
d6 Divine Character Traits
Memory of the Cleric
Stalwart in faith, skilled with hammers, staves, rods, rituals, and rites. As an action, you can roll and spend a hero die to Rebuke the Wicked. All foul and unnatural creatures nearby subtract the result from their Defense score for a minute. Tier 2: Expert with hammers, staves, rods, rituals, and rites. When you slay a Rebuked creature, gain a hero die. Tier 3: When an ally slays a Rebuked creature, they gain 1d6 Life. In addition, your divine incantations cost 1 less Life to cast.
Devout Saint
Your hero die is a d8 when used to Rebuke the Wicked. Tier 2: instead a d10. Tier 3: instead a d12.
Hungry Scholar
A decade spent in divinity academics prepared you for the grand journeys ahead. You are considered skilled in recalling information, applying advanced religious analysis, and appreciating the grand arts of those divinely inspired. Your faithful studies have also yielded an ancient, but significant culinary recipe related to your field of study. Tier 2: Expert in the ways of your field, and a second…more obscure recipe. It requires one exotic ingredient (worth at least €50), but grants you and your allies a temporary +3 bonus to your next roll. Tier 3: Master in your academic subject & hitting with hefty, holy tomes. Your divine meal now grants a +6 bonus.
Channel Divinity
You can spend a hero die to grant your allies a soothing ward, granting them [+] on their next Save.
Divine Intervention
You can only use this ability if you are currently holding the maximum number of hero dice possible. Spend all hero dice available to restore you or an ally back to full Life. Alternatively, you can instead remove a burden for each hero die spent.
Spiritual Weapon
As an action, you can spend any number of hero dice to imbue them into a Trait slot, summoning a radiant floating weapon of your choice within short range. While this weapon follows you, you are unable to gain more hero dice. It can fly a short distance each turn, and when you attack, you can use it to make a melee attack using either Strength or Charisma. If you hit, roll the imbued hero dice and deal damage equal to that amount.

d6 Pseudohymns for the Faithful
Horn of Plenty // Feast for Heroes!
P: 3 R: close T: a table D: instant
Chant loudly, o` sadakh! Smooth your palms across the beams of roughwood and turn nothing into abundance. Where once a table was empty, now a bountiful feast awaits! Enough to feed an entire caravan, lest ye be too unreasonable, o` faithful. They shall not go hungry for a week’s time, though long-term exposure may cause the flock to float away, thin and fraught.
Leo’s Tiny Mutt // Waldo’s Whistletune
P: 3 R: close T: special D: imbue
Whistle a cheery tune so pleasant that an angelic pup (L2, cuddly sniffer) can’t help but materialize and follow you to the ends of the Vastlands. It has a penchant for finding valuables and even the occasional trap. At the first sign of danger, it vanishes in a puff of light, and returns when it’s safe.
Angelcall // Servitor.exe
P: 12 R: close T: special D: a few minutes
Immense pain overcomes your body as you become a vessel for the divine. Your eyes glow hot, skin sweltering beyond compare, and nails become molten. Exorcise the holy within and from beyond the pale, the horrific angel visage becomes clear. Your crusade begins now, and your soldier (L8, almighty and unknowable) starts their terrifying march.
Nullify Poisons // Experimental Antidote Dart
P: 1 R: long T: a creature D: instant
Invoke the higher truth of your deity and ring the sacred tone of your bell. One creature of your choice within range is purified of all physical disease and poisons, though burdens shall remain. Alternatively, you can force a serpentine creature to immediately make a Morale roll.
Warding Censer // Huff the Good Stuff
P: 2 R: short T: allies D: channel
Swing your strange-smell chains and fumigate your surroundings with the ritual incense and salts of the Do Drugs, Never Die cult. All allies within your fog of peace gain +1 Defense and +2 Ward.
Overcharge: +2 Defense, +4 Ward, regain d4 Life each round.
Corona of Peace // Halo of Artifice
P: 2 R/T: self D: imbue
The heretics shall know your divine nature! A savior’s halo shines as a beacon behind your head, glowing brighter than a finely-made torch, lantern, or setting sun. Creatures find it difficult to lie to you, but also tend to avoid any dealings with you. Strikes against you suffer a d4 penalty.

d6 Relics of the Saints
Maidenguard
Armor +4 / 2 stone / L3
Flare 15: Ignore any damage above 15 from one attack.
Heroic Vitality 2: Grants +20 temporary Life, replenished by hero dice 10:1.
A legendary steppe-errant once roamed the Petal Archipelago on a strange iguana-camel. She carried on her back a gourd of honeywine; her hip, a ruby blade. She never married, never spoke, and supposedly never died. Many an old soot-beet farmer claim to have stolen the young champion’s heart over a cup of wine, but that makes many a liar. Eventually, she laid this ornate bone breastplate to rest and now it falls into your hands, still humming with holy power.
Raiment of the Iron Brother
Armor +3 / 1 stone / L3
Conductive: When struck by energy, you gain 1 charge which you can assign to a Powered item.
Fashionable: While wearing this tunic, gain +1 charisma.
Metal Flesh: You are resistant to all physical blows.
The Iron Brother was a beloved merchant in Port Deliverance in the days of yore, when you could buy your salvation from the local funny-hat man. He’d always be found in the taverns, half-spilled out upon the tables and buying out the entire stock for a week of revelry for the neighborhood. He insisted on having his brass locks of hair woven into fabric, one day becoming this very tunic. A peculiar set of garments, unusually strong. Perhaps it radiated with his charity and faith. Perhaps.
Vambrace of Embrace
Armor +1 (shield) / 1 stone / L3
Crush Organs: While you have a hostage grappled, you can spend any number of hero dice to roll and deal damage equal to the total to the creature and they must then roll Morale if they survive.
Leech: While you have a hostage grappled, gain d6 Life each round.
Viced: You gain [+] on grappling checks. While you have a hostage, they have [-] on escaping.
Despite what the Graph-Line Gospels preach, not all saints are virtuous. For years, the town of Fruiting cowered in terror under the iron fist rule of Bear-Hug-Harold, a local knight recognized by the Cogflowers and land barons for his efforts in removing certain obstacles to proposed tax legislation. One good elbow around your torso and you were squeezed dry like an orange.
Challenger’s Gauntlet
2d4 damage / 1 stone / L3
Strength or Agility
Clear Victor: If you score a critical hit against your Challenger, they surrender.
Duelist’s Challenge: This gauntlet counts as an unarmed strike. When you strike a foe, they must Save or be compelled to answer your challenge and only strike you. To the death.
Keen: Score a critical hit on a 19-20 (Critical Range +1).
Chelius the Chaste was renowned for his utter contempt for the wandering knight errant despite being one himself. They say every knight he encountered on the road would receive the proverbial gauntlet tossed upon the ground. Chelius ensured the Farwood only had one defender filled with derring-do. His challenges drew in knights from all the Garden Realms, and soon his gauntlet sat upon the hand of another, more vicious knight. At least, that’s what the fat priests would tell you.
Preacher-Gun
1d12 damage / 1 stone / L3
Agility or Charisma
Reliable: Roll damage dice with advantage.
Testify!: When you strike a creature, their Bonus is doubled.
Weight of Your Sin: Deal additional damage to your target equal to their Bonus.
Some preacher-men wore dusters and wandered the Grasslands in service of their long-lost god. One of em had a damn fine gun that bore a terrible curse. If you survived its bullet, it brought you both wonderous fortune and terrible tragedy, usually in rapid succession. Just what kind of game was that man of the cloth playin at? Dispensing deliverance and death in the same day? Ain’t right.
Sword of the Saint
2d10 damage / 2 stone / L5
Accurate: Advantage on Attack rolls.
Keen 2: Score a critical hit on a 18-20 (Critical Range +1).
Immaculate: Immune to breaking, dust, debris, and vandalism. Genuine perfection.
Soothing Light: When you roll max damage on a die, an ally within short range heals for the result.
This legendary claymore was wielded by a benevolent paladin who shielded the weak and fed the hungry in the Long, Long Ago. Somehow, it survived the ravages of time stuck inside a stone until it was unearthed by a young nomad boy. He pulled it effortlessly from the stone and went on to lead a crusade against a neo-daemon deep terrorizing his valley. Finally slain, they saw the many suns for the first time in generations. To this day, no one knows where this valleys lies, or what happened to the boy, but every so often…the blade finds a new owner: a new champion.
all art copyright Bethesda, Morrowind concept art
It’s been quite a while since I’ve published a post. As you can tell, I’ve rebranded the site from Organic Memory Device to Cordy’s Corner. I felt it proper to switch it over from what was originally a bit, to be frank. I want to keep it clean and concise as ever and provide the best content I can! I’ve still got some work to do and need to figure out a couple CSS hiccups for list spacing, but things have come along. I have quite a bit in my drafts, collecting dust, that I could fashion into new workable stuff to add into SDM/UVG games. I would also like to expand into Mork Borg and other titles and start doing more design commentaries. Probably scrapping Dungeon Deck though…
I’ll continue my Memory series of porting over the D&D 5e-inspired classes, but I think I’ll start making it a weirder twist to keep in line with the lovely gonzo aesthetic of Luka’s work. Working again on this post has me pondering my orb a whole lot and I’m gonna get my nose back into Affinity, so hopefully I’ll have something exciting on the horizon. I’d love to be the first community content for the system, so I guess the race is on. 😛
Anywho, if you’ve read this far, I truly appreciate you. Thank you!