Cleric
Role: Sustain / Healer
HP: 9 | MP: 7
"A bearer of sacred preservation who keeps allies from being lost to the dark. Clerics sustain the party through healing, protection, and light-bound resolve."
Starting Dice: Holy Bonk (Staff Bonk), Heal (x2), Meditate (x2), Miss
Base Abilities
| Ability | Level 1 | Level 2 (+) | Level 3 (++) |
|---|---|---|---|
| Holy Bonk | 1 dmg + Grace scaling (Melee) | 2 dmg + Grace scaling (Melee) | 3 dmg + Grace scaling (Melee) |
| Heal | Restore 3 HP to ally -1 MP | Restore 5 HP -1 MP | Restore 7 HP -1 MP |
| Meditate | +2 MP. Gain Grace 2 | +4 MP. Gain Grace 2 | +6 MP. Gain Grace 3 |
Learnable Abilities
| Ability | Level 1 | Level 2 (+) | Level 3 (++) |
|---|---|---|---|
| Rejuvenate | Cantrip: Grace 1. Active: heal 3 HP -2 MP | Cantrip: Grace 1. Active: heal 4 HP -2 MP | Cantrip: Grace 1. Active: heal 5 HP -2 MP |
| Divine Radiance | Heal all allies 5 HP -2 MP. Exhaust | Heal all allies 7 HP -2 MP. Exhaust | Heal all allies 9 HP -2 MP. Exhaust |
| Gift of Zen | Ally: Zen 3 (bonus dmg at full HP) -2 MP | Ally: Zen 4 -2 MP | Ally: Zen 6 -2 MP |