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CINDERFALL FIELD MANUAL  ·  SPECIAL DOSSIER — RARE ACCESS

Vigil

The gates are locked. You're one of the very few people left who still stands at them and knocks.

Key Ability
Wisdom
Hit Points
8 + Con / level
Base Class
Cleric (reskin)
Role
Faith-Bearer — slow, then enormous
Pillar
Faith — the true, not the petty

This is not a class most tables build a party around. It's the one referenced in the Setting Bible as a rare holdout of "true" faith — not a Petty-God Cultist trading favors with something small and bored, but someone still addressing the actual Abrahamic God who left, or the actual angel He sent who broke everything and is still, somewhere, caged. Neither is answering in any way that shows up on a character sheet most days. That's the whole design: a Vigil does small, quiet, unglamorous things constantly, and once in a great while does something that gets written into the setting's history.

Table note: this is intentionally not a day-one pick (Setting Bible §12) — it's a rare, GM-sanctioned option and a deliberate source of tension between PCs. A Vigil at the table is a walking argument about whether faith in an absent god, or devotion to the thing that broke the world, is worth anything at all. Use it when a player and GM both want that argument in the game.

§1New Terms


The Silence
The condition of the world since God withdrew. Explains why a Vigil's ordinary turn does so little — it operates entirely inside it.
Presence
Your passive, always-on aura. Small, constant, never flashy. This is what a Vigil actually does most sessions.
Grace / Cinders
The resource you slowly accumulate — Grace for the Unanswered, Cinders for the Choir of Ash. Gained rarely, through qualifying acts, not spent freely.
A Miracle / An Unmaking
The rare, huge, reality-touching act your accumulated Grace or Cinders finally buys. Three tiers: Lesser, Greater, Great (§4).
Testament
The lasting mark a Miracle or Unmaking leaves on the world — remembered, named, changing how people treat you afterward.

§2Choose Your Path

Chosen at 1st level. Grants a feature again at 7th and a capstone at 15th.


The Unanswered

Holdout Faith in the Silent God

You pray to something that hasn't answered in two hundred years and has given you no reason to believe it ever will again — and you keep doing it anyway, because the alternative is admitting the wasteland is all there is. You gain Grace by enduring hardship faithfully, protecting the powerless at real cost to yourself, and refusing shortcuts that would betray what you still believe.

PRESENCE — allies near you resist despair and fear more easily. Nothing dramatic. Just steadier than they'd be alone.

The Choir of Ash

Devotion to the Caged Angel

You believe Uriel's Turning was a mercy the world flinched away from before it finished, and that a second, cleaner burning is still owed. You gain Cinders by committing violence in Uriel's name, recovering relics of the Turning, and feeding the belief — yours and others' — that the world must break again to be made right.

PRESENCE — enemies near you find their resolve harder to hold onto. Nothing dramatic. Just a little closer to breaking than they'd be otherwise.

§3Baseline: The Small Things

A Vigil is not a nova caster and not a striker. Turn to turn, expect steady, unglamorous support — not because the class is weak, but because that's the actual bargain: small and reliable now, in exchange for enormous and rare later.


Typical turns spend actions on things like: steadying a panicking ally, interposing yourself to take a blow meant for someone else, offering a word that keeps someone fighting one more round, a minor and slow heal rather than a burst. None of it reads as exciting on paper. All of it is the reason the people who travel with a Vigil tend to survive things they shouldn't.

§4The Ledger of Miracles

Concrete examples at each tier, for both Paths. Lesser is usable from 1st level at a cost of 1 Grace/Cinder. Greater unlocks at 9th level and costs your full accumulated pool (typically 2–3). Great unlocks at 17th level and costs your full pool at its highest cap (typically 4). Attempting a Miracle or Unmaking beyond what you've unlocked either fails outright and burns everything you'd banked, or succeeds anyway at a terrible personal cost — GM's call, and it should hurt.


TierThe Unanswered — a MiracleThe Choir of Ash — an Unmaking
Lesser A wound that should have festered closes clean. A lie is compelled into truth for one sentence. A soul moments from becoming a raging spirit finds peace instead. A weapon remembers the Turning and burns hotter for one strike. A machine-spirit obeys you briefly, as if you were Uriel himself. A small structure fails exactly where you need it to.
Greater The recently dead draws one more breath and speaks. A radiation-scarred acre turns green for a season. A crowd's despair breaks all at once, becoming resolve. A building becomes ash and rebar in a single heartbeat, no fire required. Every ghost-machine in sight turns on its former masters for one minute. A memory is simply removed from someone's mind.
Great The dead of an entire battlefield rise just long enough to walk home and be buried properly. A drowned district's floodwaters recede for a day. A raging-spirit epidemic across a whole region falls silent, permanently. A fortress becomes a crater. Every raging spirit within miles answers a single call at once. The seal on Uriel's prison measurably, permanently weakens — and anyone capable of noticing, notices.

§5Progression, 1–20


LvClass Features
1Path, Presence, Grace/Cinders (cap 1), Lesser Miracle/Unmaking, initial proficiencies
2Skill feat, Vigil feat
3General feat, skill increase, expert Religion
4Vigil feat
5Ability boosts, ancestry feat, skill increase, Grace/Cinders cap 2, expert Will
6Vigil feat
7General feat, skill increase, master Fortitude, Path feature II
8Vigil feat
9Ancestry feat, skill increase, Greater Miracle/Unmaking unlocked, expert Class DC
10Ability boosts, Vigil feat
11General feat, skill increase, Grace/Cinders cap 3, master Will/Religion
12Vigil feat
13Ancestry feat, skill increase, master Fortitude/Reflex
14Vigil feat
15Ability boosts, skill increase, Path capstone, legendary Religion
16Vigil feat
17General feat, skill increase, Grace/Cinders cap 4, Great Miracle/Unmaking unlocked
18Vigil feat
19Skill increase, Testament
20Ability boosts, Vigil feat, The Gate Answers / The Cage Cracks

§6Feats by Level

A representative loadout, not an exhaustive list. Ivory bar = Unanswered-flavored, open to all. Ember bar = Choir-flavored, open to all. Unmarked feats are open to either Path.


2nd level
Steady Word
Speak to an ally, removing a fear or despair effect. No flourish, just enough.
Quiet Ward
Reaction — a minor protective ward blunts one incoming attack.
Bear Witness
Formally witness an event, qualifying it toward your next Grace or Cinder.
4th level
Bloodless Mercy
A slow heal over several rounds rather than a single burst.
Unshaken
Innate resistance to fear and despair effects.
Small Sign
A minor, personal-scale omen — a candle that doesn't gutter when it should.
6th level
Intercession
Reaction — step in to take a blow meant for a nearby ally.
The Long Fast
Voluntarily suffer a real cost to gain Grace or Cinders faster this session.
Ashen Whispers
Limited, one-directional communication toward your patron — you can ask; it rarely answers in words.
8th level
Undying Patience
Automatically stabilize when dying, without a check.
Marked Witness
Mark a target or location as significant, tagging it for later mechanical benefit.
Grace Overflow / Cinder Overflow
Resource banked above your cap converts to a small immediate boon instead of being lost.
10th level
Steadfast Body
Damage resistance while below half HP.
Undeserved Mercy
Unanswered-flavored, open to all — stabilize or protect a target who has done nothing to earn it.
Deserved Ruin
Choir-flavored, open to all — a target who has truly earned your patron's wrath takes a lasting penalty.
12th level
The Unanswered's Patience
Grace accumulates slightly faster from qualifying acts of endurance.
The Choir's Fervor
Cinders accumulate slightly faster from qualifying acts of destruction.
14th level
Voice That Carries
Steady Word and similar effects now reach a much larger group at once.
The Weight of Ash / The Weight of Grace
Your mere presence pressures enemies or steadies allies at real range, not just adjacent.
Quiet Miracle
A middle-tier personal-scale effect usable without spending your full banked resource.
16th level
Undying Witness
You can't be permanently removed from the story cheaply — a narrative as much as mechanical protection.
Threshold Keeper
Ward an entire location or settlement passively while you remain there.
Long Held
Your Grace/Cinders cap increases ahead of the normal schedule.
18th level
The Gate Remembers You / The Cage Knows Your Name
Once per day, a powerful reputation-based effect triggers off what you're now known for.
Final Fast
A costly, dangerous ritual that guarantees your next Miracle or Unmaking succeeds at maximum effect.
19th Level Capstone

Testament

Your past Miracles or Unmakings are remembered — genuinely, as established world history, the way the Turning itself is remembered. Choose a lasting benefit reflecting your legend: NPCs recognize and react to your reputation unprompted, or once per day a failed faith-based check succeeds anyway because your name alone moves the outcome.

20th Level Capstone

The Gate Answers  /  The Cage Cracks

Once in your entire career — not per day, not per campaign arc, once — the defining act of your faith actually happens, fully, unmistakably.

The Gate Answers

Your prayer is answered directly, from beyond the sealed gates themselves. Effect scale: undo a catastrophe, resurrect several of the dead, banish a Turning-era horror outright. This is table-legend material, built with your GM, not rolled for casually.

The Cage Cracks

You channel a genuine, controlled fragment of Uriel's power through the seal at a target of your choosing — campaign-defining destruction, and the seal is now measurably weaker for it. This should visibly move the setting's main plot (Setting Bible §13) forward.