Player's Handbook

Cleric

A priest class.

← All classes

Requirements

Ability minimumsWisdom 9
Prime requisitesWisdom
AlignmentAny
Level limitsBugbear 8, Goblin 9, Hobgoblin 9, Kobold 9, Mongrelman 10, Gnoll 9, Flind 9, Half-Ogre 4, Orc 9, Half-Orc 4, Saurial, Finhead 9, Saurial, Flyer 9, Saurial, Hornhead 9Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Cleric experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d8
21,5002d8
33,0003d8
46,0004d8
513,0005d8
627,5006d8
755,0007d8
8110,0008d8
9225,0009d8
10450,0009d8+2
11675,0009d8+4
12900,0009d8+6
131,125,0009d8+8
141,350,0009d8+10
151,575,0009d8+12
161,800,0009d8+14
172,025,0009d8+16
182,250,0009d8+18
192,475,0009d8+20
202,700,0009d8+22

Combat

Weaponsblunt/bludgeoning only (mythos may alter)
Armourany
SpecializationMay not specialize in a weapon.
Combat

Cleric THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
418
518
618
716
816
916
1014
1114
1214
1312
1412
1512
1610
1710
1810
198
208
Saving throws

Cleric saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11014131615
21014131615
31014131615
4913121514
5913121514
6913121514
7711101312
8711101312
9711101312
1061091211
1161091211
1261091211
135981110
145981110
155981110
16487109
17487109
18487109
1926587
2026587

Magic

CastsPriest spells
Spells

Cleric spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234567
11
22
321
432
5331
6332
73321
83332
944321
1044332
11544321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

Class abilities

Turn undeadTurns undead at your class level.

Kits

Amazon Priestess

A priestess of a matriarchal or warrior-women culture, combining faith and the spear.

Sexfemale (setting-dependent)
Weapons recommendedspear, bow
Starting money3d6x10 gp — normal

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.

Bonus proficienciesEndurance
Weapons recommendedsword, axe, spear

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.

Bonus proficienciesTumbling
Weapons requiredtwo free slots into Unarmed Combat specialization

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.

Bonus proficienciesEtiquette
Weapons recommendedsword, mace
Starting moneyincreased (noble wealth) — per Wealth Options

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.

Weapons recommendedconcealable weapons

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.

Bonus proficienciesEtiquette
Weapons recommended(may only use dagger/knife, for eating)

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.

Bonus proficienciesa rural/general proficiency
Weapons recommendedsling, staff, club
Starting money3d6x10 gp — normal, but <=75gp on non-weapons

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.

Bonus proficienciesWeather Sense
Weapons recommendedstaff

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.

Bonus proficienciesSurvival or wilderness proficiency
Weapons recommendedspear, club, sling
Starting money3d6x5 gp — meager

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.

Bonus proficienciesReading/Writing

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.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
AlsoSecondary skill: Farmer or Forester. Suggested : aquatic, high, sylvan. PHBR8 prints this as advice, not a restriction — any elf may take this .
Bonus proficienciesHealing, Herbalism
Weapons requiredSickle
Weapons recommendedblunt weapons, Long Bow, Lasso, Net
Proficiencies recommendedFire-building, Religion, Rope Use, Weaving
Starting money3d6 x 10 gp

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.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
AlsoSecondary skill: any. Suggested : all.
Weapons requiredone Medium bludgeoning weapon her class may use
Weapons recommendeda piercing or slashing backup weapon
Starting moneyclass standard — She must first buy two vials of holy water and a silver mirror, and half her funds are best spent on undead-hunting gear.

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.

RacesGnome, Svirfneblin (deep gnome), Tinker gnome (Minoi), Forest gnome
AlsoMostly , with some rock gnomes. Secondary skill: mason or miner.
WeaponsStone weapons only: stone-headed hammers and clubs, a sling with stones, flint- or obsidian-tipped spears and arrows.
Proficiencies recommendedStonemasonry, Mining
ArmourLeather or padded armor and a wooden shield only.

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.

RacesGnome, Svirfneblin (deep gnome), Tinker gnome (Minoi), Forest gnome
AlsoSecondary skill: forester or navigator.
Bonus proficienciesSet Snares
WeaponsWooden weapons (stone heads are acceptable). May use bows — a deliberate exception to the priest weapon restriction.
Proficiencies recommendedFire-building, Weather Sense, Direction Sense, Healing

Healer

Will tell you exactly how stupid the wound was while closing it.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling
Proficiencies recommendedHealing, Herbalism

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.

RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling
AlsoThe halfling analogue of the druid.

Benefits

  • At 2nd : trailless passage at full speed through overgrowth.

Crafts Priest

Priest of the forge as much as of the god behind it.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Starting money3d6x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Starting money3d6x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Starting money3d6x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Class combinationFighter/Cleric
Starting money6d4x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Class combinationFighter/Cleric
Starting money5d4x10

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.

RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Class combinationFighter/Cleric
AlsoHigher gives better control of the rage.
WeaponsNo weapon specialization is allowed at all.

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.

RacesAlaghi, Bugbear, Centaur, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Mongrelman, Half-Ogre, Orc, Half-Orc, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead, Swanmay
AlsoEither gender; must match the character's deity or pantheon. No -score requirement. Cleric or Druid.
Bonus proficienciesDanger Sense
WeaponsPriest weapons.
Proficiencies recommendedChanting, Direction Sense, Observation, Weather Sense, Survival, Astrology, Reading/Writing, Religion, Spellcraft, Information Gathering, Ventriloquism
ProficienciesDanger Sense is a free bonus . Nothing is barred.
ArmourAny weapon or armor the base allows.
Starting money3d6 x 5 gp

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.

Ability minimumsStrength 12
RacesBugbear, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Half-Ogre, Orc, Half-Orc, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead
AlsoEither gender, any . Cleric only.
Bonus proficienciesWild Fighting
WeaponsThe weapon of the character's war god.
Proficiencies requiredReligion
Proficiencies recommendedEndurance, Intimidation, Riding (land-based), Armorer, Blacksmithing, Blind-fighting, Close-quarter Fighting, Weaponsmithing, Engineering, Healing, Spellcraft
ProficienciesWild Fighting is a free bonus . Nothing is barred.
ArmourAny armor, any weapons; priest magical items.
Starting money3d6 x 5 gp

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.

RacesAlaghi, Bugbear, Centaur, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Mongrelman, Half-Ogre, Orc, Half-Orc, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead, Swanmay
AlsoAny gender or . Any priest .
Bonus proficienciesSurvival (of choice)
WeaponsAny weapon the base priest allows.
Proficiencies requiredFire-building
Proficiencies recommendedAgriculture, Animal Handling, Carpentry, Cobbling, Cooking, Fishing, Leatherworking, Pottery, Seamstress/Tailor, Stonemasonry, Weaving, Endurance, Survival, Healing, Herbalism, Local History
ProficienciesSurvival (of choice) is a free bonus . Nothing is barred.
ArmourAny weapon or armor the base priest allows.
Starting moneyone weapon and 3d6 gp

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.

AlsoPriests of the clan. No restriction is applied.
Proficiencies requiredp-reading-writing

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 .
Not yet availableOracle (PHBR9)

Notes

  • Major to all except plant/animal/weather/elemental; minor elemental.
  • from 1.
  • 8th : 20–200 ; 9th: religious stronghold at half cost.