The Church of Wine and Wheat

The Church of Wine and Wheat cropped up around a pre-Eruption city called Benivene. Said to be the site where a god touched down to Lumora, the lush surrounding grasslands and nearly year-round harvests would certainly serve as evidence of such claims, if their incredible healing prowess didn’t suffice. Worshippers of the goddess of love and fertility Tel’Adrossa, they administer holy communion to the sick and needy of cities with a church. The healing ritual and the serum they use are potent enough to keep a man alive through mortal wounds, and their expeditions into the depths have provided their militant arm with significant power. Heretical rumors abound speculating on the origin of the serum, though the faithful know it to be nothing more than the benevolence of their Goddess.

Tomb Clearer (Background)
The Depths touch the realm of the gods, and those who plumb its reaches for revelations and new discoveries are referred to as Tomb Clearers. Technically part of the militant arm of the church led by Mercedes Aldlight. Tomb Clearers, part archaeologist, and part acolyte primarily defer to the command of Jacoby Hafdan. Still, ultimately, Tomb Clearers are viewed with similar suspicion to prospectors as the Depths take something in return for anything recovered from them.


 * Ability Score Bonus: +1 Constitution or +1 Wisdom
 * Skill Proficiencies: Athletics, Perception
 * Tool Proficiencies: none
 * Languages: One of your choice.
 * Equipment: One pickaxe, a lantern and two hours of oil, a holy shawl embroidered by the church, a set of common clothes, a strange trinket from the depths, one syringe filled with serum, two pieces of chalk, and a pouch containing 3 gp.

Feature: Resilient Mind
You may use your reaction to reduce any psychic damage you take by half until the start of your next turn.

You have advantage on saves against effects that would inflict any form of madness on you.

Feature: Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Holy Pilgrim (Background)
The Church has many faces, and the most visible are the pilgrims. Devotees from all over make their way to the Chapel of Wine and Wheat every few years to partake in holy prayer in the seat of the Church. These pilgrims are viewed favorably by the masses, and often lead the peasantry in prayer or song. Identifiable by the vestments they commonly wear, these wanderers help spread the word and wisdom of the Church wherever they go.


 * Ability Score Bonus: +1 Wisdom or +1 Charisma
 * Skill Proficiencies: Persuasion, Religion
 * Tool Proficiencies: none
 * Languages: One of your choice
 * Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments and a holy shawl embroidered by the church, a set of common clothes, and a belt pouch containing 15gp

Feature:Well Versed
When you make an Intelligence(Religion) check you may add 1d4 to the result.

Feature: Shelter of the Faithful
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

Minister (Background)
The Choir of the Church studiously helps the masses at every turn, and Ministers are those blessed enough to help others partake in communion, the holy rite of healing. Looked upon with awe by the populace, they sometimes take to traveling in order to better learn to help others.


 * Ability Score Bonus: +1 Wisdom or +1 Intelligence
 * Skill Proficiencies: Religion, History
 * Tool Proficiencies: Alchemist’s Kit
 * Languages: One of your choice
 * Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 2 vials of serum, vestments, a holy shawl embroidered by the church, a set of common clothes, and a belt pouch containing 5 gp

Feature: Serum Supply
While you have no serum, you may enter any of the Church’s cathedrals and request to be given more in order to fulfill your duties. The church will provide you with 1 vial of serum when requested. (Within Steam and Sorcery, you receive 1 vial of serum if you have none, before the start of every session.)

Feature: Shelter of the Faithful
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any costly material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.