TEXT: Page 
  FRONT
  CLeriC
  Card deCK
  SpeLLS
  CLaSS featureS *  taLentS
  CLeriC
  Card deCK
  Customizable Character Class Deck
  compatible with 13th Age™, and Th e Archmage Engine™ 
  Cleric Spell Level 1
  BLeSS
  Ranged spell
  daily
  Quick action to cast
  Target: Power: one nearby ally
  Broad: Up to three nearby creatures
  You can cast this spell for power or for broad effect.
  Cast foR poweR
  One nearby ally gains a +2 attack bonus until the end 
  of the battle.
  Cast foR bRoad effeCt
  Choose up to three nearby creatures (including you); 
  each target gains a +1 attack bonus until the end 
  of the battle.
  Cleric Spell Level 1
  Cure WoundS
  Ranged spell
  daily
  Quick action to cast
  Target: You or a nearby ally
  effeCt
  You or a nearby ally can heal using a free recovery.
  3rd level spell
  leaRned*
  The target can also roll a save against each 
  save ends effect.
  5th level spell
  leaRned*
  This spell is now recharge 16+ after battle 
  instead of daily.
  7th level spell
  leaRned*
  The target can heal using two free recoveries
  instead of one.
  9th level spell
  leaRned*
  This spell is now recharge 11+ instead.
  Cleric Spell Level 1
  Hammer of faitH
  Close-quaRteRs spell
  daily
  Standard action to cast
  3rd level spell: quick action
  Target: You
  effeCt
  Until the end of the battle, your basic melee attacks use 
  d12s as their base weapon damage dice.
  3rd level spell
  leaRned*
  The spell now requires only a quick action to cast.
  5th level spell
  leaRned*
  You deal half damage on misses with basic melee 
  attacks this battle.
  7th level spell
  used'
  leaRned*
  Once during the battle, you can reroll a basic melee 
  attack.
  9th level spell
  leaRned*
  For the rest of the battle, change any of your basic 
  melee attack damage dice rolls that are less than the 
  escalation die to the escalation die value. 
  Set your duplex (double-sided printing) printer to long-edge binding (left alignment), and print in 00 % without  
  fit to paper size scaling, deactivate borderless printing. You can also print to one side, turn over the paper, and print 
  to the flipside. Cut along the crop marks (works best with a sharp utility knife or paper/photo trimmer).
  You can also laminate the cards using laminating pouches in A7 format (card size: 74 mm × 05 mm).
  
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  Cleric Spell Level 1
  BLeSS
  spell used
  daily
  3rd level spell
  leaRned*
  Each target also gains 1d10 temporary hit points 
  per point of the attack bonus.
  5th level spell
  leaRned*
  Each target also gains 2d10 temporary hit points 
  instead of 1d10 per point of the attack bonus.
  7th level spell
  leaRned*
  All attack bonuses granted by the spell increase by +1.
  9th level spell
  leaRned*
  Each target also gains 3d10 temporary hit points 
  instead of 2d10 per point of the attack bonus.
  Cleric Card deck
  Design by  Kazekami — kazekami303@gmail.com
  Version  1.2 — April 2014
  legal notiCe
  Th is Cleric Card Deck uses trademarks and /or copyrights 
  owned by Fire Opal Media, which are used under the 
  Fire Opal Media, 13th Age Community Use Policy. We are 
  expressly prohibited from charging you to use or access 
  this content. Th is Cleric Card Deck is not published, 
  endorsed, or specifi cally approved by Fire Opal Media.
  For more information about Fire Opal Media’s 13th Age 
  Community Use Policy, please visit:
  www.ﬁ reopalmedia.com/communityuse
  For more information about Fire Opal Media 
  and 13th Age products, please visit: 
  www.ﬁ reopalmedia.com and 
  www.pelgranepress.com
  Licensed under the Open Game License.
  Cleric Spell Level 1
  Hammer of faitH
  spell used
  daily
  Cleric Spell Level 1
  Cure WoundS
  spell used
  daily
  5th level spell: recharge 16+ after battle
  9th level spell: recharge 11+ after battle
  FRee ReCoveRy
  The cleric can recover hit points as if they were using a 
  recovery (without actually spending the recovery).
  
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  Cleric Spell Level 1
  JaveLin of faitH
  Ranged spell
  at-Will
  Target: One nearby enemy
  Attack: Wisdom+Level vs. PD
  Hit
  1d6+Wisdom holy damage.
  Miss
  Damage equal to your level.
  3rd level spell
  leaRned*
  3d6 holy damage.
  5th level spell
  leaRned*
  6d6 holy damage.
  7th level spell
  leaRned*
  6d10 holy damage.
  9th level spell
  leaRned*
  8d10 holy damage.
  Cleric Spell Level 1
  SHieLd of faitH
  Ranged spell
  daily
  Quick action to cast
  Target: Power: one nearby ally
  Broad: Up to three nearby creatures
  You can cast this spell for power or for broad effect.
  Cast foR poweR
  One nearby ally gains a +2 bonus to AC this battle.
  Cast foR bRoad effeCt
  Choose up to three nearby creatures (including you); 
  each target gains a +1 bonus to AC this battle.
  Cleric Spell Level 1
  SpiritS of tHe rigHteouS
  Ranged spell
  OnCe peR battle
  Target: One nearby enemy
  Attack: Wisdom+Level vs. MD
  Hit
  4d6+Wisdom holy damage, and your nearby ally 
  with the fewest hit points gains a +4 bonus to AC 
  until the end of your next turn.
  Miss
  Your nearby ally with the fewest hit points gains a 
  +2 bonus to AC until the end of your next turn.
  3rd level spell
  leaRned*
  7d6 holy damage.
  5th level spell
  leaRned*
  7d10 holy damage.
  7th level spell
  leaRned*
  10d12 holy damage.
  9th level spell
  leaRned*
  2d8×10 holy damage.
  Cleric Spell Level 1
  Turn undead
  Close-quaRteRs spell
  daily
  Target: 1d4 nearby undead creatures, 
  each with 55hp or fewer
  Attack: Wisdom+Charisma+Level vs. MD
  Hit
  The target is dazed until end of your next turn.
  Hit by 4+
  1d10×your level holy damage, and the target is 
  dazed until end of your next turn.
  Hit by 8+
  Non-mooks: holy damage equal to half the target’s 
  maximum hit points, and the target is 
  dazed (save ends).
  Mooks:
  Deal 4d10×your level holy damage.
  Hit by 12+ oR natuRal 20
  Non-mooks: The target is destroyed. 
  Mooks:
  Deal 4d20×your level holy damage.
  dazed
  You take a −4 penalty to attacks.
  
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  Cleric Spell Level 1
  SHieLd of faitH
  spell used
  daily
  3rd level spell
  leaRned*
  The bonus also applies to PD.
  5th level spell
  leaRned*
  The bonus increases by +1 while the target is staggered.
  7th level spell
  leaRned*
  The bonus also applies to MD.
  9th level spell
  leaRned*
  The bonus when cast for power increases to +4. 
  The bonus when cast for broad effect increases to +2. 
  staggeRed
  When you are reduced to half your hit points or fewer, 
  you’re staggered.
  Cleric Spell Level 1
  JaveLin of faitH
  Reusable spell
  at-Will
  You can re-use an at-will power freely. 
  It never runs out.
  adventuReR Feat
  leaRned*
  The spell also deals +1d6 damage against 
  an undamaged target.
  At 5th level that increases to +2d6 damage.
  At 8th level it increases to +4d6 damage.
  CHaMpion Feat
  leaRned*
  You can now target a far away enemy with the spell 
  at a −2 attack penalty.
  epiC Feat
  leaRned*
  If your natural attack roll is an 18+, make the attack a 
  second time against a different target as a free action. 
  Cleric Spell Level 1
  Turn undead
  spell used
  daily
  3rd level spell
  leaRned*
  Target with 90hp or fewer.
  5th level spell
  leaRned*
  Target with 150hp or fewer.
  7th level spell
  leaRned*
  Target with 240hp or fewer.
  9th level spell
  leaRned*
  Target with 400hp or fewer.
  adventuReR Feat
  leaRned*
  You can expend your daily use of turn undead to 
  gain an additional use of heal in one battle.
  CHaMpion Feat
  leaRned*
  You can choose to target either demons or undead 
  with the spell (but not both with the same casting).
  epiC Feat
  leaRned*
  Increase the targeting limit by 100hp.
  Cleric Spell Level 1
  SpiritS of tHe rigHteouS
  Spell USed
  onCe peR battle
  CHaMpion Feat
  leaRned*
  You also gain the bonus to AC until the end 
  of your next turn on a hit. 
  
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  Cleric Spell Level 3
  CauSe Fear
  Ranged spell
  daily
  Target: One nearby enemy with 75hp or fewer
  Attack: Wisdom+Level vs. MD
  Hit
  The target is weakened until the end of its next turn. 
  On its next turn, if it’s unengaged, it does not attack 
  and moves away from you.
  If it’s engaged, the target attempts to disengage 
  as its first action, and moves away if it succeeds. 
  If it fails, it moves away as its second action 
  (drawing opportunity attacks).
  In either case, it will not attack unless it has 
  no options for escape.
  Miss
  The target hates you for having tried to scare it, 
  and it wants to hurt you most of all, but it won’t be 
  any stupider than usual in pursuing that goal.
  Cleric Spell Level 3
  ComBat Boon
  Close-quaRteRs spell spell
  at-Will
  Target: You or one nearby ally
  effeCt
  Make a basic melee attack.
  If the attack hits, you or one conscious nearby ally can 
  roll a save against a save ends effect.
  5th level spell
  leaRned*
  The save gains a +1 bonus.
  7th level spell
  leaRned*
  If the attack hits, you and your nearby conscious allies 
  can roll a total of two saves (one per character).
  9th level spell
  leaRned*
  The save bonus increases to +2.
  Cleric Spell Level 3
  divine enduranCe
  Ranged spell
  daily
  Quick action to cast
  Target: Power: one nearby ally
  Broad: Up to three nearby creatures
  You can cast this spell for power or for broad effect.
  Cast foR poweR
  One nearby ally gains 40 temporary hit points.
  Cast foR bRoad effeCt
  Choose up to three nearby creatures (including you); 
  each target gains 20 temporary hit points.
  Cleric Spell Level 3
  Judgment
  Ranged spell
  daily
  Target: All nearby staggered enemies
  Attack: Wisdom+Level vs. MD
  Hit
  5d10+Wisdom holy damage.
  Miss
  Holy damage equal to your level.
  champion feat: half damage
  5th level spell
  leaRned*
  8d10 holy damage.
  7th level spell
  leaRned*
  2d6×10 holy damage.
  9th level spell
  leaRned*
  2d10×10 holy damage.
  
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  Cleric Spell Level 3
  ComBat Boon
  Reusable spell
  at-Will
  You can re-use an at-will power freely. 
  It never runs out.
  adventuReR Feat
  leaRned*
  If you score a critical hit with the combat boon attack, 
  the subsequent save automatically succeeds.
  CHaMpion Feat
  leaRned*
  One nearby conscious ally can roll a save even if your 
  attack misses. 
  Cleric Spell Level 3
  CauSe Fear
  spell used
  daily
  5th level spell
  leaRned*
  Target with 120hp or fewer.
  7th level spell
  leaRned*
  Target with 190hp or fewer.
  9th level spell
  leaRned*
  Target with 300hp or fewer.
  Weakened
  You take a −4 penalty to attacks and to defenses.
  Cleric Spell Level 3
  Judgment
  spell used
  daily
  epic feat: recharge 16+ after battle
  CHaMpion Feat
  leaRned*
  The spell now deals half damage on a miss.
  epiC Feat
  leaRned*
  The spell is now recharge 16+ after battle 
  instead of daily. 
  staggeRed
  When you are reduced to half your hit points or fewer, 
  you’re staggered.
  Cleric Spell Level 3
  divine enduranCe
  spell used
  daily
  5th level spell
  leaRned*
  The temporary hit points increase to 
  60 (power) and 30 (broad effect).
  7th level spell
  leaRned*
  The temporary hit points increase to 
  80 (power) and 40 (broad effect).
  9th level spell
  leaRned*
  The temporary hit points increase to 
  100 (power) and 50 (broad effect).
  
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  Cleric Spell Level 3
  MigHty HeaLing
  Ranged spell
  daily
  Target: Power: one nearby ally
  Broad: Up to three nearby creatures
  You can cast this spell for power or for broad effect.
  Cast foR poweR
  One nearby ally can heal using a single recovery and 
  regain double the usual number of hit points.
  Cast foR bRoad effeCt
  Choose up to three nearby creatures (including you); 
  each target can heal using a recovery.
  Cleric Spell Level 3
  StrengtH of tHe godS
  Ranged spell
  daily
  Quick action to cast
  Target: Power: one nearby ally
  Broad: Up to three nearby creatures
  You can cast this spell for power or for broad effect.
  Cast foR poweR
  One nearby ally deals +2d8 damage 
  with melee attacks this battle.
  Cast foR bRoad effeCt
  Choose up to three nearby creatures (including you); 
  each target deals +1d8 damage with melee attacks 
  this battle.
  Cleric Spell Level 5
  CriSiS of faitH
  Close-quaRteRs spell
  daily
  Quick action to cast
  Target: All enemies near you
  effeCt
  For the rest of this battle, all enemies near you with 
  100hp or fewer take a penalty to their Mental Defense 
  equal to your Charisma modifier.
  Whenever one of those enemies misses with an attack 
  roll, it takes holy damage equal to double your level.
  7th level spell
  leaRned*
  Enemies with 160hp or fewer.
  9th level spell
  leaRned*
  Enemies with 250hp or fewer.
  Cleric Spell Level 5
  SanCtuary
  Close-quaRteRs spell
  daily
  Target: You or a nearby ally
  effeCt
  Choose yourself or a nearby ally.
  Enemies with 100hp or fewer cannot attack 
  the chosen target until that creature attacks or 
  the escalation die reaches 6+.
  7th level spell
  leaRned*
  Enemies with 160hp or fewer.
  9th level spell
  leaRned*
  Enemies with 250hp or fewer.
  
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  Cleric Spell Level 3
  StrengtH of tHe godS
  spell used
  daily
  5th level spell
  leaRned*
  Cast for power: +4d6 damage.
  Cast for Broad effect: +2d6 damage.
  7th level spell
  leaRned*
  Cast for power: +4d10 damage.
  Cast for Broad effect: +2d10 damage.
  9th level spell
  leaRned*
  Cast for power: +6d10 damage.
  Cast for Broad effect: +3d10 damage.
  Cleric Spell Level 3
  MigHty HeaLing
  spell used
  daily
  5th level spell
  leaRned*
  The spell can now target far away allies.
  7th level spell
  leaRned*
  Cast for power: Triple the usual hp for one recovery.
  Cast for Broad effect: 150% the usual hp per recovery.
  9th level spell
  leaRned*
  Recoveries provided by the spell are now free.
  CHaMpion Feat
  leaRned*
  This spell is now a close-quarters spell.
  Heal using a ReCoveRy
  The character targeted with a healing effect uses one 
  of their recoveries and rolls their own recovery dice.
  FRee ReCoveRy
  The cleric can recover hit points as if they were using a 
  recovery (without actually spending the recovery).
  Cleric Spell Level 5
  SanCtuary
  spell used
  daily
  Cleric Spell Level 5
  CriSiS of faitH
  spell used
  daily
  
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  Cleric Spell Level 5
  SpHere of radianCe
  Close-quaRteRs spell
  daily
  Target: You or one nearby ally (heal)
  Up to two nearby enemies (attack)
  Attack: Wisdom+Level vs. MD
  effeCt
  You or one nearby ally can heal using a free recovery.
  Then attack up to two nearby enemies.
  Hit
  7d8+Charisma holy damage.
  Miss
  Half damage.
  7th level spell
  leaRned*
  8d12 holy damage.
  9th level spell
  leaRned*
  2d8×10 holy damage.
  Cleric Spell Level 7
  CirCLe of ProteCtion
  Close-quaRteRs spell
  Daily
  Quick action to cast
  Target: You and each nearby ally
  Special: Each enemy that misses you 
  or one of your nearby allies
  effeCt
  Choose a defense: AC, PD, or MD.
  For the rest of the battle while you are conscious, you 
  and each ally near you gains a +1 bonus to that defense.
  Each enemy that misses you or one of your nearby 
  allies with an attack against the defense you chose is 
  hampered until the end of its next turn.
  Cleric Spell Level 7
  reSurreCtion
  Ranged spell
  onCe peR level
  Target: One creature
  Special: You can cast this spell only once per level, and 
  a limited number of times in your life. You 
  must have most of the corpse available to cast 
  the spell. There’s no time limit on resurrecting 
  a dead PC, so long as you have the corpse.
  effeCt
  You can bring a creature back to life in more or less 
  normal condition, with varying levels of recovery.
  liMited ResuRReCtion
  If the target of your resurrection spell has been 
  resurrected more times than you have cast the spell, 
  there is a 50% chance that the experience will play 
  out using their higher number of resurrections instead 
  of the number of times you have cast the spell.
  9th level spell
  leaRned*
  You no longer need to have most of the corpse to 
  perform this spell. 
  Cleric Spell Level 9
  overWorLd TraveL
  Close-quaRteRs spell
  Daily
  Target: You and a group of nearby allies
  Special: You must cast this spell outdoors
  effeCt
  The spell enables you and a group of nearby allies 
  to travel to most any location in the world that you 
  can name.
  Travel takes between an hour and a day, depending 
  on distance and the amount of effort the exerted.
  The destination can be in the overworld or in the land. 
  It can’t be in the underworld. 
  
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  Cleric Spell Level 7
  CirCLe of ProteCtion
  spell used
  daily
  epic feat: recharge 16+ after battle
  9th level spell
  leaRned*
  Attacks against the chosen defense cannot 
  score critical hits.
  epiC feat
  leaRned*
  The spell is now recharge 16+ after battle 
  instead of daily. 
  HaMpeRed
  You can only make basic attacks. 
  You can still move normally. 
  Cleric Spell Level 5
  SpHere of radianCe
  spell used
  daily
  FRee ReCoveRy
  The cleric can recover hit points as if they were using a 
  recovery (without actually spending the recovery).
  Cleric Spell Level 9
  overWorLd TraveL
  spell used
  daily
  Cleric Spell Level 7
  reSurreCtion
  spell used
  OnCe peR level
  liMited Casting
  1st casting: You can cast it with a single standard action. 
  Using the spell removes one of your spell slots until you 
  gain a level. (one less spell per full heal-up.) The person you 
  are resurrecting comes back at roughly half strength, e.g. 
  expending half their recoveries, being dazed (save ends), and, 
  for each ability, having a 50% chance that it is expended.
  2nd casting: It takes at least three or four rounds and costs 
  you roughly half your hit points and daily powers/spells. 
  The person you are resurrecting comes back at something 
  like one-quarter strength.
  3rd casting: it has to be as a ritual. The spell chews you up 
  and leaves you with only a few hit points, then gnaws at 
  the person you have resurrected, who takes days to recover 
  well enough to qualify as an adventurer or combatant.
  4th casting: It nearly kills you. The resurrection succeeds 
  but the person you’ve resurrected is going to be a mess for 
  a month or more, regardless of any other magic you use.
  5th casting: that’s the end of your story and you die. There’s 
  only a 50% chance that the resurrection spell works on the 
  target. You’ve used up your quota of resurrection magic. 
  You’re not coming back via this spell, either.
  
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  Cleric Spell Level 9
  Prayer for readineSS
  Close-quaRteRs spell
  daily
  Target: Up to 5 allies
  effeCt
  You utter a powerful prayer upon your comrades, 
  giving each a special blessing.
  At any point later this battle, each blessed ally can 
  acknowledge the blessing by saying “thank you” to 
  your god, gods, or pantheon as a free action to reroll 
  a d20 roll. That ally must take the reroll result.
  Note that you are giving the blessing and don’t receive 
  it yourself.
  epiC feat
  leaRned*
  This spell is now a quick action to cast.
  Cleric Class Feature
  HeaL
  Close-quaRteRs spell 
  twiCe peR battle
  Special: You can use this spell twice per battle.
  Quick action to cast (one per round)
  Target: You or one ally you are next to
  effeCt
  The target can heal using a recovery.
  adventuReR feat
  leaRned*
  The target can now be a nearby ally instead of 
  an ally you are next to.
  CHaMpion feat
  leaRned*
  If the target of your heal spell is an ally with 0hp 
  or below, that ally also adds hit points equal to 
  1d10×your Charisma modifier to the recovery.
  epiC feat
  leaRned*
  When you cast heal on an ally you are next to, 
  that ally adds +30hp to the recovery.
  Cleric Class Features
  HeaL
  See separate heal class feature card for more details.
  All clerics receive a bonus spell: heal.
  The heal bonus spell is like your chosen spells, but it’s 
  also different. You always have heal available after each 
  battle, and it doesn’t fill one of your normal spell slots. 
  You can think of it as having its own slot that it’s always 
  in. The slots listed on your advancement chart are for 
  your other spells.
  RituaL MagiC
  Clerics can cast their spells as rituals
  see page 192
  All clerics have the Ritual Magic class feature.
  Cleric Class Feature
  RituaL MagiC
  to Cast a spell as a Ritual:
  Choose the spell that will be used and expended 
  by the ritual.
  Tell the GM what you are trying to accomplish 
  and gather necessary ingredients for the ritual.
  Spend 1d4 minutes, quarter-hours, or hours 
  (as determined by the GM) preparing and casting 
  the ritual. You can’t cast other spells during this 
  period. A PC taking damage won’t necessarily end 
  the ritual, but it will be ruined if a character falls 
  unconscious or launches an attack of their own.
  Make a skill check using one of your magical 
  backgrounds and the ability score the GM deems 
  appropriate. Use the standard DC targets (or a 
  special DC set by the GM), depending on your 
  tier and the results you’re hoping for. The higher 
  the level of the spell consumed by the ritual, the 
  greater the effect.
  •
  •
  •
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  Cleric Class Feature
  HeaL
  spell Used
  twiCe peR battle
  Cleric Spell Level 9
  Prayer for readineSS
  spell used
  daily
  Cleric Class Feature
  Ritual Casting Results
  deteRMining Results
  Choose outcomes that are outgrowths of the spell’s 
  normal effects. The effects don’t have to play within the 
  usual constraints of the magic system, and they don’t 
  have to be taken as a precedent for future rituals.
  failuRe sHould fail foRwaRd
  As usual, use the fail forward mechanic.
  See page 42 and 192
  Rituals expend tHe spell
  No matter the outcome, the spell is expended until your 
  next full heal-up.
  Cleric Class features
  CaSt for poWer 
  or for Broad effeCt
  The spell can be used one of two ways — either as 
  a more powerful effect on one target (power) 
  or as a weaker effect on multiple targets (broad).
  Spells cast for power cannot target the caster.
  Spells cast for broad effect can.
  free reCovery
  The cleric can recover hit points as if they were using 
  a recovery (without actually spending the recovery).
  HeaL uSing a reCovery
  The character targeted with a healing effect uses one 
  of their recoveries and rolls their own recovery dice.
  invoCation
  A quick action that offers advantages in battle. It can 
  be made once a day. More than one cleric in a party 
  cannot use the same invocation during a battle. 
  
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  Cleric talent
  HeaLing
  DoMain talent
  Trigger: You cast a spell that lets you or an ally 
  heal using a recovery
  Target: You or an ally
  effeCt
  When you cast a spell that lets you or an ally heal 
  using a recovery, the target also adds hit points equal 
  to double your level to the recovery.
  invoCation of HeaLing
  Daily
  This battle, you gain an additional use of the heal spell.
  The first heal spell you cast after using this invocation
  allows the target to heal using a free recovery instead of 
  spending a recovery.
  Cleric talent
  JuStiCe/ vengeanCe
  DoMain talent
  onCe peR tuRn
  Trigger: An enemy scores a critical hit against you 
  or a nearby ally, or drops you or a nearby ally 
  to 0hp or below
  Target: One nearby ally
  effeCt
  Once per turn when an enemy scores a critical hit 
  against you or a nearby ally, or drops you or a nearby 
  ally to 0hp or below, you gain an attack-reroll blessing. 
  Immediately choose a nearby ally and give them the 
  blessing as a free action.
  An ally with this blessing can use it to reroll an attack as 
  a free action this battle. An ally can only have one such 
  blessing on them at a time.
  invoCation of JuStiCe/ vengeanCe
  Daily
  This battle, add double your level to the miss damage of 
  your attacks and the attacks of your nearby allies. (For 
  example, your basic melee attack as a cleric will deal 
  triple your level as miss damage while this invocation
  is active.) 
  Cleric talent
  KnoWLedge/Lore
  DoMain talent
  effeCt
  You gain 4 additional background points that must be 
  used somehow in relation to knowledge or lore.
  invoCation of KnoWLedge/Lore
  Daily
  You must use this invocation during your first round 
  of a battle. When you do, you get a quick glimpse of the 
  battle’s future. 
  Roll a d6; as a free action at any point after the 
  escalation die equals the number you rolled, you can 
  allow one of your allies to reroll a single attack roll 
  with a +2 bonus thanks to your vision of this future.
  Cleric talent
  Life/ DeatH
  DoMain talent
  Target: You and your nearby allies
  effeCt
  You and your nearby allies gain a +1 bonus 
  to death saves.
  invoCation of Life/ DeatH
  Daily
  This battle, you and each of your allies can each 
  separately add the escalation die to a single save made 
  by that character.
  In addition, you and your allies do not die from hit 
  point damage when your negative hit points equal half 
  your normal hit points. Instead, you die when your 
  negative hit points equal your full hit points. 
  
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  Cleric talent
  JuStiCe/ VengeanCe
  invoCation used
  daily
  adventuReR Feat
  leaRned*
  You can take the attack-reroll blessing yourself.
  CHaMpion Feat
  leaRned*
  When you gain an attack-reroll blessing to distribute, 
  you gain two blessings to distribute instead.
  epiC Feat
  leaRned*
  Attacks rolls from your reroll blessings gain a +4 bonus.
  Cleric Talent
  HeaLing
  invoCation used
  daily
  adventuRe Feat
  leaRned*
  When you cast a spell that allows an ally to heal using 
  a recovery, you can let them use one of your recoveries
  instead. (If you also have the Protection/Community 
  domain, any nearby ally can expend the recovery
  instead of you.)
  CHaMpion Feat
  leaRned*
  The invocation of healing gives you two additional uses 
  of heal this battle instead of only one.
  epiC Feat
  leaRned*
  Increase the additional hit points the target heals to 
  triple your level.
  Heal using a ReCoveRy
  The character targeted with a healing effect uses one 
  of their recoveries and rolls their own recovery dice.
  FRee ReCoveRy
  The cleric can recover hit points as if they were using a 
  recovery (without actually spending the recovery).
  Cleric talent
  Life/ DeatH
  invoCation used
  daily
  adventuRe Feat
  leaRned*
  The death save bonus increases to +2.
  CHaMpion Feat
  leaRned*
  Each battle, the first time an ally near you becomes 
  staggered, that ally immediately heals hit points equal 
  to twice your level.
  epiC Feat
  leaRned*
  Your first use of the resurrection spell is free, and 
  doesn’t count against your total.
  Cleric Talent
  KnoWLedge/Lore
  invoCation used
  daily
  adventuRe Feat
  used'
  leaRned*
  Once per day, you can change one of your skill checks 
  involving knowledge to a natural 20 instead. Interpret 
  the word “knowledge” as loosely as your GM allows. 
  GMs, be generous.
  CHaMpion Feat
  leaRned*
  You now roll a d4 for the invocation, not a d6.
  epiC Feat
  leaRned*
  You gain a different positive relationship point each 
  day with a random icon, purely because the icon has 
  realized you know something they need to know. It 
  changes every day and it might contradict your usual 
  icon relationships.
  
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  Cleric talent
  Love/Beauty
  doMain talent
  onCe peR level
  Target: You
  effeCt
  Used'
  Once per level, you can generate a one-point conflicted 
  relationship with a heroic or ambiguous icon you do 
  not already have a relationship with. The relationship 
  point remains with you until you gain a level, and then 
  it’s time for another one-level relationship.
  invoCation of Love/Beauty
  daily
  As a free action, at some dramatic moment, you or an 
  ally of your choice can roll for one icon relationship 
  that might have an effect on the battle. Rolls of 5 and 
  6 are beneficial as usual, though the GM will have to 
  improvise what that means in the middle of combat. 
  The invocation’s advantage does not occur the moment 
  you roll initiative; wait for a dramatic moment instead. 
  Cleric talent
  ProteCtion/Community
  doMain talent
  onCe peR battle
  Target: Two additional allies
  effeCt
  Used'
  Once per battle, you can affect two additional allies 
  when you cast a spell for broad effect.
  invoCation of ProteCtion/Community
  daily
  This battle, critical hits against you and your nearby 
  allies deal normal damage instead of critical damage.
  Cleric talent
  StrengtH
  DoMain talent
  Target: You
  effeCt
  You can wield heavy/martial weapons without 
  an attack penalty.
  invoCation of StrengtH
  Daily
  This battle, you and your nearby allies deal triple 
  damage instead of double damage on critical hits 
  with melee attacks.
  Cleric talent
  Sun/anti-undead
  DoMain talent
  Target: You
  effeCt
  Every attack you make deals holy damage instead of 
  other types of damage unless you choose otherwise for 
  a specific attack.
  invoCation of Sun/anti-undead
  Daily
  When you cast a daily cleric spell this battle, roll a d6.
  If you roll less than or equal to the escalation die, you 
  regain the use of that daily spell after the battle.
  
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  Cleric talent
  ProteCtion/Community
  invoCation used
  daily
  adventuRe Feat
  leaRned*
  Whenever you target one or more allies with a spell, 
  one ally of your choice can roll a save against a save 
  ends effect.
  Cleric talent
  Love/Beauty
  invoCation Used
  daily
  CHaMpion Feat
  leaRned*
  You gain two points in the relationship instead.
  Cleric talent
  Sun/anti-undead
  invoCation used
  daily
  adventuRe Feat
  leaRned*
  If your attack already deals holy damage, it gains 
  the following bonus damage:
  adventurer tier
  +1 damage
  champion tier
  +2 damage
  epic tier    
  +3 damage.
  CHaMpion Feat
  leaRned*
  You gain a +2 bonus to all defenses against attacks 
  by undead.
  epiC Feat
  leaRned*
  The invocation also affects your allies’ daily spells.
  Cleric talent
  StrengtH
  invoCation used
  daily
  adventuRe Feat
  used'
  leaRned*
  Once per battle, you can deal extra damage to one 
  target you hit with a melee attack as a free action. 
  The damage bonus is a number of d4 equal to your 
  Strength modifier or to your level, whichever is higher.
  CHaMpion Feat
  leaRned*
  You can use d8s instead of d4s for the bonus 
  damage dice.
  epiC Feat
  used'
  leaRned*
  Once per day, you can use d20s instead of d8s
  for the bonus damage dice.
  
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  Cleric talent
  triCKery/ iLLuSion
  DoMain talent
  onCe peR battle
  Target: A nearby ally or enemy
  effeCt
  Once per battle, as a quick action when you are 
  engaged with an enemy, roll a d20 (your ‘trick die’).
  As a free action before the start of your next turn, 
  give your trick die to a nearby ally or enemy who 
  is about to make an attack roll. The trick die result 
  becomes the natural result of their roll instead.
  invoCation of triCKery/ iLLuSion
  Daily
  This battle, attacks against you by enemies that 
  moved to engage you during their turn miss on 
  natural odd rolls.
  Cleric talent
  War/LeaderSHip
  DoMain talent
  onCe peR tuRn
  Target: Your allies
  effeCt
  Once per turn when you make a melee attack against 
  an enemy, hit or miss, your allies gain a +1 attack bonus 
  against that enemy until the start of your next turn.
  invoCation of War/LeaderSHip
  Daily
  Increase the escalation die by 1.
  Cleric Spell progression
  SpeLL progreSSion
  CleRiC
  Spell level
  1st
  3rd
  5th
  7th
  9th
  Level 1
  4
  —
  —
  —
  —
  Level 2
  5
  —
  —
  —
  —
  Level 3
  2
  3
  —
  —
  —
  Level 4
  1
  5
  —
  —
  —
  Level 5
  —
  2
  4
  —
  —
  Level 6
  —
  1
  6
  —
  —
  Level 7
  —
  —
  2
  5
  —
  Level 8
  —
  —
  1
  7
  —
  Level 9
  —
  —
  —
  2
  6
  Level 10
  —
  —
  —
  1
  8
  Cleric Basic attacks
  MeLee attaCK
  BasiC attaCk
  at-will
  Target: One enemy
  Attack: Strength+Level vs. AC
  Hit
  Weapon+Strength damage
  Miss
  Damage equal to your level
  Ranged attaCK
  BasiC attaCk
  at-will
  Target: One enemy
  Attack: Dexterity+Level vs. AC
  Hit
  Weapon+Dexterity damage
  Miss
  —
  aRMoR and aC
  Armor Type
  None
  Light
  Heavy
  Shield
  Base AC
  10
  12
  14
  +1
  Attack Penalty
  —
  —
  —
  —
  
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  Cleric Talent
  War/LeaderSHip
  invoCation used
  daily
  adventuRe Feat
  leaRned*
  The attack no longer has to be a melee attack, 
  close and ranged attacks also work.
  CHaMpion Feat
  leaRned*
  The bonus now applies against all enemies you attack; 
  you no longer have to single out one foe if you use a 
  spell that attacks multiple enemies.
  epiC Feat
  leaRned*
  Allies now also get a damage bonus against such 
  enemies equal to double your Charisma modifier.
  Cleric Talent
  TriCKery/ iLLuSion
  invoCation Used
  daily
  CHaMpion Feat
  leaRned*
  Your trick die can be used for any one d20 roll, 
  not just an attack.
  epiC Feat
  leaRned*
  You get another trick die roll to use each battle 
  the first time the escalation die reaches 3+.
  Cleric Weapons
  MeLee WeaponS
  one-Handed
  two-Handed
  sMall
  1d4 dagger
  1d6 club, staff
  ligHt oR siMple
  1d6 mace, shortsword
  1d8 spear
  Heavy oR MaRtial
  1d8 (−2 attack) 
  longsword, warhammer
  1d10 (−2 attack) 
  dire flail, greatsword
  Ranged WeaponS
  tHRown
  CRossbow
  bow
  sMall
  1d4
  dagger
  1d4
  hand crossbow
  —
  ligHt oR siMple
  1d6
  javelin, axe
  1d6
  light crossbow
  1d6 (−2 attack)
  shortbow
  Heavy oR MaRtial
  —
  1d8 (−1 attack) 
  heavy crossbow
  1d8 (−5 attack) 
  longbow
  Cleric Spell progression
  SpeLL progreSSion
  There are five spell levels: 1, 3, 5, 7, and 9. The levels 
  correspond to the character level at which you gain access 
  to those spells for the first time.
  You know all of the spells in the rulebook for your class.
  You have a certain number of “spell slots” you can use. The 
  number of spell slots you have of each level is listed on the 
  spell progression table. These numbers are NOT cumulative. 
  You do lose your lower-level slots as you level up. You’re 
  expected to put lower-level spells in higher-level slots.
  After a full heal-up, you fill up your spell slots with spells 
  that you know. Any spell you know can be chosen (only once 
  unless stated oherwise) to fill a slot of its level or a higher level.
  A spell’s effect is based on the level of the slot you put it in. 
  The level of the slot you choose for a spell does not affect 
  your attack rolls with that spell — in other words, you always 
  add your level to your attack rolls, not the level of the spell.
  Unlike weapon attacks, spell damage does NOT improve just 
  because you level up.
  You must actually put the spell in a higher-level slot to get the 
  damage increase listed for the higher-level spell. The ability 
  score modifier added to damage does increase to double at 
  level 5 and to triple at level 8 even if you are casting a spell 
  that happens to be lower level than 5th/8th, but that’s it (not 
  including wizards). The feats you’ve taken for a spell apply to 
  the spell regardless of the spell slot you choose for it.
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SOURCE: textdata/thevault/Deduped  Shit/Cleric Deck v1.2/13th Age Cleric Deck A7 PDoc Duplex_v1.2.pdf