Clerics are armored warrior-priests (or -priestesses) who serve Law or Chaos. Most Clerics have a patron deity or serve a particular religion, although the unified power of Law is paramount for Lawful Clerics and has an existence in and of itself. You are a champion of your faith and moral alignment. You might be a shining knight of the faith, an exorcist of demons, or a sinister witch-hunter. Because most of a Cleric’s abilities are oriented toward healing and protecting, Clerics tend to play a support role during combat: backing up the front line, but able to stand shoulder to shoulder with the party’s Fighters if the need arises—at least for a while. As your Cleric grows in power and reputation, the character might establish a stronghold for the faith: a fortified monastery, a soaring cathedral in the wilderness, or whatever strikes the Cleric as the best way to protect and serve a growing flock of acolytes and loyal peasant followers.
Prime Attribute: Wisdom 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d6/level (a Cleric gains just 1 hp/level after 9th.)
Armor/Shield Permitted: Clerics are able to use any armor or shield effectively.
Weapons Permitted: Blunt weapons only (club, flail, hammer, mace, staff, etc.). No missile weapons, other than oil or slings if the Referee permits.
Race: Only half-elves and humans may become Clerics.
|Level||Experience||Hit Dice (d6)||Saving Throw||Spells|
* Hit points shown for levels after the character no longer gains full hit dice are the total combined number. An 11th level Cleric has 9HD plus 2 hit points total, not 9HD plus one hit point gained at 10th level and another 2 hit points gained at 11th.
** Clerics continue to gain spells after 21st level according to the same pattern
- 1 Requirements and Limitations
- 2 Class Abilities
- 3 Cleric Spell List
Officially, clerics may not be Neutral alignment. See No Neutral Clerics? below for other options.
Clerics cast “divine” spells from a specific list, with numbers as per Table: Cleric Advancement. Clerics of specific deities might have different lists of available spells, designed by the Referee. Each day, the Cleric selects and prays for a particular set of spells, choosing any spells from the standard list. Once a spell is cast it cannot be cast again until the next day, unless the Cleric has prepared (prayed for) the spell more than once.
Clerics gain a +2 bonus on saving throws against being paralyzed or poisoned.
At 9th level, a Cleric may establish a stronghold and attract a body of men at arms who will swear fealty to the character as loyal (or perhaps even fanatical) soldiers and retainers.
Clerics have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, roll a d20 and consult Table: Turning Undead for the result.
- If the number rolled is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds, or will cower helplessly if they cannot flee.
- If the table indicates “T”, all undead creatures of the targeted type are automatically turned and will flee for 3d6 rounds, or cower helplessly if they cannot flee.
- For Lawful or Good Clerics, if the table indicates “D”, the undead creature is automatically destroyed and will crumble to dust. For Chaotic or Evil Clerics, a result of “D” indicates that the undead are forced into the Cleric’s command for a period of 24 hours.
|Undead HD||Examples||Cleric Level|
*Shadows might not be undead creatures in your campaign; even so, they might be subject to being turned, just as demons (also not undead) can be turned.
**Vampires and more-powerful undead cannot be turned automatically.
Lawful Clerics have the ability to “turn” the undead, causing the foul creatures to fl ee or even destroying them outright. When a Lawful Cleric attempts a turning, the player should roll 2d10 and consult the Turning Undead table for the result.
- If the number on the dice is equal to or greater than the number shown on the table, 2d6 creatures of the targeted type are turned and will depart, not returning for 3d6 rounds.
- If the table indicates “T,” 2d6 undead creatures of the targeted type are automatically turned and will depart for 3d6 rounds.
- If the table indicates “D,” 2d6 of the undead creatures are automatically destroyed and will crumble to dust.
Chaotic clerics cannot turn the undead, for turning back the undead is a power of Law. As an optional rule, Chaotic Clerics might have some Chaos-based power corresponding to the Lawful power to turn the undead. Non-player Clerics of Chaos may have whatever additional powers the Referee assigns, of course, without reference to the rules for player characters.
Clerics may pray for and cast the following spells at the appropriate levels.
- Create Water
- Cure Serious Wounds
- Neutralize Poison
- Protection from Evil, 10 ft. Radius
- Speak with Plants
- Sticks to Snakes
- Aerial Servant
- Astral Spell
- Control Weather
- Holy Word
- Part Water
- Wind Walk
The Cleric, as an armored warrior of the faith, using blunt weapons and having healing spells, is specific to the Lawful and Chaotic alignments. The Neutral equivalent of the Cleric is the Druid, worshipping an abstract power rather than gods. In fact, it is possible that there simply are no Neutrally aligned gods; godlike power stems from Law or Chaos. The Cleric-like power of Druids comes from nature, a entirely different source. This is, of course, up to the Referee, who is the creator of the campaign world and all that is in it.
One solution, for the Referee who wants Neutral gods to grant Cleric-like power to their followers, is simply to allow Neutrally aligned Clerics, who might or might not be able to turn the Undead (probably not). Another solution, if the Referee is feeling particularly energetic, would be to create a new character class, like the Druid, which serves Neutrallyaligned gods – an alternative counterpart to the Cleric class.
Just as Law grants the power to heal and to turn the undead, Neutral gods would grant some other sort of power to their followers. The nature of that power would probably depend a great deal on what the god is the god of. Just as Druidic powers are heavily based on nature, the powers granted by a Neutral god would correspond to the deity’s individual nature. The possibilities here are endless.