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Embodiment (Legendary Cleric Archetype)

Note: This archetype makes use of alternate magic rules via Spheres of Power.

The Embodiment is a being directly connected to some primordial force of existence, a mage-warrior who channels the fundamental aspects of being in a variety of ways to achieve victory over their foes. Their connection may take any number of forms but is often deep and overwhelming.

Weapon and Armor Proficiencies

Embodiments are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is their first level in any class, they may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.

Spellcasting

The embodiment may combine spheres and talents to create magical effects. The embodiment is considered a High-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces spells and orisons.

Spell Pool

An embodiment gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their class level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

An embodiment gains a combat or magic talent at every even level. This does not stack with caster levels gained from other sources. An embodiment uses their casting ability modifier as their practitioner modifier.

Flexible Manifestation: The DCs and effects of all of the embodiment’s class abilities are based on the embodiment’s casting ability modifier rather than Wisdom.

Esoteric Romance (Su)

In place of the benefits of Blessing of the Faith, an embodiment may choose to gain an additional magic or combat talent at 2nd, 6th, 10th, and 14th levels. This does not render the archetype incompatible with others which replace Blessing of the Faith so long as the embodiment does not choose to replace the class feature with these talents.

Domain Connection (Su)

An embodiment gains domains as normal, but does not gain domain spells.

Instead, they gain a bonus magic talent at 1st level and every odd level thereafter, chosen from the spheres associated with their selected domains (see Table 6-1: Domains and Associated Spheres).

This replaces domain spells but can be replaced as if it were domain spells.

/magic/variant-magic-rules/spheres-of-power/using-the-spheres/#Conjuration

Table 6-1: Domains and Associated Spheres
Domain Associated Spheres
Air Nature or Telekinesis
Animal Alteration or Bear
Artifice Creation or Enhancement
Charm Mana or Mind
Community Mind or War
Darkness Dark or Illusion
Death Blood or Death
Destruction Destruction or Weather
Earth Enhancement or Nature
Freedom Fate or Warp
Fire Nature or Light
Glory Light or War
Healing Fate or Life
Knowledge Divination or Fate
Life Alteration or Life
Luck Fate or Time
Magic Divination or Mana
Nobility Telekinesis or War
Plant Creation or Nature
Protection Divination or Protection
Repose Life or Protection
Rune Enhancement or Mana
Scalykind Alteration or Mind
Strength Alteration or Enhancement
Sun Destruction or Light
Travel Telekinesis or Warp
Trickery Illusion or Mind
Void Time or Warp
War Enhancement or War
Water Blood or Nature
Section 15: Copyright Notice

Legendary Clerics © 2020, Legendary Games; Authors: Matt Daley, Nathan Reinecke