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
Level | Features | Cantrips Known | Prepared Spells | Spell Slots | Channel Tokens | Channel Divinity Uses |
---|---|---|---|---|---|---|
1 | Spellcasting, Aṣé Sense, Divine Domain | 3 | 4 | 1st:2 | 2 | - |
2 | Divine Order | 3 | 5 | 1st:3 | 2 | - |
3 | Channel Divinity | 3 | 6 | 1st:4 | 2nd:2 | 2 | 2 |
4 | Feat or Ability Score Improvement | 4 | 7 | 1st:4 | 2nd:3 | 2 | 2 |
5 | Divine Domain Feature | 4 | 8 | 1st:4 | 2nd:3 | 3rd:2 | 3 | 2 |
6 | Exorcism | 4 | 9 | 1st:4 | 2nd:3 | 3rd:3 | 4th:1 | 3 | 2 |
7 | Sacred Reservoir | 4 | 10 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 4 | 2 |
8 | Feat or Ability Score Improvement | 4 | 11 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 4 | 2 |
9 | Divine Fortitude | 4 | 12 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 4 | 2 |
10 | Divine Domain Feature | 5 | 13 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:1 | 4 | 2 |
11 | Sacred Surge | 5 | 14 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 5 | 2 |
12 | Feat or Ability Score Improvement | 5 | 15 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 7th:1 | 5 | 2 |
13 | Greater Purification | 5 | 16 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 7th:2 | 5 | 2 |
14 | Channel Mastery | 5 | 17 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 7th:2 | 8th:2 | 5 | 2 |
15 | Divine Domain Miracle | 5 | 18 | 1st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:2 | 7th:2 | 8th:2 | 9th:1 | 5 | 2 |
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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