Cleric
A priest class.
Requirements
Advancement
Cleric experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d8 |
| 2 | 1,500 | 2d8 |
| 3 | 3,000 | 3d8 |
| 4 | 6,000 | 4d8 |
| 5 | 13,000 | 5d8 |
| 6 | 27,500 | 6d8 |
| 7 | 55,000 | 7d8 |
| 8 | 110,000 | 8d8 |
| 9 | 225,000 | 9d8 |
| 10 | 450,000 | 9d8+2 |
| 11 | 675,000 | 9d8+4 |
| 12 | 900,000 | 9d8+6 |
| 13 | 1,125,000 | 9d8+8 |
| 14 | 1,350,000 | 9d8+10 |
| 15 | 1,575,000 | 9d8+12 |
| 16 | 1,800,000 | 9d8+14 |
| 17 | 2,025,000 | 9d8+16 |
| 18 | 2,250,000 | 9d8+18 |
| 19 | 2,475,000 | 9d8+20 |
| 20 | 2,700,000 | 9d8+22 |
Combat
Cleric THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 18 |
| 5 | 18 |
| 6 | 18 |
| 7 | 16 |
| 8 | 16 |
| 9 | 16 |
| 10 | 14 |
| 11 | 14 |
| 12 | 14 |
| 13 | 12 |
| 14 | 12 |
| 15 | 12 |
| 16 | 10 |
| 17 | 10 |
| 18 | 10 |
| 19 | 8 |
| 20 | 8 |
Cleric saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 10 | 14 | 13 | 16 | 15 |
| 2 | 10 | 14 | 13 | 16 | 15 |
| 3 | 10 | 14 | 13 | 16 | 15 |
| 4 | 9 | 13 | 12 | 15 | 14 |
| 5 | 9 | 13 | 12 | 15 | 14 |
| 6 | 9 | 13 | 12 | 15 | 14 |
| 7 | 7 | 11 | 10 | 13 | 12 |
| 8 | 7 | 11 | 10 | 13 | 12 |
| 9 | 7 | 11 | 10 | 13 | 12 |
| 10 | 6 | 10 | 9 | 12 | 11 |
| 11 | 6 | 10 | 9 | 12 | 11 |
| 12 | 6 | 10 | 9 | 12 | 11 |
| 13 | 5 | 9 | 8 | 11 | 10 |
| 14 | 5 | 9 | 8 | 11 | 10 |
| 15 | 5 | 9 | 8 | 11 | 10 |
| 16 | 4 | 8 | 7 | 10 | 9 |
| 17 | 4 | 8 | 7 | 10 | 9 |
| 18 | 4 | 8 | 7 | 10 | 9 |
| 19 | 2 | 6 | 5 | 8 | 7 |
| 20 | 2 | 6 | 5 | 8 | 7 |
Magic
Cleric spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — |
| 5 | 3 | 3 | 1 | — | — | — | — |
| 6 | 3 | 3 | 2 | — | — | — | — |
| 7 | 3 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 3 | 2 | — | — | — |
| 9 | 4 | 4 | 3 | 2 | 1 | — | — |
| 10 | 4 | 4 | 3 | 3 | 2 | — | — |
| 11 | 5 | 4 | 4 | 3 | 2 | 1 | — |
| 12 | 6 | 5 | 5 | 3 | 2 | 2 | — |
| 13 | 6 | 6 | 6 | 4 | 2 | 2 | — |
| 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
| 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
Class abilities
Kits
Amazon Priestess
A priestess of a matriarchal or warrior-women culture, combining faith and the spear.
Benefits
- Underestimated by males from cultures where women warriors are rare: +3 to hit and +3 on her FIRST blow only, the first time such an opponent confronts her. Does NOT work on Warriors 5th + or any other 8th level+.
Hindrances
- -3 reaction from of male-dominated societies (fades as they come to respect her).
Barbarian/Berserker Priest
A priest of a wild, tribal faith — imposing, freedom-loving, and at odds with civilized authority.
Benefits
- +1 reaction from generally; +3 among members of his own culture.
- If from a Berserker culture: berserkers in his presence go berserk in 5 instead of 10; and if he has the incite berserker rage granted power, it works better per the source.
Hindrances
- Distrusts and is distrusted by civilized authority: -3 reaction from in positions of power (rulers, officials, orthodox clergy).
Fighting-Monk
A martial-artist priest of a monastic order, deadly with empty hands.
Benefits
- Receives TWO free weapon that must be spent on Specialization in one Unarmed Combat style (Punching, Wrestling, or Martial Arts). The only priest who can specialize in unarmed combat.
Hindrances
- Bound by the ascetic discipline and restrictions of his order per the source.
Nobleman Priest
A priest of aristocratic birth, with noble privileges, obligations, and expensive tastes.
Benefits
- +3 reaction from nobles of his own culture, +2 from nobles of other cultures.
- Can demand free shelter from anyone in his own land, for himself + 2 persons per .
- Starts with more gold than other priests.
Hindrances
- Must live well: may only buy high-quality goods, paying at least TWICE the minimum price for anything (can't dodge this via a friend buying cheaper).
Outlaw Priest
A renegade priest of his faith, free of hierarchy but hunted by his own orthodoxy.
Benefits
- Answers to NO religious superior — takes orders from no higher authority (unless the god personally issues them).
Hindrances
- Actively opposed by the orthodox priesthood of his god (they disrupt his meetings, temple-building, plans). Must always pay FULL price to build a temple (never the priestly cut-rate).
Pacifist Priest
A priest of peace whose compelling presence is his only weapon — he bears neither arms nor armor.
Benefits
- +2 to score (cannot exceed 18 from this bonus).
- +2 reaction from anyone not utterly opposed to his philosophy (on top of the reaction bonus).
Hindrances
- May NEVER wear armor and may never use weapons (except a dagger or knife for eating). Keeps his weapon-prof slots; if he ever abandons the , may spend them at 2/.
Peasant Priest
A humble priest of the folk — sheltered and beloved by peasants, owning little.
Benefits
- Always sheltered in his own community (even from the land's authorities); +2 reaction from peasants everywhere.
Hindrances
- Vow of simplicity: of his starting money, no more than 75 gp may be spent on goods other than weapons.
Prophet Priest
A visionary priest touched with prophetic insight — and regarded warily for it.
Benefits
- Gains the Medium Granted Power 'Prophecy': may receive god-sent visions whenever the DM decides, and may deliberately enter a trance to seek a vision once per day (more limited than a true Prophecy-god's priest).
Hindrances
- People are edgy around self-proclaimed prophets: -2 reaction from normal .
Savage Priest
A priest of a primitive nature-faith, attuned to magic in the wild but alien to civilization.
Benefits
- Special Detect Magic: usable once per day per (e.g. 5th level = 5/day); as the 1st-level priest spell, with a 10% chance per level to determine the magic's .
Hindrances
- Strange, 'wrong'-seeming rites: -2 reaction from all civilized .
Scholar Priest
A learned priest devoted to study and record-keeping — erudite, and prone to academic feuds.
Benefits
- May convert ('spend') weapon into nonweapon proficiency slots, trading martial training for learning.
- +3 reaction from fellow scholars (most of the time — see hindrance).
Hindrances
- Academic feuds: when meeting another scholar, roll 1d6 — on a 1, instead of the +3, he gets a -6 reaction (he once offended this scholar's pet theory). Must always carry writing materials.
Herbalist
A terrain-bound healer who knows one stretch of country and everything growing in it.
Benefits
- In her chosen terrain, restores 1d4 hp to a patient treated within 4 of the wounding.
- In her chosen terrain, patients under her care heal at double the normal natural rate.
- In her chosen terrain, finds herbs far better than an ordinary herbalist.
- From 5th , identifies plants and pure water flawlessly within her terrain.
- Gains one additional terrain every 5 ; each new terrain takes its own 5 levels to reach flawless identification.
Hindrances
- Outside her terrain, nonmagical healing needs a Herbalism check at -2. A failure means a 25% chance the herb picked was poisonous.
- May never brew poison, the sole exception being to test an antidote. Breaking this loses the .
Undead Slayer
One species of undead, and a life spent ending it.
Benefits
- Against her chosen undead species, prepared: +2 to hit and +2 .
- Traces a lair from signs and rumours to a general area, and hunts from there.
Hindrances
- Never declines a chance to destroy undead. Not a suicide charge, but the ultimate self-sacrifice is accepted.
- Sentient undead outrank mindless ones as targets.
- Cannot tolerate a sentient undead even when it is friendly or , and will plot against a good lich.
Rocktender
A priest of the stone itself, at home only where the rock has never been cut.
Benefits
- Near-perfect detection of underground features: even the subtle cases fail at most 1 time in 10.
- Premonition of disaster: a check gives 1d12 hours' warning of an earthquake or eruption, or 1d6 hours' warning of a rockfall or collapse.
- Earth elementals he summons are always of maximum size and are exceptionally loyal.
Hindrances
- Spells and special function ONLY while in direct contact with unhewn rock.
Treetender
The forest gnome's hermit priest, standing where a human campaign would put a druid.
Healer
Will tell you exactly how stupid the wound was while closing it.
Benefits
- +1 per die on every cure wounds spell he casts.
Hindrances
- Refuses armor short of dire need.
- Famously tactless.
Leaftender
Tends the hedgerow the way a druid tends a forest, and at about the same scale.
Benefits
- At 2nd : trailless passage at full speed through overgrowth.
Crafts Priest
Priest of the forge as much as of the god behind it.
Benefits
- +3 reaction from his own clan, +2 from same-craft dwarves of other clans, and shelter from the clan.
Pariah
Serves a god the other priests would rather he did not.
Benefits
- May buy ranger-grade Silently for the same permanent +10% as the Outcast.
- A chaotic or evil Pariah answers to no superior in his faith.
Hindrances
- Open worship is suppressed by the mainstream dwarf priesthoods — usually endless argument, occasionally imprisonment.
Patrician
The priesthood's aristocrat, paying for the privilege out of pocket.
Benefits
- +3 reaction from lawful dwarves, and food and shelter provided.
Hindrances
- High-priest missions are organised and equipped at his own expense.
- The Highborn's conspicuous-consumption rule applies: +10-25% on goods and services, or the reaction bonus decays.
Ritual Priest
Keeps the rites in order, which is most of what a dwarf wants from a priest.
Benefits
- +1 reaction with dwarves, and shelter in any stronghold.
Champion
The religion's sword arm, and the religion may have it back at any time.
Benefits
- Equipment and weapon- grants from the religion, including a blessed weapon. Your DM sets the specifics.
Hindrances
- May never refuse a fight that concerns his religion.
- Refusing a quest strips his specialization and the religion reclaims the blessed weapon.
Temple Guard
The temple is the post, and the post is not left.
Benefits
- +2 to hit, +2 and +2 on while defending the temple or holy ground.
Hindrances
- Chain of command: temple duty and assigned missions come first.
Vindicator
The rage, in a priest, aimed by doctrine.
Benefits
- All of the Battlerager's killing-rage benefits, on a warrior/priest chassis.
- Members of his own religion do not apply the Battlerager reaction penalty.
Hindrances
- The rage takes five to build before any of it applies, and only a check at the start of a round ends it early. A check at the trigger can hold it back for the encounter — the source names no or target number for that one, and none is invented here.
- While raging: current are hidden, the dwarf must attack the nearest target, cover gives no protection from missiles, a friend who interferes forces an check or becomes an enemy, a printed list of healing spells will not affect him, and any taunt against him succeeds automatically.
- When the rage ends every benefit goes with it, the 10 temporary included — and losing them can be fatal. The dwarf then fights at -1 to hit, -3 and +1 AC (worse) for as many as the rage itself lasted.
- A silence spell bears on the rage. How it applies is a DM call.
- No weapon specialization, ever.
- Cannot cast while enraged. Spells cast before the rage persist.
- -3 reaction from dwarves outside his own religion; -2 from other .
Oracle
A reader of true but riddling futures, cleric or druid alike.
Benefits
- True visions of the future, twice per month — symbolic, open to interpretation. Unbidden visions may also occur, and may or may not be true.
- A druidic Oracle uses the standard druid . A clerical Oracle's spheres are Major: All, Divination, Protection, Sun; Minor: Charm, Guardian, Healing, Necromantic — every other sphere is forbidden. Both or command undead as their base does.
Hindrances
- No clear vision of an event the Oracle is fated to act in personally.
- Using a vision for personal gain draws an immediate DM-imposed curse.
War Priest
A cleric who carries the tribe's war god into the front rank.
Benefits
- Takes warrior-group without the usual extra-slot cost.
- — Major: All, Combat, Healing, Protection. Minor: Guardian, Necromantic, Divination, Sun. Every other sphere is forbidden. or commands undead as an ordinary priest.
Wandering Mystic
A wandering holy fool, unattached to any one shrine.
Benefits
- and undead turning are exactly those of the base priest .
Hindrances
- Starts poor.
- -2 reaction with religious of ANY faith, including the character's own.
Shinobi Priest
The clan's priest: the rites, the burials, and the reason a clan believes it is more than a business.
Benefits
- Silently, Hide in Shadows and Climb Walls at a base of 10% each, plus 10 discretionary points per , following the Fighter pattern.
- No weapon changes.
- No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.
Hindrances
- Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .
Notes
- Major to all except plant/animal/weather/elemental; minor elemental.
- from 1.
- 8th : 20–200 ; 9th: religious stronghold at half cost.