Class

Prime Attribute(s): Wisdom
Races Allowed: Dwarf, Elf, Gnome, Half-Elf, Halfling, Human
Weapons Allowed: Flail, Mace, Sling, Staff
Hit Dice: 1d8

Clerics are warrior priests, men and women who carry their faith in their weapon-arms as well as their hearts. Cleric training includes the use of divine magic and a limited selection of weapons. They can use any type of armor, but their selection of arms is limited to blunt, impact-type weapons such as maces and flails.

Cleric magic differs from mage spells in that cleric magic is of divine origin. Clerics do not carry tomes of spells and rituals. They receive power directly from the gods and cast spells through their holy symbols. While mages study and pour over their spells to imprint the ritual in their minds, clerics enter a meditative trance where they are receptive to the divine magic. Clerics also have powers against undead monsters such as skeletons and zombies. Clerics automatically attempt to turn undead, driving them away, or possibly even destroying them. As clerics advance in level they gain more spells and greater power against undead. Clerics with a wisdom of 13 or higher gain extra spells (see the Ability Scores page for details on this).

LvlXP to
Reach Level
HPAvailable Spells
12345
101d81
21,500+1d82
33,000+1d821
46,000+1d832
513,000+1d8331
627,500+1d8332
755,000+1d83321
8110,000+1d83332
9225,000+1d844321
10450,000+244332
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