Atheist Clerics after witnessing the death of their god, turned to science and apothecary for healing. Forsaking divine magic, they use their knowledge of medicine and alchemy to mend wounds and cure ailments. Their godless approach brings a unique perspective to their role, relying on skill and intellect rather than faith.
Players who enjoy a non-traditional cleric will find the Atheist Cleric intriguing. Their focus on medicine and alchemical solutions offers a refreshing gameplay experience. Ideal for those who prefer intellect over piety, Atheist Clerics provide a distinctive and compelling way to support and lead their party through knowledge and science.
At 1st level, you have a tattoo imbued with holy powers. Choose one of the following tattoos, as a bonus action you can change your tattoo:
Barrier Tattoo: Your AC can't be less than 14 + PM regardless of what kind of armor or accessories you're wearing. In addition, you reduce damage you take by PM.
Symbol of Insight: You have proficiency in Insight. You can use your Insight modifier instead of your Wisdom saving modifier for Cognitive saving throws.
Malice Tattoo: You gain a PM bonus to attack rolls and a bonus to damage rolls equal to your Cleric level.
At 3rd level, You gain 2 levels of proficiency in Science and Medicine skill checks. Any prior levels of proficiency you have in these skills can be reallocated.
You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. In addition, your spells and attacks deal additional Poison damage equal to your Cleric level.
At 7th level, When you make a Wisdom or Intelligence skill check, you can roll a d4 and add the number rolled to the ability check. In addition, you can use Medicine skill checks from 60 feet away and add SM to the heals.
At 9th level, You can add your SM to all potion healing and damaging effects.
At 12th level, You can create a number of health potions equal to your Spellcasting Modifier that last until you finish a long rest. Each potion heals for (PM)d10 + your Cleric level and grants the drinker an additional resistance level to all damage until the start of their next turn.
At 14th level,
(Recharge 3-6) On your turn, you can activate Pheromones, creatures within 60 feet of you must make a Cognitive saving throw equal to your Spellcasting DC or be charmed by you.
At 17th level, You gain Expertise in Politics. Any prior levels of proficiency you have in Politics can be reallocated. You can cure one curse or ailment on a creature once per long rest.
At 19th level, TBD