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| There's something vaguely Soviet about this Druid. |
The Priests of Specific Mythoi is one of the best innovations of 2nd Edition, at least according to the various online discussions surrounding this class-design toolset. These rules allow you to make any type of Cleric you want, with unique requirements, restrictions, and powers which match the deity they serve. This means that the Priest mega-class is the only one which provides full rules and examples on how to design bespoke subclasses, making good on Zeb’s promise that 2e’s class structure could do so.
Design instructions are provided, but they’re not exactly watertight. For every alteration one can make to the base class, the rules give no indication on how to balance each change. There is only the constant note at the end of most sections stating that the “DM has final say”, and a last section explaining that the strengthening of any abilities must be balanced via the weakening of other features. The example given is the Druid, who is handed a large number of granted powers, and so is weakened with a limited spell selection and limited armor. While this gives you a rough idea of how to manage the thing, it’s ultimately based on vibes; the creation of a specialized Cleric is a cooperative exercise in just-figuring-it-out between the player and the DM.
1. 2e PHB Mythoi Guidelines
The PHB gives five categories of modifiable features: Requirements, Weapons Allowed, Spells Allowed, Granted Powers, and Ethos, and then caps it with the Druid. Let’s pull each category apart, looking to the example Druid as our baseline for how this system is supposed to work.
1.1. Requirements
The floor for a Wisdom of 9 is ironclad in these rules, but you get the option of stuffing in additional Ability Score and alignment requirements. There’s nothing groundbreaking here, though there is no guidance on how high the scores should be.
Ability Score requirements are an odd choice to provide, because one assumes that the player and the DM are making this subclass together based on the desire of the player to ground themselves into the “detailed campaign world”, and therefore already qualify for the role. Not that it shouldn’t be part of the build process, but this seems like something that would only matter if the DM is building a collection of specialty Clerics for their setting.
The Druid gets an increased Wisdom requirement (12) and adds in a Charisma of 15. It also limits the subclass to Humans and Half-elves, which the mythoi rules don’t list as one of the options for requirements, but there it is. Finally, the neutrality requirement of Druids isn’t found here; that gets thrown into the ethos section, which we’ll get to.
The only thing here that could have an application to gameplay balance is the alignment mandate, and that only matters mechanically for a few spell options. Otherwise, these are gates, designed to ensure that you don’t end up with a party full of overpowered Druids.
1.2. Weapons Allowed
As the title would suggest, this details the varied weapon restrictions that can be imposed. A few examples of deity domains and their related weapons are provided for inspiration.
When you move on to the example Druid, the designers add armor restrictions to the mix, though this never comes up in the Mythoi rules. Considering that the removal of good armor – one of the prime advantages of the Cleric – is a more significant alteration to the class than the restriction to just using scythes or whatever, this deserves a callout in the build rules.
In the hack, I’ve renamed this Weapon and Armor Restrictions, because that’s what it is.
1.3. Spells Allowed
Really, this is Allowed Spheres, and as such it has been renamed that in the hacked Cleric. Within this category you can turn on or off various spheres, or minimize access, in order to focus the subclass to the theme of a deity. The PHB also tells us that progression can be increased or decreased for the same purpose.
While the text focuses on theme, this is actually a primary mechanism for balance: more granted powers or better weapons/armor equals fewer spheres or slower progression, and vice versa.
Note: The hacked Cleric will use the term ‘prayers’, but for the purposes of speaking about the 2e Druid, I’ll use ‘spells’.
Looking at the Druid and its sphere access, they get 103 out of the possible 175 Cleric spells, roughly 59% of the full list. This is compared to the standard Cleric, which gets 125 spells, or about 71% of the total. While the Druid has only five and a half unique spheres rather than the standard Cleric’s eleven and a half (not counting the All sphere), they’re only down 22 spells in comparison – mostly due to duplications, where a spell exists in two different spheres, of which 21 out of the 26 are in the animal, elemental, plant, and weather spheres.
There are some very useful spells that the Druid is missing out on, but the loss of ~12% of the spell list isn’t exactly what I’d call a massive blow. We’ll need to look at Granted Powers to see how this spell loss and the armor restrictions are compensated.
1.4. Granted Powers
For being such a major agent of change in the mythoi rules, this section is surprisingly sparse. Mostly, it provides four example alternatives to Turn Undead, and then indicates that the only limit is your imagination. As with the prior sections, everything here is couched in terms of theme and lore.
The four offered powers are a +2 bonus to attack and damage rolls (War), the ability to remove fear and influence hostile reactions (Peace), the Suggestion spell (Love), and the Fear spell (Death). These are fine, but they don’t quite reach the level of iconic power wielded by the standard Cleric. Not mentioned at all is the star of the Druid powers: Shapechange.
The Druid gets seven powers, with wildly different gameplay implications.
At 1st level, they get a +2 to all Saving Throws vs. fire or electrical attacks. This is another edge-case saving throw, which I’m on record of not liking. It will be converted to a standard Saving Throw at the end of this, but in the context of 2e the limitation of this bonus makes it low-grade. In addition, Druids get a special Druid-only language, which is pure flavor and doesn’t count in our power-level balancing act.
The rest of the Druids powers are locked behind level gain, which is a method of balance that the mythoi rules fail to mention.
At 3rd level, they get three powers: perfect identification of plants, animals, and pure water; a non-magical Pass Without Trace; and a free language to chat up a specific woodland creature of choice (with another one every 3 levels). None of the three have combat utility, but they all add significant flavor to the subclass. The nature identification and language additions are skill features which shouldn’t affect balance that much, though the Pass Without Trace feature definitely counts as a bonus.
At 7th level, we get big changes. The Druid becomes immune to all Charm spells cast by woodland creatures, and we finally get Shapechange. Both of these are heavy bonuses, but Shapechange is the obvious winner. It’s basically a 9th-level Wizard spell, with no time limitation, free of the 5000 GP material component cost (and the resulting weak spot of the destroyable jade circlet), and it can be cast three times a day. On top of that, they add in a healing feature, wherein the transforming Druid gains 10–60% of lost HP. Its sole limitation is that you can only use it to become a reptile, bird, or mammal, and of those options they can only be “real world” animals, and you only get one of each per day. So you won’t be turning into a dragon, but you can absolutely be a black bear or a Ladyhawke, and that’s just awesome.
Of our seven powers, we have: a breakaway super ability, a conditional immunity, a conditional save bonus, a two minor wilderness-style features, and two language features. Only the first three have any mechanical alteration which would matter for the purposes of notably balancing the class, but of those, the Shapechange ability is doing all the heavy lifting. As far as features to replace Turn Undead, it’s a beast (pun intended) considering that it’s less conditional than a power which affects only one class of monster; there are far more applications for Shapechange, including during combat. However, this is tempered by locking it to 7th level.
Is this delayed superpower and associated conditional bonuses, along with the handful of roleplay goodies, appropriate compensation for (sort of) losing five spheres and heavy armor? I’m honestly not sure, but by the book, it’s proposed to be.
1.5. Ethos
This is the last section of any note in the mythoi rules (the remaining sections suggest unique titles you can give your creation, and the aforementioned final notes on balance). This guideline is all about beliefs and tenets, once again hammering home the focus on theme over mechanics. It’s quite short, and basically just says that your new priest should be required to act in a way that matches their god.
In the Druid entry, this translates to: an alignment requirement (neutral), a note that they’re very protective of the environment (within reason), a description of Mistletoe as a holy symbol (and how it must be gathered!), and a final restriction against dwelling in castles or population centers (they prefer sacred groves with simple cottages). This is followed by a full page of Druid Organization rules, with post-11th level roleplay requirements (you have to defeat other Druids like they’re Pokémon gym leaders, for each level). Once you become the Druid Grand Poobah at 15th-level, you can retire and keep leveling to get extra Granted Powers (which replaces spell progression).
Oddly, the only mention of followers comes in this Druid-hierarchy-level-challenge lore dump. There’s nothing about what the Druid has access to prior to this. This seems like the place you’d put a restriction on such followers, such as only allowing them to be animals or the like.
Aside from that wacky end-state, this is all fairly simple. Any design of a unique Cleric should have some notes on why that version needs to exist in the first place. Given that this section and the Requirements section both cover how the character must act and how they must be, it may be simpler to merge these two.
2. Mythoi Rules in the Complete Priest’s Handbook
I’ve focused solely on the Druid as our prime example for use of the mythoi rules, but of course 2nd Edition had a glut of varied splatbooks which expanded on this idea. The main source we can add to the mix is The Complete Priest’s Handbook (CPH), which spells out what the PHB alludes to: try to keep a balance between the three pillars of the class’s combat abilities, allowed spheres, and granted powers, but try to keep it theme appropriate.
There’s more detail and nuance here, including an attempt to categorize Granted Powers into high, medium, and low, along with direction on how many spheres to offer based on the quality of combat abilities. Yet, it’s still filled with caveats and waffling, and there are no one-for-one trades or precise direction. The book freely admits that this is an imprecise exercise; at the end of the day, it’s all coming down to the call of the DM, who has to decide what constitutes as ‘good combat ability’ or how many powers is too many or few when compensating for diminished sphere access.
Humorously, the CPH also admits that under its own mythoi guidance, the base Cleric is quite overpowered, and offers rules to tone it down. Truly, I feel more in the woods than when I started researching this.
3. Late-Stage Mythoi Priests
Sources such as Player’s Option – Spells & Powers, and campaign sourcebooks like Forgotten Realms – Faiths & Avatars and Greyhawk – The Scarlet Brotherhood, introduce their own Mythos Clerics. These include the Crusader, the Monk, the Shaman, and the Mystic. Each one is a bit of a beautiful mess. The Crusader (a name with no cultural baggage whatsoever) has the THAC0 of a Warrior and gets powers to make travel and transport easier. There are actually two Monks, which both get various martial arts style powers. The Shaman (also culturally free of woes) can collect spirits of various dead people to cast spells for them, with their own spirits-per-level table. Finally, the Mystic (oh boy) has a +2 bonus to Charm saves, casts Sleep once a day, casts Find Familiar once a year (at 3rd level), Charm Monster and Mass Charm twice a week (at 9th and 13th level), a free Herbalism NWP, the ability to make magical potions (at 5th level), and at 7th level they gain access to an entirely new type of magic: Candle Magic!
Complicating this is the Tome of Magic, which had by this point increased the number of spheres to 24 and split the Elemental Sphere into its four elements, while introducing spells ranging from ‘the ability to tell the exact time’ to ‘the power to warp the fabric of space’.
How do you even begin to figure out the relative power shift in removing one or more of these spheres from the Cleric’s list? What is the appropriate amount of sphere loss when you hit like a Paladin, get two weak spell-like powers, and can use all weapons and armor? According to POSM, that restricts you to seven major spheres and two minor ones. What about when you get the Mystic’s eight-ish powers, including a new form of magic, and also can’t wear armor or use anything better than a staff? According to Faiths & Avatars, you’re limited to eight major spheres and three minor ones. The alternate Monk from Scarlet Brotherhood has no access to spellcasting whatsoever (then why are they in this group?!), and is compensated with twenty-three Granted Powers, seven of which they get at 1st level.
If I was in the woods before, I’m lost in space now. There is no discernible backbone through which these mythoi priests were constructed; there’s no underlying system to which we can trace back. It is, as stated from the beginning, a matter of vibes.
4. Creating a Mythos Cleric System
What are we left with? While there is no hard build system that can be uncovered from the existing 2e design, there’s still the tripart balance between combat ability, sphere access, and granted powers. We also have the existence of major, iconic Granted Powers that define the class, such as Turn Undead and Shapechange. This will form the base from which I’ll attempt a clearer set of guidelines.
To create this system, I’ll use what was provided in the core books as a template. By designing a system that can change the hacked Cleric into a potential hacked Druid, I’ll have the tools to build a Mythos Cleric.
4.1. Mythos Balance
When designing the Mythos Cleric, DMs and players need a tool to determine how far from a center of balance their modifications have moved the class. For the purposes of this hack, that center will be called the Mythos Balance score, which starts at zero. The standard Cleric will serve as the baseline for all Mythos Clerics. For all changes which deviate from the standard Cleric, the Mythos Balance score will rise or fall. The goal is to return the score to zero after all changes have been made.
4.2. Skills
For the hacked Cleric, I gave away the Religion skill under the title Skill of the Faithful, and I can extend that to Mythos Clerics: you get a freebie Skill as part of the class, with each additional Skill increasing the Mythos Balance score by +1. For the Druid, that’s going to be Knowledge: Nature and Survival, to give them that necessary outdoorsy feel.
Current Druid Mythos Balance score: +1
4.3. Granted Power
Granted Powers should only increase the Mythos Balance score, as the standard Cleric only has their single power, and everyone else should have at least that. Each Granted Power added to the Mythos Cleric must be judged on how strong the power is, how versatile, and whether or not the power is unlimited. Let’s define these terms:
Strong: The power can significantly alter combat, can
affect a large number of targets, or can replicate spells or prayers above 1st
level. If it can’t, it’s Weak.
Versatile: The power can apply to almost any situation, regardless of
the environment, attack, or target. If it can’t, it’s Situational.
Unlimited: The power has no limitation on how many times it can be used
or is always considered to be active. Otherwise, it’s Limited.
These qualities can be used to assign value to each power,
similar to the concept for High/Medium/Low powers in the CPH. For each quality
present in a Granted Power, the Mythos Balance score is increased by +1. To
encourage temperance with the powers provided, I can throw in a tax: for each
additional power beyond the first, the score increases again by +1. I’ll also provide
a benefit to gating powers to later levels: additional powers which start at 3rd
level adjust the Mythos Balance score by
–1, and additional powers which start
at 7th level provide a –2 adjustment. Finally, because this math can be used to
create an infinite loop of 7th-level dumpy powers which keep pushing the score
down by 1, let’s limit that –2 adjustment to only one 7th level power, and have
the rest just drop it by –1.
The only power which should be semi-excluded from this math is the iconic, theme-defining Granted Power which typifies the Mythos Cleric. This can be titled the Signature Power, which is provided at no cost, is always available at 1st level, and which must possess at least two of the qualities. If it possesses all three, then the Mythos Balance score is increased by +1.
If we look at the standard Cleric’s Signature Power Turn Undead, it’s strong, situational, and unlimited. For the Druid, that Signature Power is Shapechange, which is strong, versatile, and limited. I’d say that almost evens out, or it would if the Druid’s power wasn’t delayed until 7th level. Therefore, to keep the design consistent, let’s give the Druid their defining feature at 1st level.
I’m aware it’s a major upgrade to move this back to 1st level, but I do not like that the Druid is the only class to receive their most iconic abilities at such a late level. Sure, there’s level gates in many classes, but they’re usually for bonuses or increases to a 1st-level ability. Imagine if the Ranger couldn’t choose a Favored Enemy until 7th level; it’s absurd. Getting to 7th level is potentially months of work. No. I keep thinking of a quote by Chris McDowall: “I never did like the idea that you have to … earn the interesting stuff. I’m very keen to put those things right in session one.”
Before I determine the adjustments that the Druid’s other Granted Powers make to the Mythos Balance score, let’s fix a bit more. The Druid’s fire/electric save bonus will become a +2 to Magic Saving Throws; it’s quite a boost but I’m good with that. The woodland creature requirement for the Charm immunity can be altered to just a flat immunity across the board; we’re talking a 7th level addition that’s only a little better than an Elf feature. Finally, I’ll smash the Druid language and Woodland language powers into one, since they do the same thing anyway.
If we calculate the Druid’s hacked Granted Powers, we’ll get the following:
Shapechange – Strong, Versatile, Limited (No Cost)
+2 to Magic Saving Throws – Strong, Situational, Unlimited (1+0+1+1=3)
Druid and Woodland Languages – Weak, Situational, Unlimited, Partially
Gated At 3rd (0+0+1–1+1=1)
Pass Without Trace – Weak, Situational, Unlimited, Gated At 3rd (0+0+1–1+1=1)
Immunity to Charms – Strong, Situational, Unlimited, Gated At 7th (1+0+1–2+1=1)
That gives me an idea of the relative value of each Granted Power; in this instance, that’s +6. Now, let’s look at Allowed Spheres and Combat Ability to see how they’re affected in the Druid.
Current Druid Mythos Balance score: +7
4.4. Allowed Spheres
As we’ve seen, aside from the All sphere, the Druid gets five major spheres and one minor sphere, as opposed to the Cleric’s eleven major and one minor. That’s a deficit of six spheres.
Speaking of the All sphere, I believe I would like to be rid of it. It’s five prayers that can mostly go elsewhere or go away. That’s all down the line when we get to Prayers, which will require significant revision, but I’ll stop referencing the All sphere from here on out.
I’ll make the base number of spheres equal to the Cleric: Eleven Major and One Minor, or 12 spheres. The Mythos Cleric may not have access to more spheres than this. For each sphere below this base amount, the Mythos Cleric will add –1 to the Mythos Balance score. Along with this, any allowed major sphere can be demoted to minor; for every two minor spheres on the list, the Mythos Balance score is adjusted by –1. The math here gives no incentive to pick up a single minor sphere, so to keep minor spheres in the game, I’ll make at least one mandatory.
Just to make sure we don’t end up with prayer-less Mythos Clerics, let’s also set a floor of no less than four major spheres.
Since the Druid is six spheres down, that’s a –6 to the score.
Current Druid Mythos Balance score: +1
4.5. Combat Ability
The standard Cleric is limited to bludgeoning weapons but has no restriction on armor, which will be the baseline. Access to all weapons nets a +1 to balance. From here, I can keep dropping the balance score as the weapons or armor get worse. If the Mythos Cleric is limited to leather armor or below, that’ll be a –1, and access to no armor equals –2. If the allowed weapons cannot do damage above a d6, it’s a –1, and access to no weapons equals –2.
In the case of the Druid, their weapons are limited but can still dish out some damage; the scimitar is no joke at a d8. Their armor is limited to leather and wooden shields, so earns a –1.
Current Druid Mythos Balance score: 0
4.6. Putting It All Together
With an extra Skill, the Druid adds +1 to the Mythos Balance score. The five Granted Powers – including the free Signature Power, the meaty Magic save bonus, and the additional powers tempered through level gates – adds +6 to the score. The lack of six spheres from the baseline pulls this back down with a –6, and the armor restriction drops it again by –1, bringing the Mythos Balance score back to zero.
Of course, this isn’t a perfect system. The DM and player still need to make calls on the severity of a power’s strength or versatility, and may need to adjust the values based on those adjudications. Yet, it’s still an improvement in clarity from the PHB’s vague recommendations.
The challenge from here is to explain all this without adding a wall of text.
5. Final Mythos Cleric Kits and the Druid Kit
Mythos Cleric Kits
Mythos Clerics worship deities of a specific ethos, who grant unique powers, restrict access to spheres, and forbid the use of certain weapons and armor. Through cooperation between a player and the GM, a Mythos Cleric can be constructed using the guidelines provided below.
Mythos Balance: All changes made to the categories listed below replace those found in the Cleric entry. Changes made to Skill of the Faithful, Weapon and Armor Restrictions, Allowed Spheres, and Granted Power either add or subtract from the Mythos Balance score, which starts at 0. The final version of any Mythos Cleric must also have a score of 0.
Skill of the Faithful: Mythos Clerics are granted an Ability Skill, even if not using the optional Ability Skills rules. Additional Ability Skills increase the Mythos Balance score by 1 for each Skill added. See Skills
Weapon and Armor Restrictions: By default, Clerics are limited to only bludgeoning weapons. If a Mythos Cleric can use all weapons instead, increase the Mythos Balance score by 1. If they are restricted to weapons that cannot deal greater than d6 damage, decrease the Mythos Balance score by 1; if they cannot use weapons at all, decrease the score by 2. If the Mythos Cleric is limited to leather armor or worse, decrease the Mythos Balance score by 1; if they cannot use armor at all, decrease the score by 2.
Ethos Restrictions: Beyond weapon use or sphere access, a Mythos Cleric’s deity may have other requirements. These can include ability requirements, demihuman restrictions, strict alignment, limitation of the types of Followers available, or specific religious observances. Ethos restrictions do not affect the Mythos Balance score.
Holy Symbol: Mythos Clerics have unique holy symbols required for supplication, prayers, and granted powers. A deity may require that this symbol be made of specific materials, be worn in a prescribed manner, or have other requirements appropriate to the faith. Holy Symbols do not affect the Mythos Balance score.
Allowed Spheres: Mythos Clerics have access to a maximum of 11 Major spheres and 1 Minor sphere, for a total of 12 spheres. If the Mythos Cleric has access to fewer spheres than the maximum, decrease the Mythos Balance score by the difference. At least one sphere must be a Minor sphere. Additional Major spheres may be demoted to Minor spheres. For every two Minor spheres the Mythos Cleric can access, decrease the Mythos Balance score by 1. Mythos Clerics cannot have access to less than 4 Major spheres. See Magic: Divine Spheres
Granted Power: Mythos Clerics are granted powers from their deity. Mythos Clerics have a Signature Power and may choose additional powers. For every additional power, the Mythos Balance score is increased by 1. A power’s effect on the Mythos Balance score is further determined by its qualities.
Qualities: Any power granted by a deity is measured by four qualities: Strength, Versatility, Limitation, and Delay.
Strength: If the power can significantly alter combat, can affect a large number of targets, or can replicate spells or prayers above 1st level, it is considered strong and increases the Mythos Balance score by 1.
Versatility: If the power can apply to many different situations, regardless of the environment, attack, or target, it is considered versatile and increases the Mythos Balance score by 1.
Limitation: If the power has no limitation on how many times it can be used or is always considered to be active, it is considered unlimited and increases the Mythos Balance score by 1.
Delay: If a power is not available or is only partially usable until 3rd level, decrease the Mythos Balance score by 1. If a power is not available or is only partially usable until 7th level, decrease the score by 2 for the first such delayed power, and by 1 for each additional power.
Note on Qualities: These qualities are subjective. Few powers are considered versatile, while many can be considered strong, and some powers may be considered stronger than others. Their impact on the Mythos Balance score may need to be adjusted higher or lower, depending on how they can affect gameplay. The GM has final say on how much any individual quality or power affects the score.
Signature Power: Mythos Clerics are granted a Signature Power at 1st level. Signature Powers must have at least 2 qualities, and they cannot be delayed (though they can become stronger over time). The Signature Power does not affect the Mythos Balance score, unless it has 3 qualities, in which case the score is increased by 1.
Kit: Druid
Ability Requirements: Wisdom 12, Charisma 15
Alignment: NeutralDruids are priests and guardians of the natural world. They can use magic attuned to their environment, and can change their form to those of animals. Druids often live and worship on their own, but they may be part of a great Druidic hierarchy.
Skill of the Faithful: Gains the Knowledge: Nature Skill and the Survival Skill, even if not using the optional Ability Skills rules.
Weapon and Armor Restrictions: Can wear leather armor and can use wooden shields. The use of metal armor is forbidden. Weapons are limited to those made of natural materials, such as the club, sling, and quarterstaff; curved or short blades such as the dagger, sickle, scimitar; and darts or spears.
Ethos Restrictions: Druids place the natural order above all other concerns, including matters of moral alignment. They defend natural habitats and sacred groves with unforgiving zeal. They can accept only animal Followers until 12th level, at which point they can take on apprentice Druids.
Prayers: Druidic Prayers function as per the Cleric.
Holy Symbol: Uses naturally grown objects as their holy symbol, such as mistletoe, holly, oak bark, and sprigs of yew.
Allowed Sphere: Has major access to prayers from the following divine spheres: Animal, Elemental, Healing, Plant, and Weather. Has minor access to prayers from the Divination divine sphere.
Granted Power: At 1st level, gains Shapechange, Druidic Languages, and a +2 bonus to Magic Saving Throws. At 3rd level, gains Pass Without Trace. At 7th level, gains immunity to all Charm magic.
Shapechange
Once per day, Druids can change their physical form to that of a reptile, bird, or mammal of their choice. At 3rd level, this power can be used twice per day. At 7th level, this power can be used three times per day. After changing into one of the three forms, that form cannot be used again until the next day.
The animal must be of medium size or smaller, and must be an animal of the natural world; this power cannot be used to change into a monster, human, or demihuman. The Druid gains the movement rate, Armor Class, special abilities, and attacks of the animal; all other characteristics of the Druid remain the same.
After changing forms, the Druid gains HP equal to 50% of their current wounds.
Druidic Languages
At 1st level, Druids can speak a secret language known only to Druids, in addition to other languages known; the secret of this language is carefully guarded, and is commonly used to identify other Druids. At 3rd level, and each 3 levels thereafter, Druids can choose to learn a new language of any creature that lives in the wilderness, as long as they have access to that creature and spend at least a week conversing with it.
Pass Without Trace
At 3rd level, gains the ability to pass through natural environments without leaving a trail, as though permanently under the effect of the prayer Pass Without Trace.
6. Conclusion (Almost)
Well, it’s still a wall of text, but I think it’s a more concise one. This should provide any player and DM with the tools they need to design their own Mythos Cleric. There is still room for DM control with these rules, but it doesn’t leave the entire process up to whim.
Ultimately, I’m unsure if these rules need to be available in any player facing ruleset. It might be better to put these rules in the DM book/section, and then just let players know that the building rules are available – ask your DM!
By building the Druid using these rules, an example is given to those who need context for how the Mythos Cleric rules apply. However, this is only one example; additional Mythos Clerics would give additional clarity to the design.
7. More Mythos Clerics
With that in mind, and to give these rules a spin, let’s make a few more Mythos Clerics.
7.1. Warpriest
I’ll start by making a combat-focused Mythos Cleric. The base Cleric already packs a wallop, but they’re a generalist, spreading their abilities across both magic and melee combat. We can go further.
First, I’ll give them the Riding Skill, so that they can ride into battle; this will cost nothing. Next, they’ll have no restriction on martial weapons or armor, so that’s a +1 to the Mythos Balance score. Since I’ll want some good powers, I’ll drop the sphere count to 6, keeping only those spheres which would assist in battle; that drops the score to –5.
With 5 balance to play with, I’ll steal a very cool feature from the Crusader: Warrior THAC0, though for the hack that translates to Fighter ATTAC. This is a heavy feature, being strong, versatile, and unlimited. As it’s obviously the Signature Power, it only adds +1 to the score.
Along with that, I’ll also snatch that “Berserker Rage” feature from the PHB, but will make it so it applies to only one attack as directed by the Mythos Cleric, and only if the commanded player chooses to attack (a little bit of the 4e Warlord, if you will). I’d estimate that it therefore remains strong and unlimited, but not as versatile; since we’ve got the tax for an additional power, that’s +3 to the score.
With the remaining deficit of 1 in the Mythos Balance score, I’ll give them something versatile (since that quality is so seldom used): a once a day +2 bonus to ATTAC, Saving Throws, or Ability Checks, which lasts for one hour. This is also powerful, so I’ll delay it to 7th level to negate that quality and the power tax.
Kit: Warpriest
Ability Requirements: Wisdom 9, Strength 12, Constitution 12
Alignment: Lawful or ChaoticWarpriests are champions of divine martial power. They can use magic offensively, calling on their deity to help defeat their foes. Warpriests are effective battle commanders, directing both individual combatants and larger armies.
Skill of the Faithful: Gains the Riding Skill, even if not using the optional Ability Skills rules.
Weapon and Armor Restrictions: Has no restriction on armor, shields, or weapons.
Ethos Restrictions: Warpriests serve martial gods of law or chaos. They seek glory and honor in combat, both as a form of worship and to defeat the enemies of their deity. They accept one Sworn Follower at a time, who must become the Warpriest’s squire, attend to daily tasks, and take religious instruction.
Prayers: Warpriest Prayers function as per the Cleric.
Holy Symbol: The symbol of the Warpriest’s deity must be emblazoned on their weapon or shield.
Allowed Sphere: Has major access to prayers from the following divine spheres: Combat, Elemental, Protection, Summoning, and Sun. Has minor access to prayers from the Healing divine sphere.
Granted Power: Starting at 1st level, gains ATTAC at the same rate as the Fighter; also gains Holy Command. At 7th level, gains Divine Aid.
Holy Command
While holding their holy symbol aloft, the Warpriest can choose a target and command one ally to attack that target. If the ally follows the command, they become infused with the power of the Warpriest’s deity; that ally gains +2 ATTAC and +2 to damage rolls against the chosen target. The effect lasts for as long as the Warpriest keeps their holy symbol raised. The Warpriest cannot attack while using this power.
Divine Aid
At 7th level, gains the ability to call on their deity for aid. Once per day, the Warpriest gains a +2 bonus to ATTAC, Saving Throws, or Ability Checks. The effect lasts for one hour.
7.2. Mercygiver
Next, I’ll try going the other way. Let’s make a pacifist Mythos Cleric that’s focused on healing and protection.
First, they obviously get the healing Skill, and I’ll toss in the Acrobatics Skill so they can dodge when needed; that’s +1 to the score. Then, we’ll remove all weapons and armor from the class. I’ve left them with a quarterstaff that can’t be used for offense and that doubles as their holy symbol; an allusion to the Rod of Asclepius. Even though this weapon can do d6 damage, they’re never going to get use this offensively, so it’s equivalent to not having weapons at all; that drops the score to –3. Next, let’s pull their sphere access down to only the essentials: 4 Major spheres and a minor, which drops the score further down to –10.
With such a lopsided balance, that gives me plenty of room to add cool powers. Since they’re only going to be using spells in any combat scenario, I’ll take the unused recommendation from the PHB and increase their spell progression: let’s give them an extra 3 spells per spell level. This is very powerful and very versatile, so I’ll make a judgment call and say that this Signature Power still adds +2 to the score.
They should also be excellent healers, so I’ll increase how much HP they provide when doing so, similar to the benefit that Life Clerics get in 5e. This is pretty powerful, and unlimited, but only applies to healing, so it’s a +3 with the power tax.
I like the PHB/CPH recommendation of “Soothing Word”; I’ll adopt it with a +2 to Reaction and Morale scores, and allow unlimited use of the fear removal feature. Part of this power is weak but versatile, while the other is strong but situational. Let’s split the difference and call that one quality; added together with the tax, it’s a +3.
Lastly, they need another way to protect themselves, so I’ll steal the Protection From Evil feature from the Paladin and add it here. It’s strong and has no limit, but it only applies to specific creatures. With the tax, it’s a +3, which is one over the balance. To get us back to zero, I’ll delay the power until 3rd level.
Kit: Mercygiver
Ability Requirements: Wisdom 12, Charisma 12
Alignment: GoodMercygivers are guardians, diplomats, and pacifists. They can use magic to help and heal others, and are in turn given protection by their deity. They are generally liked by all, and are sought after to peaceably resolve disputes and mend relationships.
Skill of the Faithful: Gains the Healing Skill and Acrobatics Skill, even if not using the optional Ability Skills rules.
Weapon and Armor Restrictions: Cannot wear armor or shields. Can only use the quarterstaff for the purpose of self defense, but only nonlethally and as a last resort. The killing of others by their own hand is forbidden.
Ethos Restrictions: Mercygivers are committed to nonviolence and the welfare of others. While they preach this ethos, they do not demand it of anyone but themselves and those of their faith; they will travel with and assist those who commit violence in pursuit of the common good. They will accept Sworn Followers who accept the path of nonviolence.
Prayers: Mercygiver Prayers function as per the Cleric, but their prayer slots are increased due to their Granted Power.
Holy Symbol: The symbol of the Mercygiver’s deity must be engraved into a quarterstaff.
Allowed Sphere: Has major access to prayers from the following divine spheres: Guardian, Healing, Necromantic, and Protection. Has minor access to prayers from the Divination divine sphere.
Granted Power: Starting at 1st level, the Mercygiver gains three additional prayer slots for each prayer level available to them. Also at 1st level, gains Healer and Calming Presence. At 3rd level, gains Protection From Evil.
Healer
Whenever the Mercygiver uses a prayer which restores HP, the target of the prayer gains an additional 1d4 HP. When the Mercygiver reaches 7th level, this is increased to 1d8 HP.
Calming Presence
Gains a +2 bonus to Reaction and Morale scores; the bonus to Reaction scores only applies when the Mercygiver is speaking and holding their holy symbol. In addition, the Mercygiver can remove any magical effect causing fear, from themselves or allies, by holding their holy symbol aloft and speaking words of encouragement. Recipients of this power must be able to hear the Mercygiver.
Protection From Evil
At 3rd level, gains protection from evil and summoned creatures, as though permanently under the effect of the prayer Protection From Evil.
7.3. Cultist
Finally, let’s make an edgelord. The original Turn Undead rules provided guidance for evil clerics, but that was left on the cutting room floor in my hack. Let’s return that as Command Undead, and add some flavor to this goth kid.
I’ll give them the Religion Skill and forbid the use of bludgeoning weapons, to contrast them with the Cleric. I’ll require them to use the reverse of most prayers, and then hand them a reasonable sum of spheres that will play with this edict or offer combat ability. Let’s give them eight spheres, but make two of them minor for the additional –1 discount. That brings us to a balance of –5.
Their Command Undead power is just a reversed Turn Undead, so that’s free, and it’s honestly enough for 1st level. For all the rest, I’ll delay all their powers to cheat the power tax. Each of the powers below turns out to be rather strong and generally unlimited, but none of them is particularly versatile.
Darkvision is an easy add, especially if they’re going to be casting Darkness; by delaying it to 3rd level, it’ll only add +2. Let’s give them a foreboding aspect as a mirror to the Mercygiver’s ability; once again, the 3rd-level delay keeps it at +2. Finally, I’ll make something wild: if they die, they can keep playing as a corpse until the body decomposes. By pushing this back to 7th level, that’s a +1 and brings the balance back to zero.
Kit: Cultist
Ability Requirements: Wisdom 9, Intelligence 9
Alignment: EvilCultists are followers of evil gods. They can use magic to harm others and to obtain power, and have control over the powers of death. They are mistrusted by most.
Skill of the Faithful: Gains the Religion Skill, even if not using the optional Ability Skills rules.
Weapon and Armor Restrictions: Has no restriction on armor or shields, but cannot use bludgeoning weapons. Nonlethal combat is forbidden.
Ethos Restrictions: Cultists seek power and dominion over others. They use cruelty and death as a form of worship. Though they are evil, they are known to accompany non-evil groups if it can further their own goals. They will accept as many Sworn Followers as will follow them, and will attempt to become their cult leader.
Prayers: Cultist Prayers function as per the Cleric, with two changes. Cultists perform supplication at night, instead of the morning. When Cultists use their prayers, they must use the reversed version when targeting anyone other than themselves.
Holy Symbol: The symbol of the Cultist’s deity must come into contact with blood during supplication, either that of the Cultist or another. Failure to do so results in loss of access to prayers and powers for the following day.
Allowed Sphere: Has major access to prayers from the following divine spheres: Charm, Combat, Healing, Necromantic, Protection, and Summoning. Has minor access to prayers from the Divination and Sun divine sphere.
Granted Power: Starting at 1st level, gains the power to Command Undead. At 3rd level, gains Darkvision and Dread Presence. At 7th level, gains Undeath.
Command Undead
When a Cultist holds their holy symbol aloft and calls upon their deity, they can cause any undead which can see the Cultist to come under their control and obey their commands.
Cultists have a Command Undead score of 11, which can be tested to control undead creatures at or below the Cultist’s level.
On a success, every difference of 3 between the result and the Command Undead score affects undead one level higher than the Cultist. Undead four levels higher than the Cultist can always be controlled on a roll of 1.
On a failure, every difference of 3 between the result and the Command Undead score still affects undead one level lower than the Cultist. Undead three levels lower than the Cultist always fall under the Cultist’s control. Undead five levels lower are controlled forever, even after the Cultist stops maintaining the effect.
When using Turn Undead, Cultists above 12th level are treated as 12th-level, and undead above 12th level are treated as 13th-level.
Controlled undead obey all commands of the Cultist. The effect lasts for as many rounds as the Cultist maintains the control, during which time they cannot take any other actions. After the power has been used, it cannot be used against the same undead for 10 minutes.
Darkvision
At 3rd level, gains the ability to see in darkness as though it were light, up to 60 ft.
Dread Presence
At 3rd level, suffers a –2 penalty to Reaction scores; the penalty occurs regardless of whether the Cultist is speaking or not. In addition, the Cultist imposes a –2 penalty to Charm Saving Throws against fear effects, which affects any targets that can see the Cultist.
Undeath
At 7th level, Cultists can continue to act after death. One round after the Cultist dies, they rise again as undead, but retain all characteristics, prayers, and powers which they had in life. While undead, the Cultist does not require sleep, food, water, or air, and cannot be healed. If their body takes additional damage equal to their maximum HP at the time of death, they are forever destroyed. Their body gradually decays and becomes uninhabitable after a number of days equal to the Cultist’s level; if the Cultist is not returned to life through magic before that time, they are forever destroyed.
8. Conclusion (Actual)
I think these rules work. They're still subjective – I definitely needed to make a few calls about what the qualities ‘really’ meant for each power – but it gives you something to hang your hat on.
I’m going to call this one done. I was not expecting to write 7,500+ words on the Mythos Cleric. By all rights, this should have been split into two posts, but I finished it on time, so up it goes. Much of this writing is fluff, backtracking, rethinking, and discovery; as I’ve stated before, you’re reading a design journal. However, I will ask for your pardon. As the quote goes: “If I had more time, I would have written a shorter letter.”
If I have anything left in the tank, I’ll move on to the Rogue.

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