This class of character bears a certain resemblance to religious orders of knighthood of medieval times. The cleric is dedicated to a deity, or deities, and at the same time a skilled combatant at arms.
As has been stated previously, the principal attribute of a cleric is Wisdom. A character must have a minimum Wisdom ability score of 9 (13 if a multi-classed half-elven cleric but 9 if a multi-classed half-orc cleric). If Wisdom ability is greater than 15, the character adds 10% to experience awarded to him 1 or her by the referee.
Of course, a cleric will benefit in other ways by having a high Wisdom score. He or she gains bonus spells from high Wisdom, as well as a better chance to avoid the effects of certain magical attacks.
High ability scores in Strength and Constitution are also desirable for a character of this class, and good Dexterity is likewise of benefit.
The cleric has an eight-sided die (d8) per level to determine how many hit points he or she has.
The cleric can be of any alignment save (true) Neutral (see The Druid hereafter) alignment, depending upon that of the deity the cleric serves.
Only humans will normally have clericism as their sole class; thus they are the only clerics with unlimited advancement in level.
All clerics have their own spells, bestowed upon them by their deity for correct and diligent prayers and deeds (see Spells below).
A study of the spells usable by clerics will convey the main purpose of the cleric. That is, the cleric serves to fortify, protect, and revitalize. The cleric also has a limited number of attack spells, some of which are simply the reverse form of curative incantations. Note that [most] spells must be spoken or read aloud.
Clerics have nearly as good a prospect of success in melee combat as fighters (the best in such situations). They move upwards in combat ability in steps consisting of three ability levels. Similarly, they make saving throws against magical and poison attacks in like steps.
In addition, the cleric has the ability to wear armor, carry effective weaponry, and engage in hand-to-hand (melee) combat with a reasonable chance of success.
All are forbidden to use edged and/or pointed weapons which shed blood.
Prime Requisite. Wisdom (16+ adds a 10% experience bonus)
Minimum Ability Scores. Wisdom (9)
Hit Dice. d8; Maximum 9d8
Alignment. Any other than (true) Neutral
Player Character Races. Human (U), Half-elf (multi-class, 5th), Half-orc (multi-class, 4th)
Armor. Any
Shield. Any
Initial Weapon Proficiencies. 2
Non-proficiency Penalty. -3
Added Weapon Proficiencies. 1 per 4 levels above the 1st (5th, 9th, 13th, 17th, etc.)
Weapons Allowed. Clubs, flails, hammers, maces, staves
Use of Poison. ? (Only if Evil and approved by DM)
Each cleric must have his or her own deity, so when a new player opts to become a cleric (including a druid), the DM will inform them as to which deities exist in the campaign milieu and allow the individual to select which one of them he or she will serve. This will not necessarily establish the alignment of the cleric, so at the same time the cleric player character should also state his or her ethos (not necessarily to the other players). It is then assumed that prior to becoming a first level cleric, the player character received a course of instruction, served a novitiate, and has thoroughly read and committed to memory the teachings of and prayers to his or her chosen deity, so that the character is dedicated to this deity and is able to perform as a cleric thereof. It is this background which enables the cleric character to use first level spells.
All clerics have certain holy symbols which aid them and give power to their spells.
By meditation and prayer the clerics receive the specially empowered words which form the various spells possible for them—although, as with the spells of magic-users, the utterance of any given set of key sounds not only causes the desired spell to take effect, but it likewise wipes the memory of the sounds from the mind of the utterer, as each set of sounds is an energy trigger.
Clerical spells, including the druidic, are bestowed by the gods, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind. First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric’s deity. Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric’s deity directly, not through some intermediary source. Note that the cleric might well be judged by his or her deity at such time, as the cleric must supplicate the deity for the granting of these spells. While the deity may grant such spells full willingly, a deed, or sacrifice, atonement or abasement may be required. The deity might also ignore a specific spell request and give the cleric some other spell (or none at all). The Dungeon Master will handle this considering a cleric’s alignment and faithfulness to it and his or her deity. Note that some cleric spells (and all druid spells) also require material ingredients in order for the desired effect to take place. Such components must be supplied by the cleric (or druid), as material is not bestowed.
Clerics are empowered with the ability to turn away undead creatures, as well as certain lesser demons, devils, godlings and paladins through the power of their profession and holy/unholy symbols.
The cleric's level of experience dictates the level of success he or she can expect to achieve in this action. As level of experience increases, the cleric is actually able to destroy undead by the power of his or her religion; or in the case of evil clerics, destroy or command to service such undead if they are of the same alignment as the cleric, or neutral such as skeletons or zombies.
Success also depends on opportunity, of course. The cleric must be in a position to step before the undead, and he or she must have time to speak and hold forth the religious symbol in order to turn (or command) undead, and this of course precludes other spell activity.
The undead are: ghasts, ghosts, ghouls, liches, mummies, shadows, skeletons, spectres, wights, wraiths, vampires, and zombies. These creatures, as well as demons and devils, are detailed in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. As a rule of thumb, a cleric is effective against any undead monster whose hit dice are not greater than those of the cleric. Only high level clerics have any hope of driving away or influencing demons or devils.
†—Number affected is 7-12 rather than 1-12.
* Evil creatures from lower planes such as minor demons, lesser devils, mezzodaemons, night hags, from 1-2 in number. (As a rule of thumb, any creature with armor class of -5 or better, 11 or more hit dice, or 66% or greater magic resistance will be unaffected.)
Procedure. A d20 is rolled, and if the number shown is matched or exceeded by the die roll the undead are turned. [...] Turning can occur at the same time as missile discharge, magical device attacks, and/or spell casting. It also is subject to initiative determination.
From 1-12 (or 7-12 or 1-2) undead (or evil creatures from lower planes) are affected:
Evil clerics cause the creatures to take neutral or friendly attitude according to a reaction dice score. Neutral undead will ignore the cleric and his or her party; friendly ones will follow the cleric and join the adventure.
Good clerics cause the creature to move directly away from his or her person, and stay as far away as possible for not less than 3 nor more than 12 rounds, moving at full speed for the duration if at all possible. The turned undead will be able to come back again, but they are subject to further turning by the cleric.
Failure to score the number shown, or greater, means the turning was unsuccessful. No further attempt by the cleric can be made with respect to the particular undead, and they may proceed to attack or otherwise operate unconstrained.
T: This symbol indicates automatic turning - whether to influence by an evil cleric or actual driving away by a good cleric.
D: This symbol indicates the cleric has automatically brought the undead into friendly status (evil cleric) or destroyed or damned them (good cleric).
—: No effect upon the undead is possible where a dash is shown.
As stated on the CLERICS AFFECTING UNDEAD TABLE, this function may be attempted only once by each cleric. Of course, if there are two, both may attempt the function, each trying once, etc.
There is also an exceptional case where turning may be practiced more than once by each and every cleric concerned. This occurs in cases where multiple forms of creatures subject to turning are involved. If the cleric attempting the turning is successful against any or all types within the group of multiple forms of undead, that type or multiple types, to the maximum number indicated by the dice roll or otherwise indicated by the rules, are turned, and on the next round the cleric so successful may attempt to turn other undead of the group.
This process may continue as long as each successive attempt is successful and the cleric lives.
Undead so turned (from the group of multiple types) are lowest hit dice types to highest hit dice types, i.e. first listed to last listed on the table. Any failure to turn undead disallows a further attempt by the same cleric.
If the undead are in a mixed group — for example, 1 vampire, 3 ghasts, and 8 ghouls — you may opt to disallow any turning or other effect if the most powerful member — in the example above, the vampire — is not affected by the cleric. Naturally, this rule applies only to groups of mixed undead where the lesser are following or serving the greater. Mindless undead, skeletons and zombies, cannot be considered. Otherwise, the cleric will affect undead according to the die score, with the possibility of the lesser monsters being turned or otherwise affected, while greater ones are unaffected.
Evil Clerics. Anything below a result of T indicates that the undead are compelled to do some service. Treat this in the same way as an invisible stalker serving a magic-user. The length of service so compelled is equal to 24 hours minus the minimum score the cleric needed to compel such service.
Example: A 9th level evil cleric meets a lich, and scores 20 on the die roll, so the lich will be neutral and not attack for 8 hours (24-16); later the same cleric encounters a vampire, and scores a 12, so the vampire will join the evil cleric and serve as a member of the cleric's group for up to 14 hours (24-10). A successful result of "T" indicates that the undead will remain neutral or serve for a full 24 hour period. A "D" result indicates co-operative service by the undead as long as the evil cleric renews his or her control every 6 days.
In any of the above cases, hostile acts against the undead or associated creatures will certainly cause the cleric's effects to be totally broken and negated entirely. Hostile acts include entry into an area which the affected creatures have been commanded to guard attempts to remove guarded items or treasure belonging to the affected creatures, attempts to prevent the affected creatures from carrying out commands, or actual attack by spell, weapon, or other forms which cause the affected creatures harm.
Mummy. A paladin of 1st or 2nd level can be turned by an evil cleric.
Spectre. A paladin of 3rd or 4th level can be turned by an evil cleric.
Vampire. A paladin of 5th or 6th level can be turned by an evil cleric.
Ghost. A paladin of 7th or 8th level can be turned by an evil cleric.
Lich. A paladin of 9th or 10th level can be turned by an evil cleric.
Special. A paladin of 11th or higher level can be turned by an evil cleric.
N.B.: Any commanded creature will immediately be freed from clerical compulsion upon the unconsciousness (excepting normal sleep) or death of the cleric who successfully compelled them to service. This will result in the affected undead or other affected creature or creatures either leaving or attacking the cleric and his or her group according to the existing circumstances. Consider treatment and risk when arriving at the action the affected creature takes. Mindless undead will simply do nothing, losing all animation and direction.
Counter-Affecting: A cleric of opposite alignment may attempt to negate the effects of a cleric who has affected undead or other creatures. The table is consulted, and if the countering cleric is successful, the affected undead are freed of the effects of the first cleric's efforts. Of course, this counter will not restore any undead destroyed/damned by a good cleric.
This counter may in turn be countered, etc. This may continue indefinitely until one or the other cleric fails and is no longer eligible to affect undead et al. When affected creatures have clerical effects countered, they are powerless to take any action on the following round.
Evil Areas: You may wish to establish areas where evil has made special power bases, i.e., an evil shrine, temple, or whatever. Such areas must be limited, of course - the shrine to perhaps a 10" by 10" area, the temple to twice that area. Such areas will automatically reduce the chance of any cleric affecting undead or other creatures within their precincts by a previously stipulated factor — perhaps 1 or 2 in the shrine area, 3 or 4 in the temple area. This power can be destroyed only by desecration of the evil, i.e. breaking of the evil altar service, pouring of holy water upon the altar, blessing and prayers, and whatever other actions you, as DM, deem sufficient. Thus, in an area specially consecrated to evil, undead and associated creatures from the lower planes are far more difficult to handle.
The corollary to this is that on the lower planes themselves, good clerics are totally unable to affect the evil creatures who dwell upon them, while on the upper planes, an evil cleric would have no effect upon a paladin.
Good areas are similar bases of power for such creatures, and evil clerics will have lesser chances of affecting paladins or similar good aligned creatures.
The progression on the table is not even. A variable increment of 5% appears - 19, 20. It is included to reflect two things. First, it appears to allow lower level clerics a chance to turn some of the tougher monsters. It disappears (at 4th level) and reappears again only when the clerics have reached a high level (8th and up). This reflects the relative difficulty of these clerics when faced with turning away the worst of evil creatures, but also allows the table to have them completely destroy the weaker undead. If for some reason you must have an exact progression, follow the columns for levels 1, 2, and 3, correcting to the right from there - and thus rather severely penalizing the clerics of upper levels, but by no means harming play balance. Column 4 will then read, top to bottom: T, 4, 7, 10, 13, 16, 19, 20. Do not otherwise alter the table as it could prove to be a serious factor in balance - weakening or strengthening clerics too greatly.
Detection of Evil/Good. Characters who are very strongly aligned, do not stray from their faith, and who are of relatively high level (at least 8th or higher) might radiate evil or good if they are intent upon appropriate actions.
Changing Deities. Once a cleric changes deities, he or she must thereafter be absolutely true to the new calling, or he or she will be snuffed out by some godlike means. It is 90% unlikely that the cleric’s first deity will accept him or her back into the fold after falling away, unless some special redemptive agency is involved. There is no salvation for a thrice-changed cleric; he or she is instantly killed. Any change of alignment which causes such a deity change is applicable, unless the change is involuntary.
Use of Magic Items. Clerics can employ a fair number of magic items including most potions; clerical and “protection” scrolls; most rings; some wands, rods, and staves; many other magical items; and all of the non-edged, non-pointed magical weaponry. As they are able to wear armor, clerics can employ all forms of magic armor and magic shields, too.
Holy/Unholy Water. Only clerics, excluding druids, are able to prepare holy water—or unholy water in the case of evil clerics. Holy/unholy water is water which has been specially prepared by a cleric. Useful as a weapon against undead or to slow the effects of poison. As a third level spell is involved, it requires a cleric of not less than 5th level of experience to manage to create such fluid.
Manufacturing Magic Items. A player character must be at least an 11th level high priest in order to manufacture magic items (except with respect to potions and scrolls, as will be discussed hereafter).
A cleric may manufacture only those items particular to his or her profession or items which are usable by professions not able to so make magic items only. Thus, a cleric is unable to fashion a wand usable by magic-users or illusionists, etc. There is a further prohibition upon clerics regarding the making of items which are prohibited to their profession or which are of opposite alignments. Thus, clerics cannot manufacture magic swords, though magic-users can.
Clerics and druids making an item which is applicable to their profession must spend a fortnight in retreat, meditating in complete isolation. Thereafter, he or she must spend a sennight fasting. Finally, he or she must pray over and purify the item to become magical (this process takes but a day). Of course, the item must be of the finest quality just as detailed in the enchant an item spell description. Thereafter, the cleric or druid must place the item upon his or her altar and invoke the direct favor of his or her deity to instill a special power into the item. There is a 1% per day cumulative chance that the item will then be empowered as desired, providing the cleric or druid has been absolutely exemplary in his or her faith and alignment requirements. Furthermore, if the item is one with charges, the cleric or druid must then take it into seclusion and cast the requisite spells upon it, doing so within 24 hours of its being favored by the deity. In other cases, the item need only be sanctified to the appropriate deity in order to complete its manufacture.
Scrolls. Clerics and druids inscribe scrolls with spells applicable to their particular professions. Scrolls may be inscribed only by characters of 7th or higher level, and the spells placed upon the scroll must be of a level which the inscribing character is able to employ. Protection spells are scribed by either magic-users or clerics.
Clerical Protection Scrolls. [Protection from] Devils, Possession, [or] Undead. Curse scrolls can be made by any sort of spell user noted above.
Clerics and druids never need the aid of magic to read appropriate scroll spells.
Potions. Extra-healing or healing potions: Manufacture is possible only if a cleric compounds the potion.
When a cleric achieves 8th level (Patriarch or Matriarch) he or she automatically attracts followers if the cleric establishes a place of worship—a building of not less than 2,000 square feet in floor area with an altar, shrine, chapel, etc. These followers are fanatically loyal and serve without pay so long as the cleric does not change deities and/or alignment.
These followers number between 20 and 200 (2d10, totaled, and multiplied by 10).
In addition, there will be followers who are men-at-arms, and the types and numbers are listed.
Roll for each category (all are 0-level men-at-arms).
Heavy cavalry. Equipped with plate mail & shield, lance, broad sword, and mace. (2d4)
Medium cavalry. Equipped with chain mail & shield, lance, flail and short sword. (3d4)
Light cavalry. Equipped with studded leather & shield, light crossbow and pick. (5d6)
Heavy infantry. Equipped with splint mail, battle axe and long sword. (5d6)
Heavy infantry. Equipped with chain mail, pole arm (type assigned by the DM) and hand axe. (5d4)
Heavy infantry. Equipped with ring mail, heavy crossbow and short sword. (5d6)
Light infantry. Equipped with padded armor & shield, spear and club. (6d10)
Upon reaching 9th level (High Priest or High Priestess), the cleric has the option of constructing a religious stronghold. This fortified place must contain a large temple, cathedral, or church of not less than 2,500 square feet on the ground floor. It can be a castle, a monastery, an abbey or the like. It must be dedicated to the cleric’s deity (or deities).
The cost of construction will be only one-half the usual for such a place because of religious help.
If the cleric then clears the surrounding territory and humans dwell in this area, there will be a monthly revenue of 9 silver pieces per inhabitant from trade, taxation, and tithes.