The Cleric Character
Minimum Scores: Str 6, Dex 3, Con 6, Int 6, Wis 9, Cha 6
Hit Die Type: d8 (max 9)
Alignment: Any
Experience bonus: Wisdom 16+
Armour/Shield Permitted: Any
Weapons Permitted: Blunt only—club, flail, hammer, mace, oil, staff; clerics may hurl hammers, clubs, or oil, but may not employ other missile weapons
Weapon Proficiencies: 2 + 1 every 3 levels
Penalty to hit for non-proficiency: -3
Weapon Specialisation: N/A

Cleric

Clerics are moral and spiritual leaders, warriors of faith who preach the will of the gods, interpret omens and portents, and strike down the evil or unfaithful. Most clerics have a patron deity, but some are champions of a particular moral alignment, venerating all deities of that alignment in addition to a patron deity, and yet others are the servants of a particular pantheon of deities. In a world of swords and sorcery, force of arms often speaks louder than moral suasion, and clerics are trained to do battle against the enemies of their gods. Some clerics are fanatics, zealously seeking new converts or hunting heretics. Others seem almost burdened by an inconvenient or even oppressive relationship with the divine forces. Evil clerics—sinister villains who prey upon fear and jealousy—sow discord in the world and gather converts for their demonic masters.

Clerics play an important support role for an adventuring party. Most clerical spells are oriented toward healing, strengthening, and defending others. However, when the need arises the cleric is fully capable of taking a place in the line of battle and smiting down infidels and foes. Clerics employ their holy symbols rather than spell books as a focus for their meditation. Cleric spells are automatically acquired as the cleric gains levels and no check is necessary to ensure they are understood; thus clerics may normally memorise any spell appropriate to their level. However, in some circumstances the powers the cleric serves may intervene and grant different spells to those requested; it is suggested that this is only done in extreme cases (such as when the cleric has been guilty of an alignment transgression of some kind, for example; more serious transgressions may result in fewer spells being granted, or even none at all). Some GMs may permit clerics of specific deities to have slightly different abilities from those described here.

When a cleric attains ninth level, he or she has accumulated sufficient divine favour and mortal renown to found a temple/stronghold. Such places are normally carved from the wilderness, in the same manner as a fighter establishes a freehold. For a cleric to assume the leadership of an existing temple, the details are left to the discretion of the GM; a level somewhat higher than ninth might be required. Whether the cleric establishes a stronghold or a temple, followers and acolytes will flock to the cleric’s banner.

Wisdom
Score
Bonus
Spells
Chance of
Spell Failure
(d%)
9 0 15
10 0 10
11 0 5
12 0 1
13 1 0
14 2 0
15 2/1 0
16 2/2 0
17 2/2/1 0
18 2/2/1/1 0
19 3/2/1/1 0

Cleric Class Abilities

Spell Casting: Clerics may memorise and cast clerical spells in accordance with the tables provided hereafter. (See the Spell Lists below)

Turning Undead: Clerics can “turn” the undead (see below) making them flee from the cleric’s holiness (or, in the case of an evil cleric, bringing them to heel as servants and minions).

Bonus spells: These increase the number of spells that can be learned in a single day and are awarded to clerics with high wisdom. They are not cumulative and are awarded by level; hence “2/2/1/1” means the cleric is granted 2—1st level, 2—2nd level, 1—3rd level, and 1—4th level bonus spells.


Cleric Level Advancement
Level Base XP
Required
Hit Dice
(d8)
Notes Spells Per Day by Level
1 2 3 4 5 6 7
1 0 1 1
2 1,550 2 2
3 2,900 3 2 1
4 6,000 4 3 2
5 13,250 5 3 3 1
6 27,000 6 3 3 2
7 55,000 7 3 3 2 1
8 110,000 8 3 3 3 2
9 220,000 9 High Priest(ess) 4 4 3 2 1
10 450,000 9+2* 4 4 3 3 2
11 675,000 9+4* 5 4 4 3 2 1
12 900,000 9+6* 6 5 5 3 2 2
13 1,125,000 9+8* 6 6 6 4 2 2
14 1,350,000 9+10* 6 6 6 5 3 2
15 1,575,000 9+12* 7 7 7 5 4 2
16 1,800,000 9+14* 7 7 7 6 5 3 1
17 2,025,000 9+16* 8 8 8 6 5 3 1
18 2,250,000 9+18* 8 8 8 7 6 4 1
19 2,475,000 9+20* 9 9 9 7 6 4 2
20 2,700,000 9+22* 9 9 9 8 7 5 2
21 2,925,000 9+24* 9 9 9 9 8 6 2
22 3,150,000 9+26* 9 9 9 9 9 6 3
23 3,375,000 9+28* 9 9 9 9 9 7 3
24 3,600,000 9+30* 9 9 9 9 9 8 3

* Constitution hp adjustments no longer apply

Each level gained thereafter requires 225,000 experience points and grants +2 hit points.

Cleric Saving Throw Table
Level Aimed
Magic Items
(e.g., rod, staff, wand)
Breath
Weapons
Death
Paralysis
Poison
Petrifaction
Polymorph
Spells
for unlisted categories
1-3 14 16 10 13 15
4-6 13 15 9 12 14
7-9 11 13 7 10 12
10-12 10 12 6 9 11
13-15 9 11 5 8 10
16-18 8 10 4 7 9
19+ 6 8 2 5 7
Cleric "To Hit" Table
Attack
Bonus
Level Roll required to hit Armour Class
Attack Bonus = 20 - THAC0
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
+0 1-3 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
+2 4-6 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
+4 7-9 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
+6 10-12 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
+8 13-15 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
+10 16-18 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
+11 19+ 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1

Turning the Undead
Type of
Undead
Example Cleric Level
1 2 3 4 5 6 7 8 9-13 14-18 19+
Type 1 Skeleton 10 7 4 T T D D D D D D
Type 2 Zombie 13 10 7 T T D D D D D D
Type 3 Ghoul 16 13 10 4 T T D D D D D
Type 4 Shadow 19 16 13 7 4 T T D D D D
Type 5 Wight 20 19 16 10 7 4 T T D D D
Type 6 Ghast 20 19 13 10 7 4 T T D D
Type 7 Wraith 20 16 13 10 7 4 T T D
Type 8 Mummy 19 16 13 10 7 4 T D
Type 9 Spectre 20 19 16 13 10 7 T T
Type 10 Vampire 20 19 16 13 10 7 4
Type 11 Ghost 20 19 16 13 10 7
Type 12 Lich 20 19 16 13 10
Type 13 Fiend 20 19 16 13
  • For the purposes of evil clerics turning paladins, paladins are treated as Type 8 if they are level 1-2, Type 9 if level 3-4, Type 10 if level 5-6, Type 11 if level 7-8, Type 12 if level 9-10 and Type 13 if level 11 or higher. However, paladins cannot be destroyed by turning.
  • If the number on the die is equal to or greater than the number shown on the table, the creature is turned and will flee.
  • If the table indicates “T”, the undead creature is automatically turned, and will flee.
  • It the table indicates “D”, the undead creature is automatically destroyed and will crumble to dust.
  • For evil clerics, a result of “D” indicates that the undead are forced into the cleric’s command for a period of 24 hours.

Turning the Undead

Clerics (and paladins) can turn undead, causing them to flee or even turning them to dust by the power of religious faith. An evil cleric can also turn a paladin, but cannot destroy the paladin by turning. Evil clerics may choose to control the undead instead of turning them. If an evil cleric gains a result of "D" on the table, the undead creature falls under the cleric’s control for 24 hours. Normally 2d6 creatures are affected by Turn Undead. Exceptions are paladins and Type 13 creatures, of which only 1d2 are affected, and results of "D", which affect 1d6+6 creatures.

In Fitz's Campaign...

Successfully turned undead will back directly away from the cleric or paladin until they are out of line of sight, or until they are 50’ away (50 yards outside), whichever is closer. Intelligent undead will likely be hissing, spitting and cursing as they do so, as they will never accept such compulsion with good grace.

As long as the cleric continues his or her chant, they will not approach again until 3d4 rounds have passed. However, if they have any powers that may be employed at such a distance, they may still do so.

Note that the effective level of undead creatures, for the purposes of Turning, may be increased if they are on unholy ground or similar, and/or are under the direct control or protection of higher-level undead.

Turning lasts for 3d4 rounds. While turned, the creature must move away from the cleric at its fastest possible movement rate. It will attack a creature that is directly blocking its escape route, but otherwise may not fight.

The cleric or paladin must be holding his or her holy symbol to make a turning attempt. In most cases this will preclude attacking on the same round, and the cleric must sheathe or drop his or her weapon (or else set down his or her shield).

To turn undead, roll a d20 on the Turning Undead Table. If the result is equal to or higher than the number shown, the attempt is successful.

Exception: Certain religions exist where the cleric’s holy symbol is also his or her weapon (for example, some GMs may permit clerics of the god Thor to carry a hammer which doubles as a holy symbol). In this case, the cleric will be able to make a turn undead attempt with his or her weapon in hand, although even this situation does not empower the cleric to attack and attempt to turn undead in the same round. If the cleric is successful in a turning attempt, he or she may try again next round. If the cleric fails, no further turning attempt may be made during this encounter.

Optional Rule: An evil cleric may control no more Hit Dice worth of undead than his or her level of experience; thus a 9th level evil cleric could control no more than two wights, for example.

Cleric Spells by Level

Level One

  1. Bless
  2. Command
  3. Create Water
  4. Cure Light Wounds
  5. Detect Evil
  6. Detect Magic
  7. Light
  8. Protection From Evil
  9. Purify Food and Drink
  10. Remove Fear
  11. Resist Cold
  12. Sanctuary

Level Two

  1. Augury
  2. Chant
  3. Detect Charm
  4. Find Traps
  5. Hold Person
  6. Know Alignment
  7. Resist Fire
  8. Silence 15 ft Radius
  9. Slow Poison
  10. Snake Charm
  11. Speak With Animals
  12. Spiritual Weapon

Level Three

  1. Animate Dead
  2. Continual Light
  3. Create Food and Water
  4. Cure Blindness
  5. Cure Disease
  6. Dispel Magic
  7. Feign Death
  8. Glyph of Warding
  9. Locate Object
  10. Prayer
  11. Remove Curse
  12. Speak with Dead

Level Four

  1. Cure Serious Wounds
  2. Detect Lie
  3. Divination
  4. Exorcise
  5. Lower Water
  6. Neutralise Poison
  7. Protection from Evil 10 ft radius
  8. Speak With Plants
  9. Sticks to Snakes
  10. Tongues

Level Five

  1. Atonement
  2. Commune
  3. Cure Critical Wounds
  4. Dispel Evil
  5. Flame Strike
  6. Insect Plague
  7. Plane Shift
  8. Quest
  9. Raise Dead
  10. True Seeing

Level Six

  1. Aerial Servant
  2. Animate Object
  3. Blade Barrier
  4. Conjure Animals
  5. Find the Path
  6. Heal
  7. Part Water
  8. Speak With Monsters
  9. Stone Tell
  10. Word of Recall

Level Seven

  1. Astral Spell
  2. Control Weather
  3. Earthquake
  4. Gate
  5. Holy Word
  6. Regenerate
  7. Restoration
  8. Resurrection
  9. Symbol
  10. Wind Walk