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dm:notes:class:cleric [2018/10/31 19:11] – created - external edit 127.0.0.1dm:notes:class:cleric [2025/06/17 18:31] (current) – removed restless
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-====== Cleric ====== 
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-[{{ :rules:class:cleric_female.jpg?nolink&250|}}] 
-^  Requirements | None  | 
-^  Prime Requisite | WIS  | 
-^  Hit Dice | 1d6  | 
-^  Maximum Level | 14  | 
-^  Allowed Armour | Any, including shields  | 
-^  Allowed Weapons | Any blunt weapons  | 
-^  Languages | Common  | 
- 
-Clerics are humans who have sworn to serve a deity. They conduct their lives in a way to further the will of their deity and channel the power of their deity. Clerics are trained for combat; they should be thought of as fighting holy crusaders, not as passive priests.  TODO 
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-//**Holy Symbol:**// A cleric must carry a holy symbol (see //**Equipment**//). 
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-//**Deity Disfavour:**// If a cleric ever falls from favour, due to violating the beliefs or strictures of his or her deity or clergy, penalties (determined by the referee) may be imposed upon the cleric. These may include penalties to attack (-1) or even a reduction in spells. 
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-===== Abilities ===== 
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-//**Combat:**// Clerics can use any form of armour, but strict holy doctrine prevents their use of weapons that have a sharp edge. Thus, only the following weapons from the standard lists in //**Equipment**// may be used: club, mace, sling, staff, warhammer. 
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-//**Magical Research:**// A cleric of any level may spend time and money to research new spells associated with his or her deity. When a cleric reaches 9th level, he or she is also able to create magic items and research other magical effects. These rules are detailed in //**B/X Essentials: Core Rules**// TODO 
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-//**Spell Casting:**// From 2nd level, a cleric may pray to receive spells from his or her deity. The power and number of spells available to a cleric are determined by the character’s experience level. The rules for divine spell casting are found in //**B/X Essentials: Core Rules**//. The list of spells available to clerics is found in //**B/X Essentials: Cleric and Magic-User Spells**//. 
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-//**Turning the Undead:**// Clerics are able to call upon the name and power of their deity to repel or even destroy undead. This ability is known as //turning the undead//. The chart below lists a dash, a “T”, a “D”, or a number corresponding to the Hit Dice of an undead creature and the level of the cleric: 
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-  - A dash means an automatic failure. 
-  - A number indicates that the player must roll that number or higher on 2d6 in order to successfully turn the undead. 
-  - A “T” means that the turning automatically succeeds for this type of undead. 
-  - A “D” means that the turning automatically succeeds for this type of undead and that the monsters are destroyed, not simply caused to flee. 
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-If the turning attempt succeeds, the player rolls 2d6 to determine the number of Hit Dice of undead affected (either turned or destroyed). No matter what the dice roll result, at least one undead creature will always be turned or destroyed, as appropriate, on a successful turning. Turned undead will leave the area, if possible, and will not harm or make contact with the cleric. 
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-If //turn undead// is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.  TODO 
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-//**Using Magic Items:**// As spell casters, clerics can use magic scrolls of spells on their spell list. There are also items (e.g. some staves) that only clerics can use. 
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-===== Reaching 9th Level ===== 
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-Once attaining 9th level, a cleric may establish or build a stronghold. So long as the cleric is currently in favour with his or her god, a stronghold may be bought or built at half the normal price, due to divine intervention. 
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-Once a stronghold is established, the cleric will attract followers (5d6 × 10 fighters of 1st or 2nd level). These troops are completely devoted to the cleric (never checking morale). The referee chooses which proportions of followers are 1st and 2nd level and which are bowmen, infantry, etc. 
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-===== Cleric Level Progression ===== 
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- 
-^ ^ ^ ^ ^  **Saving Throws**  ^^^^^ 
-^ **Level**  ^  **XP**  ^  **Hit Dice**  ^  **AC0**  ^  **Death**  ^  **Wands**  ^  **Paralysis**  ^  **Breath**  ^  **Spells**  ^ 
-|  1  |  0  |  1d6  |  19  |  11  |  12  |  14  |  16  |  15  |   
-|  2  |  1,500  |  2d6  |  19  |  11  |  12  |  14  |  16  |  15  |   
-|  3  |  3,000  |  3d6  |  19  |  11  |  12  |  14  |  16  |  15  |   
-|  4  |  6,000  |  4d6  |  19  |  11  |  12  |  14  |  16  |  15  |   
-|  5  |  12,000  |  5d6  |  17  |  9  |  10  |  12  |  14  |  12  |   
-|  6  |  25,000  |  6d6  |  17  |  9  |  10  |  12  |  14  |  12  |   
-|  7  |  50,000  |  7d6  |  17  |  9  |  10  |  12  |  14  |  12  |   
-|  8  |  100,000  |  8d6  |  17  |  9  |  10  |  12  |  14  |  12  |   
-|  9  |  200,000  |  9d6  |  14  |  6  |  7  |  9  |  11  |  9  |   
-|  10  |  300,000  |  9d6+1*  |  14  |  6  |  7  |  9  |  11  |  9  |   
-|  11  |  400,000  |  9d6+2*  |  14  |  6  |  7  |  9  |  11  |  9  |   
-|  12  |  500,000  |  9d6+3*  |  14  |  6  |  7  |  9  |  11  |  9  |   
-|  13  |  600,000  |  9d6+4*  |  12  |  3  |  5  |  7  |  8  |  7  |   
-|  14  |  700,000  |  9d6+5*  |  12  |  3  |  5  |  7  |  8  |  7  |   
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-* Hit point modifiers from CON no longer apply. 
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-//**AC0:**// Modified attack roll needed to hit Armour Class 0. 
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-===== Cleric Spell Casting ===== 
- 
-^ ^  **Spells per Day by Level**  ^^^^^ 
-^  **Level**  ^  **1st Level**  ^  **2nd Level**  ^  **3rd Level**  ^  **4th Level**  ^  **5th Level**  ^ 
-|  1  |  -  |  -  |  -  |  -  |  -  |   
-|  2  |  1  |  -  |  -  |  -  |  -  |   
-|  3  |  2  |  -  |  -  |  -  |  -  |   
-|  4  |  2  |  1  |  -  |  -  |  -  |   
-|  5  |  2  |  2  |  -  |  -  |  -  |   
-|  6  |  2  |  2  |  1  |  1  |  -  |   
-|  7  |  2  |  2  |  2  |  1  |  1  |   
-|  8  |  3  |  3  |  2  |  2  |  1  |   
-|  9  |  3  |  3  |  3  |  2  |  2  |   
-|  10  |  4  |  4  |  3  |  3  |  2  |   
-|  11  |  4  |  4  |  4  |  3  |  3  |   
-|  12  |  5  |  5  |  4  |  4  |  3  |   
-|  13  |  5  |  5  |  5  |  4  |  4  |   
-|  14  |  6  |  5  |  5  |  5  |  4  |   
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-===== Turning the Undead ===== 
- 
-^ ^  **Monster Hit Dice**  ^^^^^^^^   
-^  **Level**  ^  **1**  ^  **2**  ^  **2***  ^  **3**  ^  **4**  ^  **5**  ^  **6**  ^  **7+**  ^   
-|  1  |  7  |  9  |  11  |  -  |  -  |  -  |  -  |  -  |   
-|  2  |  T  |  7  |  9  |  11  |  -  |  -  |  -  |  -  |   
-|  3  |  T  |  T  |  7  |  9  |  11  |  -  |  -  |  -  |   
-|  4  |  D  |  T  |  T  |  7  |  9  |  11  |  -  |  -  |   
-|  5  |  D  |  D  |  T  |  T  |  7  |  9  |  11  |  -  |   
-|  6  |  D  |  D  |  D  |  T  |  T  |  7  |  9  |  11  |   
-|  7  |  D  |  D  |  D  |  D  |  T  |  T  |  7  |  9  |   
-|  8  |  D  |  D  |  D  |  D  |  D  |  T  |  T  |  7  |   
-|  9  |  D  |  D  |  D  |  D  |  D  |  D  |  T  |  T  |   
-|  10  |  D  |  D  |  D  |  D  |  D  |  D  |  D  |  T  |   
-|  11+  |  D  |  D  |  D  |  D  |  D  |  D  |  D  |  D  |   
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-* 2 Hit Dice monsters with a special ability (e.g. paralysing touch, immunity to normal weapons, etc.) are more difficult to turn, as indicated by this column of the chart. Such monsters will have an asterisk next to their HD rating, in the monster description. 
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That which does not kill you gives you XP