyion War-Priest blessing the firing-line with consecrated munitions; a Drownside Death-Cult acolyte presiding over a syndicate funeral; an Aurelion Sun-Priest tending the eternal flame in a spire-temple chapel.
Proficiencies
Level Progression
- L1Channels
You channel Rift Energy through devotion. You know all Cleric cantrips and prepare a number of leveled channels each long rest equal to your WIS modifier + your Cleric level (minimum 1). Use WIS for channel attack rolls and channel save DC.
Disciplines of the FaithYour sect's traditions grant you proficiency with one martial weapon of your choice and one tool of your choice (typically smith's tools, herbalist's kit, or a religious artisan's tool). These represent the everyday practical training of your order.
- L2Channel Divinity (1 use)
You can channel divine Rift directly into a single decisive effect once per short rest. At 2nd level you gain one use of Channel Divinity and access to one option: **Turn Unfaithful** — as an action, you present your holy symbol and each hostile creature within 30 ft that can see or hear you must make a WIS save against your channel save DC or be Frightened of you for 1 minute. Additional Channel Divinity options are granted by your Divine Domain at 3rd level.
- L3 Subclass featureDivine Domain
Choose a Divine Domain — Sun, War, Knowledge, Death, Trickery, Tempest, Forge, Twilight, or Grave. Your Domain grants features now and at 7th, 11th, 15th, and 18th level, plus a list of Domain channels that are always prepared for you without counting against your prepared limit.
- L4 ASI / Feat
- L5Destroy Unfaithful
When a creature fails its saving throw against your Turn Unfaithful, the creature is instantly destroyed if its CR or level is equal to or less than half your Cleric level (rounded down), provided it is a creature your Domain considers an Unfaithful target (Domain-specific definition). For all other purposes, Destroy Unfaithful replaces the normal Frightened effect with Unconscious for 1 minute or until damaged.
- L6Channel Divinity (2 uses)
You can use Channel Divinity twice between rests.
- L7 Subclass feature
- L8 ASI / Feat
- L10Divine Intervention Capstone
You can call on your patron for direct aid. As an action, describe the assistance sought and roll percentile dice. If you roll a number equal to or lower than your Cleric level, your patron intervenes — the GM determines the form of the intervention; the channel descriptions of any level you can cast and selected divine effects are reasonable guides. After a successful Divine Intervention, you cannot use this feature again for 7 days. After a failed Divine Intervention, you can attempt again after a long rest.
- L11 Subclass feature
- L12 ASI / Feat
- L14Destroy Unfaithful (Tier II)
The CR threshold for Destroy Unfaithful increases: a creature destroyed by failing its save against Turn Unfaithful must now have CR or level equal to or less than three-quarters your Cleric level (rounded down).
- L15 Subclass feature
- L16 ASI / Feat
- L18 Subclass featureChannel Divinity (3 uses)
You can use Channel Divinity three times between rests.
- L19 ASI / Feat
- L20Improved Divine Intervention Capstone
Your call on your patron always succeeds. Once per long rest, you can use Divine Intervention without rolling — the intervention occurs at the GM's discretion, with the form selected from a meaningfully impactful list (a Tier IV channel cast on your behalf, a regional weather change, the appearance of a sympathetic NPC, a piece of timely intelligence). After this use, you must complete a long rest before invoking Divine Intervention again.