Ašipu (AH-shee-poo)

Among the Unbound, none walk with more certainty, or mystery, than the Ašipu, said to bear the voice of divinity in their breath and the light of Aṣé in their marrow. Unlike other Unbound, awaken to power through raw talent or desperate need, the Ašipu are often marked before they even draw their first breath. Some are born under sacred omens, others emerge from trance with forgotten names and impossible memories. There are those who believe the Ašipu are reincarnated souls, spirits who have passed all nine levels of the afterlife and returned not to rest, but to serve.

Their Aṣé does not flare wild like a sorcerer’s or twist like a warlock’s pact. Instead, it resonates, channeled through ancient hymns, devotion, and unshakable faith. To witness an Ašipu in prayer is to see the unseen become real. Through chants, relics, or spirit familiars, they draw forth the divine. Some claim the Ašipu were the first of the Unbound, their sacred lineages tracing back to the dawn of story itself, when gods first had names, and mortals dared to speak them.

Core Progression Table

LevelFeaturesCantrips KnownPrepared SpellsSpell SlotsChannel TokensChannel Divinity Uses
1Spellcasting, Aṣé Sense, Divine Domain341st:22-
2Divine Order351st:32-
3Channel Divinity361st:4 | 2nd:222
4Feat or Ability Score Improvement471st:4 | 2nd:322
5Divine Domain Feature481st:4 | 2nd:3 | 3rd:232
6Exorcism491st:4 | 2nd:3 | 3rd:3 | 4th:132
7Sacred Reservoir4101st:4 | 2nd:3 | 3rd:3 | 4th:342
8Feat or Ability Score Improvement4111st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:242
9Divine Fortitude4121st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:242
10Divine Domain Feature5131st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:142
11Sacred Surge5141st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:252
12Feat or Ability Score Improvement5151st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 7th:152
13Greater Purification5161st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 7th:252
14Channel Mastery5171st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 7th:2 | 8th:252
15Divine Domain Miracle5181st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 7th:2 | 8th:2 | 9th:152

Features

(1st Level)

Spellcasting

You know 3 cantrips from the Cleric list.
You prepare a number of Cleric spells daily = Wisdom mod + Cleric level (min. 1).

You are a vessel of divine power, but your spells are not guaranteed. You must test your spirit through Channeling, a divine skill check that governs your casting ability.

Channeling

When casting a Cleric spell of 1st level or higher, make a Wisdom (Channeling) check:

  • DC = 10 + spell level
  • Success: Spell is cast normally.
  • Failure: Spell fizzles, but is not expended.
  • Critical Success (Nat 20): Spell is cast at +1 level, does max damage if damage dealing, and you gain temporary HP = Wisdom modifier.
  • Channel Tokens: Spend 1 token before casting to automatically succeed.

You regain all Channel Tokens on a long rest (or short rest at level 7+).

Aṣé Sense

As an action, sense whether a creature within 30 ft is:

  • Undead, cursed, poisoned, entropied, or voidbound
  • Empowered by divine, demonic, or eldritch magic

Divine Domain

Choose a Domain (subclass), granting you features at levels 1, 5, 10, and 15.

(2nd Level)

Divine Order

Choose one sacred role:

  • Protector: Gain martial weapon and heavy armor proficiency.
  • Thaumaturge: Learn 1 extra Cleric cantrip. Add Wisdom modifier to Religion and Arcana checks.

(3rd Level)

Channel Divinity

Use your divine energy for powerful effects. You can use this feature 2 times per long rest, regaining 1 use on a short rest.

You begin with:

  • Divine Spark: Heal or harm a creature within 30 ft. Roll 1d8 + Wisdom. Damage is radiant or necrotic (your choice).
    Damage increases at level 7 (2d8) and 13 (3d8).
  • Purification: End 1 harmful condition affecting a creature or object within 30 ft. Ends: cursed, poisoned, diseased, charmed, frightened, or entropied.
    If used on Undead or Entropied creatures, they must make a Charisma save or be Incapacitated and Weakened (half damage dealt) until end of their next turn.

(4th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(5th Level)

Divine Domain

You gain a Domain (subclass) feature.

(6th Level)

Exorcism

Once per long rest, as an action, force a creature within 30 ft to make a Wisdom save:

  • On fail:
  • Warlocks, Adorcists, and possessed entities lose access to 1 class feature, magical form, or spell use for 1 round.
  • They also have disadvantage on spell attacks until the start of your next turn.
  • On success: No effect.

(7th Level)

Sacred Reservoir

  • Gain +1 Channel Token (total: 4)
  • You now regain all Channel Tokens on a short or long rest

(8th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(9th Level)

Divine Fortitude

When you beat a Channeling DC by 5 or more, choose one:

  • Regain 1 Channel Token
  • Gain temporary HP = Wisdom modifier
  • One ally within 30 ft regains a spent spell slot (max level 2)

(10th Level)

Divine Domain

You gain a Domain (subclass) feature.

(11th Level)

Sacred Surge

Once per long rest, after casting a spell (1st+ level), immediately cast a Cleric cantrip as a bonus action. That cantrip deals maximum damage or healing.

(12th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(13th Level)

Greater Purification

Your Purification now ends:

  • Cursed, Poisoned, Diseased, Frightened, Charmed, Petrified, Entropied

On Undead, Voidbound, or Possessed:

  • On fail: Stunned until end of next turn
  • On save: Take half damage from all divine sources until end of your next turn

(14th Level)

Channel Mastery

Once per turn when you use Channel Divinity:

  • You may activate two effects at once
  • OR immediately regain a spell slot of level 3 or lower

(15th Level)

Divine Domain Miracle

You gain your greatest blessing from your god

Hit Points

Hit Dice: 1d8 per cleric level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level

Primary Ability

Wisdom

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Insight, Medicine, Religion, History, Persuasion, Nature

Equipment

Choose one of the following:

Option A:

  • Chain Shirt
  • Shield
  • Blunt Weapon
  • Holy Symbol
  • Priest’s Pack

Option B:

  • 110 gp


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