Role: Divine Hand
Requirements
- At least Character Level 8
- Initiation by an Exemplar, Inquisitor, or Divinely Inspired Messenger (Plot)
- Approval of Set of Oaths by Plot (this must occur between games)
Costs
- 4 Character Points or 60 Service Points
Bonus Skills
Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.
Description
Some individuals feel the calling of the Divine. They may be from humble beginnings rising to be leaders of a faith, examples of their God’s presence in the mercantile domain, or holy warriors on the battlefield. No matter what, these individuals act as the working servants of the Gods in the world. They take their obligations to the Divine even more seriously than Clerics (though some Clerics are also Divine Hands). Each Divine Hand swears an Oath, or set of Oaths that bind their conduct to certain Tenets important to the Divine; in exchange for this service and obligation, the Divine rewards them with special powers. Divine Hands have the following precepts to follow:
- Oaths must be followed. Do not make excuses for failure in following them.
- Restriction breeds creativity, do not look at your Oaths as what you cannot do, but channeling you to what you may; just as one who has a sense denied to them has their other senses enhanced, so too does a Divine Hand who denies a set of behavior heighten their focus and duty.
- Be an example to others in the principles of the Divine.
This list is small by itself, but should also include the specifics of the Oaths they swear below. Should the Divine Hand believe that they have failed to uphold one of these precepts or one of their Oaths, they will be unable to access Powers from the Role or any Innate Powers or Spells from the Exemplar Advanced Class until the next Event, until they have undergone an Atonement spell, or have received Forgiveness from their Deity.
Note: Taking this role grants the character the "Divine Hand" qualifier and is affected by calls “to Divine Hand." This power is gained automatically upon purchasing / gaining this Role.
Divine Hand Innate Powers
Presence of the Gods [Innate]
Incantation: None
Call: None
Target: Self Duration: Special
Delivery: None Refresh: Event
Accent: None Effect: None
The health of the Divine Hand’s local religious community is very important to them, both socially and for metaphysical reasons. If the Divine Hand takes a Long Rest in a town with a Shrine solely devoted to their Religion, God or Patron, they gain +1 Base Maximum Life Point while they remain within the town borders. The Divine Hand may only have one bonus active at any time, but it persists until the character leaves the environs of the town, only returning when they reenter the town.
Divine Hand Bonus Powers
Swear Oath - 0, Increasing by 2 CP Per Additional Oath (5) [Bonus]
Requirements: None
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Divine Hand is a vessel for their deity’s righteousness, which allows them to draw upon divine power. When the Divine Hand takes this power they must choose an Oath to swear from the list below. Each Oath comes with a list of Tenets as well as a single benefit that may be utilized if the Divine Hand spends a point of Divine Grace.
If the Divine Hand ever violates their Oath, they immediately lose all of their points of Divine Grace and will be unable to access Powers from this Role or any Innate Powers or Spells from the Exemplar Advanced Class until the next Event, until they have undergone an Atonement spell, or have received forgiveness from their Deity.
A Divine Hand that has sworn an Oath through this power gains a point of Divine Grace. These Points refresh after completing a Long Rest. Points of Divine Grace stack from additional purchases of Swear Oath. Points of Divine Grace granted from Swear Oath are additive with points granted from Exemplar’s Divine Grace Innate Power. Additionally, when the Divine Hand takes the “Swear Oath” Role Power they gain access to a “Chosen Accent.” This Accent may be used in place of the Accent granted by their Religion for various substitution powers and also interacts with the Exemplar class. The Divine Hand may only have a single “Chosen Accent” at any one time, but may switch between any of their available Chosen Accents during a Short Rest.
The cost of Swear Oath is 0 for the first time it is purchased then increases by two, so the second purchase of Swear Oath would be 2 CP, then 4, then 6, then 8. No more than 5 Oaths may be sworn with Swear Oath and all Oath combinations must be approved by plot prior to gaining any benefits from the Oaths.
The Blessed Sleep - 4 CP [Bonus]
Requirement: Character Level 12
Incantation: None
Call: “No Effect”
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: Radiance Effect: Grant Immunity
The character has inherent immunity to all Powers that would cause her to become Undead. This immunity is Inherent and cannot be Cured. This Power will remain in effect even if the Divine Hand dies, transforms, or becomes a Spirit.
Furthermore, the Divine Hand cannot willingly or knowingly sign a Demonic Contract for any reason. If the Divine Hand has already signed such a contract or become aware that they have signed a Demonic Contract, it becomes invalid, and the Divine Hand summarily dies, discorporates, and must immediately go to the Spirit Well regardless of any other effects.
Oaths
Oath of Impeccable Honor [Oath]
Those sworn to the Oath of Impeccable Honor are among the most virtuous in the lands - known far and wide for their moral high road, and longstanding defense of the weak.
Chosen Accent: Will
Requirement: Does not have the Oath: “Binding Oath of Honor”
Patrons: Aeterius, Leovitrius, Lightbearer, The Huntress
- The Divine Hand must never break their word, nor attempt to deceive.
- The Divine Hand must never cheat in any contest, nor use deception or trickery to win.
- The Divine Hand must never attack those who are unaware, from behind, nor take unfair advantage.
Power
- The Divine Hand may expend a point of Divine Grace to charge a spell-ball or their weapon with “Taunt 5 by Will.”
Oath of Community Stewardship [Oath]
The Oath of Community Stewardship maintains that the Divine Hand is a conduit for the care, guidance, and shepherding of the common people handed down from the Divine. Those who follow this path can be relied upon to seek a path of peace and prosperity for the folk under their care.
Chosen Accent: Will
Patrons: Aeterius, Kemis, Linred, Voxus, Leovitrius, The Phoenix, The Lonely Beggar, The Caretaker, Ursif
- The Divine Hand must always look to the health of all of those who trust in their guidance.
- The Divine Hand must never knowingly leave an ally behind to the ravages of the enemy.
- The Divine Hand should seek solutions that cause the least amount of harm to those involved.
Power
- The Divine Hand may expend a point of Divine Grace to Resist the effects of a Bind, Paralyze, Root, Sleep, or Slow Effect that they take.
Oath of Enduring Compassion [Oath]
Those of the Enduring Compassion take the path of peace to its logical conclusion: that violence is the last, and worst answer to any problem. Divine Hands with this Oath are often peacemakers, diplomats, and the calm, cool, and collected head in tough situations.
Chosen Accent: Radiance
Patrons: Kemis, Olfrin, Linred, The Phoenix, The Lonely Beggar, The Caretaker, The First Voice
- The Divine Hand must champion the cause of the ill and infirm, and do everything in their power to bring aid to those who are unwell.
- The Divine Hand must never take advantage of others for financial, social, or political gain.
- The Divine Hand must always seek a non-violent outcome when possible, and accept any attempt to parley.
Power
- The Divine Hand may expend a point of Divine Grace to add a number of points of their Healer’s Touch or Life Tap pool equal to four times the number of Divine Hand Oaths they have sworn.
- If the Divine Hand does not have such a pool they may instead expend a point of Divine Grace to call “Heal 1 by Radiance” delivered by touch once.
Oath of Untethered Liberty [Oath]
The Oath of Untethered Liberty solidifies the need for the Divine Hand to break the chains of unjust imprisonment, binding contracts, and the oft-literal shackles of slavery. In more civilized nations, those of the Untethered Liberty remain vigilant, seeking out contracts and binding rituals that enslave the mind to nefarious ends.
Chosen Accent: Will
Patrons: Aeterius, Nastil, Hyrun, Phirio, Yaziri, The Phoenix, The Lurker at the Gate, Nicodeimus
- The Divine Hand must aid those who have become chained, either physically, mentally, or socially and attempt to free them of whatever shackles them.
- The Divine Hand must seek to punish those who abuse their authority.
- The Divine Hand must seek to destroy the tyrannical and oppressive.
Power
- The Divine Hand may expend a point of Divine Grace to free their target from their shackles. Using this Oath, the Divine Hand may cure one of the following conditions on an individual by Touch: Bind, Paralyze, Sleep, Slow, Root, Berserk, Charm, Dominate.
Oath of The One True Light [Oath]
The Dark lurks in every corner, and those of The One True Light seek to burn it out, banishing it from every corner of the world. The slithering hooks of the Void seek every weakness, and so the Oathbearers of Light are relentless and uncompromising in their fight against the Maelstrom’s unrelenting annihilation.
Chosen Accent: Radiance
Patrons: Aeterius, Hyrun, Voxus, Olfrin, Nastil, Cassandra, Lightbearer, The Huntress, The Hound, The Black Sphinx
- The Divine Hand cannot ever have taken the Dark upon themselves for any reason. If they do so, this Oath is broken, and can never be re-obtained, and the Oath Slot (and any CP spent) is permanently lost.
- The Divine Hand must give no quarter to nor consort with creatures or entities of the Dark.
- The Divine Hand must not consort with unrepentant creatures or entities known to be tainted, corrupted, or otherwise associated with the Dark, save in the attempt to rid them of their corruption.
- If the Divine Hand finds out that they have consorted with any entity representing or tainted by the Dark, such as by being deceived or trickery, they must seek out their Patron to atone and receive guidance.
Power
- The Divine Hand may expend two points of Divine Grace to Counter an Effect they receive delivered with the “Maelstrom” Accent, even if it would normally be Final. The call for this is “Counter Final, One True Light.”
Oath of Martyrdom [Oath]
Death is but another path to the Martyrs, and one taken not lightly, but willingly when the time is right. The Oathbearers of the Martyr seek a glorious death in service to their Patron, but think them not reckless - just determined, with the certitude that death is not the end.
Chosen Accent: Agony
Patrons: Yaziri, Diavalla, The Phoenix, Leovitrius, Linred, Vaen, The Huntress, The Hound
- The Divine Hand must be willing to martyr themselves in the name of their faith. To that end, any breach of their Religious Tenets is also a breach of their Oath of Martyrdom.
- The Divine Hand must willingly volunteer when the call is put out for highly dangerous quests and other similar matters that aid the faith or community, regardless of chance of success.
Power
- The Divine Hand may expend a point of Divine Grace to sacrifice their own health for another. To do so, they roleplay laying their hands on the target character (but not touching the player), expend a point of Divine Grace and Sacrifice any number of Life Points, up to their current Life Points. If they do, the target Heals X by Radiance, where X is the amount of Life Points sacrificed.
- The Divine Hand may expend a point of Divine Grace to Grant Life by Radiance with a Touch. If they do, however, they take a Death Final Effect.
Oath of The Unfettered Life [Oath]
The Unfettered seek to unwind the barriers to a free life for themselves and others - too often the laws, customs, and castes of civilization are warped to bind and restrict the populace, such that any such stricture is suspect. Those with authority inevitably misuse and abuse it, and must be replaced, removed, or if necessary killed to maintain the freedoms of all those who would draw the breath of life.
Chosen Accent: Fear
Patrons: Kemis, Hyrun, Nastil, Linred, The First Voice, The Balance, The Lonely Beggar
- The Divine Hand must champion the common people, over and above those who would subjugate and demean the populace.
- The Divine Hand may hold no position, nor claim any authority, title, or other position above the common people for longer than one year.
- The Divine Hand must oppose restrictions, laws, and other forms of custom that unequally affect the populace to the detriment of the common good.
- The Divine Hand must take the widest interpretations of the populace, being inclusive in all aspects, and attempt to bring outsiders into the fold of the populace when possible.
Power
- The Divine Hand may expend a point of Divine Grace to Dispel a Condition that holds the target partially or wholly immobile (Bind, Root, Imprison, Paralyze) with a Touch .
Oath of The First Forest [Oath]
While civilization is old, the natural world is far older, and with it are great wisdoms repressed and suppressed - the Oathbearers of the First Forest seek to re-establish this lost balance, and create a world where the natural order re-asserts itself, unbound by the tyranny of “progress.”
Chosen Accent: Poison
Patrons: Kemis, Worldsoul, The Moon Beast, Basilisk, Worldmender, Firja, Ursif
- The Divine Hand must actively stop the exploitation of the world’s natural resources and champion the cause of native flora and fauna.
- The Divine Hand cannot wield metal weapons or armor.
Power
- The Divine Hand may heal themself or another living creature once per Short Rest by Touch for an amount of Life Points equal to their Oaths sworn. To activate this power, the Divine Hand and the recipient must be Out of Combat, and no man-made structures must be visible or within 100 feet.
- The Divine Hand may expend a Divine Grace to Cure All Conditions on themself or another living creature.
Oath of The Revealed Truth [Oath]
Secrets inevitably only benefit the keeper of that information, and far more often than not, the wielder of that knowledge maintains a stranglehold on it with the intent to gather power. With the revelation of secrets, the populace is unbound from the tyranny of ignorance, and the nefarious plans of those with ill intent. Enter the Oathbearers of The Revealed Truth: the forefront of the battle against secrecy and ignorance.
Chosen Accent: Mind
Patrons: Voxus, Olfrin, Nicodeimus, Vaðnír, Cassandra
- The Divine Hand must seek to uncover lost knowledge of the world around them, and prevent those secrets from being hoarded by those who might suppress them.
- The Divine Hand may not knowingly lie about factual information, and must actively share knowledge with any who would ask, unless doing so would otherwise violate another Oath taken or breach a religious tenet. In such a case, the Divine Hand can simply say, “I cannot say.”
Power
- The Divine Hand may call out to their Patron, expending a Divine Grace to gain a use of Insight, per the Perk.
Oath of Arcane Abstention [Oath]
Whether out of a personal path to enlightenment, or the casting off of perceived crutches, the Oathbearers of Arcane Abstention seek to empower themselves without reliance upon external tools, seeking perfection in the mind, body, and spirit as a whole.
Chosen Accent: Agony
Patrons: Hyrun, Nastil, Primarch, The Crowned Executioner, Bitterwasp, The Lonely Beggar, Vaen
- The Divine Hand must never attune to any magic items, except those found items restricted to be used only by a follower of your deity or Patron, nor take upon themselves willingly, powers or abilities granted by Arcane spells.
Power
- The Divine Hand may complete all Short Rests in two minutes, and once per Long Rest, may complete a Short Rest with a Focus Quick 100.
Oath of Living Peace [Oath]
Common among the clerics, druids, and other peaceful folk of the world, the Oathbearers of Living Peace seek non-violence in all its forms, whether by word, deed, or thought. Understanding, compassion, and mercy are the stepping stones to a world in nascent perfection.
Chosen Accent: Radiance
Patrons: Kemis, Olfrin, Linred, The Worldsoul, The First Voice, Lightbearer, Worldmender
- The Divine Hand must never attack the Living first or purposefully goad the enemy into armed conflict.
- The Divine Hand must respect life in all its natural forms.
- The Divine Hand must attempt to aid the dying and seek out nonviolent means to solve conflict.
Power
- The Divine Hand may expend a point of Divine Grace to call “By My Voice Heal One to Dying.”
Oath of The Last Hourglass [Oath]
The Cycle keeps the world safe, and the Maelstrom at bay; so say the Oathbearers of the Last Hourglass. They are the first, and often last line of defense against those with ambitions of immortality, anathema against the Cycle that keeps all others alive. The perfidy and hubris of immortality is an affront the Oathbearer will not stand for, as it endangers the Eye’s very existence.
Chosen Accent: Time
Patrons: The Keepers (Any), Voxus, Nastil, The Pharaoh
- The Divine Hand must lay to rest all the deceased, as befitting their life.
- The Divine Hand must always uphold the Cycle, and take the word of the Divine Keepers as inviolate truth.
- The Divine Hand must oppose and destroy all immortal creatures not known to adhere to the Divine Will of the Pantheon or Witch Gods of Grimoire. This includes (but is not limited to): undead, sentient / free-willed constructs, angels and demons in apparent violation of their deities' will, and mortals seeking to extend their lives beyond normal ages.
Power
- The Divine Hand may expend a point of Divine Grace to call “Counter, Last Hourglass” against a melee, ranged, or spell-ball delivered attack that has the Madness, Illusion, or Terror Accents.
Oath of Blood Inviolate [Oath]
The blood of the mortal, used in magic, is an art form ancient and terrible. While many would seek to do good with its power, the inevitable fall into its dark ends has given rise to the Oathbearers of the Blood Inviolate: those who would seek to stamp out the practice once and for all.
Chosen Accent: Agony
Patrons: Aeterius, Voxus, Phirio, Linred, The Keepers (Any), The Black Sphinx, Cassandra, Firja, Ursif
- The Divine Hand must actively oppose any Blood Ritual, or use of Blood Magic in any ritual, craft, or power, using violence if necessary.
Power
- The Divine Hand may expend a point of Divine Grace to call “Dispel Blood Magic Ritual” by touch, causing the ritual to fail. Note: This does not mean that there aren’t consequences for use of this power.
Oath of Eternal Incineration [Oath]
The flame is the core of civilization, symbolizing many of society’s major themes and accomplishments: whether representing light, justice, dawn, or vengeance, the flame is the heart of every mortal’s passions. The Oathbearers of Eternal Incineration know all facets of the flame well, and bear the tidings of flame into the darkest corners of the Eye, where the flame of purification is needed most.
Chosen Accent: Flame
Patrons: Yaziri, Hyrun, Phirio, The Phoenix, Cinderwrath
- The Divine Hand must keep a lit flame with them at all times. This eternal flame signifies the Divine Hand’s devotion to their cause.
- The Divine Hand may never use powers or effects with the Ice Accent.
- The Divine Hand must actively oppose and use violence against any Darkspawn, Void creature, or similarly related creatures or entities when able.
Power
- The Divine Hand may expend a point of Divine Grace to call “Piercing 5 by Flame” with a melee weapon attack.
Oath of Sole Domination [Oath]
Primacy. Inevitability. Dominion. These are the watchwords of the path of the Sole Domination. These Oathbearers brook no conversation nor compromise; they seek out a black and white binary: join us or oppose us, there is no in-between. Ardent in the extreme, these Oathbearers are the faith’s most outspoken, and often aggressive members, certain in their path, and fanatical in their faith.
Chosen Accent: Fear
Patrons: Leovitrius, Sodron, The Argent Lady, The Moon Beast, The First to Want
- The Divine Hand must do their due diligence to induct new members into their chosen faith.
- The Divine Hand must actively suppress other faiths, and otherwise halt their growth.
Power
- The Divine Hand may expend a point of Divine Grace to call “Short Dominate by Fear” with a melee weapon attack.
Oath of The Pinnacle [Oath]
The Oathbearers of The Pinnacle shout their challenge to the world: “Come all and be judged wanting, for I shall rise above like none other.” These Oathbearers make no small words about their intent: to become the zenith of power by whatever means they deem necessary.
Chosen Accent: Will
Patrons: Sodron, Yaziri, Leovitrius, The Crystalline, Nicodeimus, The Moon Beast, Primarch
- The Divine Hand must actively work to maximize their own power. This may sometimes mean making concessions in the name of reputational power. This may also mean giving away power in the short term for long term gains, but power should never be relinquished voluntarily without reason.
- The Divine Hand knows truth lies within themselves and is best found by an inner search for personal enlightenment that leads ultimately to the amassing of power. Control of the self and of the external world is the only goal worth pursuing. You must develop your abilities, extend your influence, and lay your pawns. By bending the world to your will, you create order and stability. Every form of power, influence, or control can be used to further some end. Therefore, adherents of this oath seek all forms of power, be it political, material, or spiritual. By understanding oneself, it is possible to begin to describe the motivations of others.
Power
- The Divine Hand may expend a point of Divine Grace to “Grant Short Rest by Will to Self.” They may only use this power once per Long Rest.
Oath of The Iron Tyrant [Oath]
The Iron Tyrant is master of themselves before master of others, but inevitable in both realms. Perfection is not only both a path and goal, but a necessity - all else shall be discarded and ground into the earth. These Oathbearers care not for the weasel words of failure and incompetence, seeking only the absolute best, and rejecting all else.
Chosen Accent: Mind
Patrons: Sodron, Leovitrius, The Argent Lady, The Void Wyrm
- Never tolerate failure, especially your own.
- Always strive for control by any means necessary.
- Never be content to allow the incompetent, passive, or foolish to have control over you.
- Always respect those above you, but replace them when they falter.
Power
- The Divine Hand may expend a point of Divine Grace to become Strengthened. This Call is “Long Strength by Will.”
Oath of The Blind Culling [Oath]
The weak are not to be pitied or protected: they are a disease upon the world, draining resources and power from those who truly deserve it, and the Oathbearers of The Blind Culling call forth these vermin to die so that they might be replaced with others more befitting the gift of life.
Chosen Accent: Fear
Patrons: Sodron, Yaziri, The Helltaker, Primarch, They That Hunger, The Feaster, The Lord of Ash, The First to Want
- Give no mercy or quarter to the weak, the foolish, or the incompetent.
- The Divine Hand should work towards expansion of their own ends first, then their Patron’s, and finally any that are useful to them.
- The Divine Hand must accept any challenge to their power or rightful place, and when victorious strive for the most punishing consequences for the loser.
- The Divine Hand must give nothing to their lessers, take what they seek, and offer only what is necessary to their betters, until they can replace them.
Power
- The Divine Hand may expend a point of Divine Grace to call “By My Voice: Death to Helpless by Fear.” This power may only be used once per Long Rest.
Oath of The Architect [Oath]
The Oathbearers of The Architect are the pillars of civilization, order, and the maintainers of the status quo: for what is not right if not what already is? Authority, structure, and progress move all of mortalkind forward, unto a future bright with possibility.
Chosen Accent: Force
Patrons: Voxus, Olfrin, Phirio, Sodron, Cassandra, The Crystalline
- The Divine Hand must seek and uphold Order in its various forms, seeking to create structure where there is none, reinforcing customs, laws, and authority, and opposing, with violence when necessary, those who would undermine the order, natural or otherwise.
- The Divine Hand must seek out and uphold or obtain a position of authority over others in some domain or sphere, leading individuals, townsfolk, or armies, it does not matter.
- The Divine Hand must have some Crafting or Profession that reasonably upholds the order of nature or civilization, and take active steps to ensure the domain or sphere of their influence is actively protected.
- The Divine Hand may not use powers or effects with the Madness accent, as it undermines the concept of an ordered mind.
Power
- The Divine Hand may expend a point of Divine Grace to call “Rebuild and Mend to Full by Force” with a Touch.
Oath of The Gamble Unbound [Oath]
What is life but a game? A gamble every morning that one might not see the sun set? Why not get the most out of every moment: fleeting is life, why squander it on drudgery and pain? The Oathbearers of The Gamble Unbound seek to ensure that life, both theirs and others, never trods the same old plain path worn deep in the road of life.
Chosen Accent: Mind
Patrons: Phirio, Sodron, Cassandra, The Crystalline
- The Divine Hand must seek out trials of their prowess and fortitude, taking up challenges where they find them: as long as there is a reasonable chance of success, the Divine Hand should make an attempt in good faith.
- The Divine Hand should engage in betting, dueling, games of chance and skill, and similar behaviors when available, and whenever possible, encourage or up the “stakes” to something of value, rather than simply for fun.
- The Divine Hand should take on the mantle of the “risk-taker,” volunteering for dangerous tasks or missions, or going “out on a limb” for extra treasure, success, or other benefits when reasonable.
- The Divine Hand must never cheat or take unfair advantage in games and competitions, and rely on their own skill and preparations to see them through.
Power
- The Divine Hand may expend a point of Divine Grace to Call “Dispel all Conditions to Self by Will.”