Clerics are the priests of a particular god. That god imbues them with a certain measure of its power, but in order to gain this power, the cleric must spend a certain amount of time in prayer, entirely devoting his energies.

Clerics have special knowledge in the area of religion. They gain a bonus equal to half of their cleric level, rounded up, on rolls relevant to this knowledge.


Clerics gain spells of their class at the same rate as other casters. The maximum level of spells that a Cleric has access to is equal to her Wisdom ability score minus nine. Thus, a Cleric of Wisdom 15 would only be able to learn up to spell level six. Of course, if the character discovers powerful enough magical artifacts or spells in-game to raise her Wisdom score, she will then have the ability to learn the corresponding spell levels. This also means that if the Cleric’s wisdom is reduced, she will be unable to cast higher-level spells until she restores that trait.

In addition to the general spells that all Clerics possess, each God bestows upon his Clerics a set of Domain Spells. A new spell in this set is unlocked at the same time that the cleric gains access to a new level of general spells. This set is also subject to the cleric’s maximum spell level limit.

Turn Undead

Clerics are able to repulse or destroy undead creatures using the powers bestowed by their God. To repel an undread creature, the Cleric must roll over [20 – Cleric Level + Target Level – Wisdom Bonus]. Creatures with fewer than one hit die are considered 0-level. If the Cleric makes the roll by a margin greater than 5, convert double the margin of success to damage dealt to the undead creature, in addition to repelling it.

Combat and Skills

Clerics’ THAC0 reduces by 2 every 3 levels (18 at Level 3, 16 at Level 6, etc.). Clerics are also able to develop proficiency with a new weapon every four levels (4, 8, 12, …), and like other classes, learn a new secondary skill every three levels. Clerics use a d8 for hit dice.


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