Priest Group |
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Core |
Cleric · Druid |
Other |
Crusader · Monk · Monk (Alt) · Shaman Templar |
Class Group: | Priest | |
Source: | Player's Handbook: Cleric (PHB) Player's Option: Spells & Magic: Cleric (POSM) | |
Ability Score Requirements: |
Wisdom 9 | |
Prime Requisite: | Wisdom | |
Allowed Races: | All | |
Alignment Allowed: | Any acceptable to patron deity/order |
The Cleric is a generic priest (of any mythos) who tends to the needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well-suited to seek it out on its own ground and destroy it.
Cleric | Spell Slots per Spell Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Level | XP needed | Hit Dice (d8) |
THAC0 | 1 | 2 | 3 | 4 | 5 | 6* | 7** |
1 | 0 | 1 | 20 | 1 | — | — | — | — | — | — |
2 | 1,500 | 2 | 20 | 2 | — | — | — | — | — | — |
3 | 3,000 | 3 | 20 | 2 | 1 | — | — | — | — | — |
4 | 6,000 | 4 | 18 | 3 | 2 | — | — | — | — | — |
5 | 13,000 | 5 | 18 | 3 | 3 | 1 | — | — | — | — |
6 | 27,500 | 6 | 18 | 3 | 3 | 2 | — | — | — | — |
7 | 55,000 | 7 | 16 | 3 | 3 | 2 | 1 | — | — | — |
8 | 110,000 | 8 | 16 | 3 | 3 | 3 | 2 | — | — | — |
9 | 225,000 | 9 | 16 | 4 | 4 | 3 | 2 | 1 | — | — |
10 | 450,000 | 9+2 | 14 | 4 | 4 | 3 | 3 | 2 | — | — |
11 | 675,000 | 9+4 | 14 | 5 | 4 | 4 | 3 | 2 | 1 | — |
12 | 900,000 | 9+6 | 14 | 6 | 5 | 5 | 3 | 2 | 2 | — |
13 | 1,125,000 | 9+8 | 12 | 6 | 6 | 6 | 4 | 2 | 2 | — |
14 | 1,350,000 | 9+10 | 12 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
15 | 1,575,000 | 9+12 | 12 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
16 | 1,800,000 | 9+14 | 10 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
17 | 2,025,000 | 9+16 | 10 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
18 | 2,250,000 | 9+18 | 10 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
19 | 2,475,000 | 9+20 | 8 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
20 | 2,700,000 | 9+22 | 8 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
- * Usable only by clerics with 17 or greater Wisdom.
- ** Usable only by clerics with 18 or greater Wisdom.
Class Features[]
Hit Points[]
- Hit Dice (levels 1-10): 1d8 + "HP Adjustment" (See Constitution table) per level
- Hit Dice (levels 10+): +2 HP per level
- Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
Starting Equipment[]
- 3d6 × 10 gp (to be used to buy equipment)
- Can use their initial funds only to purchase equipment and goods.
- Only keep at most 2 or 3 gold of starting money, rest is given back to superiors
- Clerics cannot lend any of their initial funds to other characters.
Equipment[]
- Armor: Can wear any armor.
- Weapons: Allowed to use: Only blunt, bludgeoning weapons.
- Different Cleric Orders may have different rules for allowable weapons
- Magic Items: They can use a fair number of magical items
- Includes priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.
Proficiencies[]
Non-Weapon Proficiencies[]
- Starts with 4 Non-Weapon Proficiencies
- Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
- Can chose a Nonweapon Proficiency at normal cost in the General and Priest categories.
- Can chose a Nonweapon Proficiency at +1 cost from any other category.
Weapon Proficiencies[]
- Starts with 2 Weapon Proficiency
- Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
- -3 Penalty to Attack Roll if using Non-Proficient Weapon
Player's Option: Combat & Tactics
- Attack of opportunity: Can make one attack of opportunity plus one per five levels.
- Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Unarmed, Missile/Thrown Weapons
Fighting Style Specialization (Player's Option: Combat & Tactics)[]
Priests know the "Single Weapon", "Two-handed Weapon", "Weapon and Shield", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.
A priest may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.
List of Fighting Style Specializations:
- Weapon and Shield Style
- One-handed Weapon Style
- Two-handed Weapon Style
- Two-Weapon Style
- Missile or Thrown Weapon Style
- Local Fighting Styles
Spellcasting[]
Clerics have access to a number of spheres of spells to cast. What spheres they have access is determined to what patron diety they follow or order they belong to.
Generic Cleric (Player's Handbook):
- Major Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun
- Minor Spheres: Elemental
Generic Cleric (Player's Option: Spells & Magic):
- Major Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing , Necromantic, Protection, Summoning
- Minor Spheres: Elemental Water and Elemental Earth.
Clerics receives their spells as insight directly from their deity. Clerics must take care not to abuse his power lest it be taken away as punishment.
Turn Undead[]
Clerics have the ability to turn undead (see "Turning Undead" in PHB Chapter 9: Combat).
This ability allows the cleric to drive away the undead or destroy them utterly.
A cleric of evil alignment can bind the creatures to their will instead.
This ability grows stronger as the Cleric gains levels. See the Turning Undead page for details.
Strongholds & Followers[]
Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during their career, but they do not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric's cause. The cleric attracts 20 to 200 of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as their followers.
At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the cleric's cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The cleric can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.
Saving Throws[]
Attack to be Saved Against | |||||
---|---|---|---|---|---|
Experience Level | Paralyzation, Poison, or Death Magic |
Rod, Staff, or Wand |
Petrification or Polymorph* |
Breath Weapon** |
Spell*** |
1-3 | 10 | 14 | 13 | 16 | 15 |
4-6 | 9 | 13 | 12 | 15 | 14 |
7-9 | 7 | 11 | 10 | 13 | 12 |
10-12 | 6 | 10 | 9 | 12 | 11 |
13-15 | 5 | 9 | 8 | 11 | 10 |
16-18 | 4 | 8 | 7 | 10 | 9 |
19+ | 2 | 6 | 5 | 8 | 7 |
- *Excluding polymorph wand attacks.
- **Excluding those that cause petrification or polymorph.
- ***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Level 1 Character[]
- Starting HP: 1d8 HP
- Starting funds: 3d6 × 10 gp (have to spent or give up all except 2-3 gp)
- 4 Nonweapon Proficiencies Slots
- 2 Weapon Proficiency Slots
- Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
Leveling up[]
At level up:
- Roll 1d8 HP (unless level 10 or higher, then add 2 HP instead)
- Check "Cleric Saving Throws" above to see if your saving throws change.
- 1 Nonweapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
- 1 Weapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
- Check top table to see what current spell slots are available & if THAC0 updates.
- If new Spell Level is achieved, add spells from available spheres.