Cleric
Player's Handbook p30

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D&D Home > Character Classes > Core Classes > Cleric

Game Rule Information

Of all the core classes, the cleric is the one that has changed the most. Very little of the material published in the PHB can be applied to clerics in my game. The granted powers, abilities and spell-lists of clerics are dependent upon their god and their church. There is no such thing as a standard cleric, therefore their are no standard rules. Specific details of the powers and abilities of clerics of specific religions can be found in the appropriate campaign setting. Also these changes to the cleric completely remove the need for the Adept class. There are no adepts in my version of the rules - play a cleric instead. Any published rules for the cleric that do not directly contradict the contents of this page still apply.

Class Features

Hit Die: Most clerics take a d8 as their hit dice. However, this is not a hard and fast rule. Depending on the god and the activity of the chuch, some clerics may be tougher (or weaker) than others.

Base Attack Bonus: Depending on the nature of the religion and the work of the church, some clerics may use the Fighter or Wizard base attack bonus progression. However, the vast majority will follow the standard cleric progression laid down on p31 of the PHB.

Saving Throws: Almost all clerics have two good saving throws. Normally these are Fortitude and Will, but it need not be the case. Just because clerics use their Wisdom stat to cast spells doesn't imply that they have to have good Will saving throws.

Class Skills: The list of class skills is unique to each religion. Class skills should be listed for each individual faith, although the cleric list of class skills can be used as a guide.

Skills Points: By default clerics receive (2 + Int Modifier) × 4 skill points at 1st level and an additional 2 + Int Modifier skills points at each successive level. However, some faiths will have more skill points than this.

Weapon and Armour Proficiency: I use the rules for Weapon Group Feats (see UE p94). At first level all clerics receive the Basic Weapons feat for free. Most clerics will also receive any two other Weapon Group feats although this may be more or less depending on the religion. If the deity has a favoured weapon then the cleric is always proficient in its use. The cleric's proficiency in armour will also depend on his religion, although the mechanics of this are unchanged.

Spell Failure: Some clerics will receive bonus feats or other special abilities that somewhat off-set the penalties for spell failure. Whether this is the case or not depends upon the religion the cleric follows and is more properly dealt with in the section for each faith in the appropriate campaign setting.

Aura (Ex): This ability is unchanged from the text on the PHB p32, but see the section on Alignment for a further explanation of what this ability actually means.

Spellcasting: Clerics cast clerical magic, a sub division of Divine Magic. Please follow the link for more information on the way in which divine magic functions and the changes I have made for the House Rules. Clerics gain access to orisons and 1st level spells at level one, 2nd level spells at level three and to each successive spell levels at odd numbered level thereafter to a maximum of 9th level spells at level seventeen. Their caster level is equal to their class level.

A Note of Scrolls: Clerics may only use scrolls that have been made by another cleric of the same church. Even if the cleric finds a scroll of a spell he can cast, and even if it has been written by a cleric who worships the same god, unless that cleric is also a member of the cleric's own church then it cannot be used. Magic and spell-casting are unique to individual churches. There is no way around this.

Domains and Domain Spells: Because each spell list is unique I do not use domains or domain spells.

Spontaneous Casting: Because the cleric can spontaneously cast any spell in his repetoire, and may not even have access to healing magic, the rules for spontaneous casting are redundant.

Chaotic, Evil, Good and Lawful Spells: Again, this proviso from the rules is made defunct because of the unique spell lists. If a spell is on a spell list then a cleric is capable of casting it. Whether he feels it is ethically right to cast such a spell is another matter entirely. However, it is a matter of choice and not necessity.

Granted Powers (Su): At levels 1, 5, 10, 15 and 20 the cleric gains access to a Granted Power. The nature of this granted power is unique to the worshippers of each god, e.g. clerics who worhip the fire god may become immune to fire. Clerics of different religions who worship the same god will still receive the same granted powers, although there may be some choice over which power is gained at a particular level. Granted powers are detailed in the entries for each individual god. Granted powers usually grant the cleric some continuous benefit such as an increased stat, power over certain creatures or the ability to produce a certain effect. They do not duplicate spells because a cleric with spell-points can call upon his spells whenever he likes. Granted powers are normally Supernatural abilities. A cleric that runs out of spell-points still has access to his granted powers.

Turn or Rebuke Undead: The ability to turn and/or rebuke undead may be conferred as a granted power. Only gods who actively oppose or support the undead will grant such a power to its followers. Therefore not all clerics (in fact most clerics) will not have the ability to turn and/or rebuke undead. However, they might be given the ability to turn and/or rebuke other sorts of creatures.

See Also:

 
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