Cleric
A holy (or unholy) warrior-priest who serves one or more deities.
| Hit Dice | 1d8 |
| Armor | Any (including shields) |
| Weapons | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) |
| Languages | Alignment, Common |
| Spellcasting Ability | Wisdom (WIS) |
Core Features
| Level | HD | Atk | Save | Spells | ||||
|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||
| 1 | 1d8 | 0 | 12 | - | - | - | - | - |
| 2 | 2d8 | 0 | 12 | 1 | - | - | - | - |
| 3 | 3d8 | 0 | 12 | 2 | - | - | - | - |
| 4 | 4d8 | +2 | 10 | 2 | 1 | - | - | - |
| 5 | 5d8 | +2 | 10 | 2 | 2 | - | - | - |
| 6 | 6d8 | +2 | 10 | 2 | 2 | 1 | 1 | - |
| 7 | 7d8 | +5 | 8 | 2 | 2 | 2 | 1 | 1 |
| 8 | 9d8 | +5 | 8 | 3 | 3 | 2 | 2 | 1 |
| 9 | 9d8 | +5 | 8 | 3 | 3 | 3 | 2 | 2 |
| 10 | 9d8+2 | +7 | 6 | 4 | 4 | 3 | 3 | 2 |
| 11 | 9d8+4 | +7 | 6 | 4 | 4 | 4 | 3 | 3 |
| 12 | 9d8+6 | +7 | 6 | 5 | 5 | 4 | 4 | 3 |
| 13 | 9d8+8 | +9 | 4 | 5 | 5 | 5 | 4 | 4 |
| 14 | 9d8+10 | +9 | 4 | 6 | 5 | 5 | 5 | 4 |
Saving Throw Mods
- +1 to Save vs Spells (-3 overall)
Class Skills
- Divine Intervention: After reaching level 9, may request deity to intervene directly.
- Describe intended outcome, make a skilled WIS check with modifier as indicated by GM.
- Fumbling the check causes Doubt.
- May only be used successfully once per day.
- Describe intended outcome, make a skilled WIS check with modifier as indicated by GM.
- Clerical Duties: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
- Inspired Attack: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantages.
- May only be used successfully once per 10 minutes (1 turn).
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- Religious Lore: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- Ritual Casting: Some rituals require a skilled check.
- Advanced Skills: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
Divine Magic
- Must have a holy symbol
- Must remain faithful to alignment, clergy, and religion.
- Gains spell casting at level 2, can pray to receive spells every day.
- Can conduct magical research starting at level 2.
- Cleric Spell List
Doubt
Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
- Next attempt to turn undead or request divine intervention gets -2 on roll.
- Cleared by a successful turn undead or divine intervention roll.
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
Stronghold
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale.
Turn Undead
- Can turn undead with HD up to cleric level + 2.
- After reaching level 6, can turn undead with HD up to cleric level + 3.
- After reaching level 12, can turn any undead, regardless of HD.
- To turn undead, make a skilled WIS check, modified based on the highest HD amongst targeted undead creatures.
- If the undead is of a higher HD than cleric level, add -2 to the roll for each HD above cleric level, to a max of -6.
- If the undead is of a lower HD than cleric level, add +2 to the roll for each HD below cleric level, to a max of +6.
- Undead with HD of cleric level - 3 or less may be destroyed rather than turned.
Results
- A fumble causes Doubt.
- A failure has no effect.
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
On a successful turn:
- Roll as indicated by Results, above.
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
- Undead with HD of cleric level - 3 or less are instantly turned to dust.
- Excess rolled hit dice are wasted.
- At least 1 undead creature will always be affected by a successful turn.
- If a mixed group of undead are turned, lowest HD creatures are affected first.