The Cleric

Clerics are armored priests who serve a particular alignment, religion, or patron deity. Players may make up the details if the Referee doesn’t use a particular mythology for the campaign. Mythologies and other details of a campaign world often come later if the Referee is just starting.
The Cleric is a champion of his faith and moral alignment. The character might be a sinister witch-hunter, an exorcist of demons, a shining knight of the faith, or a secret agent of some temple hierarchy. Since many of the Cleric’s abilities are oriented toward healing and protecting, they tend to play a support role during combat. However, they are able to stand shoulder-to-shoulder with the party’s Fighters if need be—at least for a while. Clerics must be either Lawful (good) or Chaotic (evil). There are no Neutral Clerics unless the Referee decides otherwise.
Cleric Abilities
Weapon and Armor Restrictions
Because of secret religious practices, Clerics may only use blunt weapons (club, flail, mace, etc.) and the only missile weapon they are allowed is oil. Clerics have no armor restrictions.
Spell Casting
Clerics cast divine spells from a specific spell list, as per the Cleric Advancement table. Each day, the Cleric prays for a certain set of spells, choosing any spells from the standard list. Clerics of specific gods might have entirely different sets of spells as designed by the Referee, but the standard Cleric uses the standard spell list.
Table 3: Cleric Advancement
| Level | Exp. Points | Hit Dice | To Hit | Saving Throw | Spell 1 | Spell 2 | Spell 3 | Spell 4 | Spell 5 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +0 | 15 | – | – | – | – | – |
| 2 | 1,500 | 2 | +0 | 14 | 1 | – | – | – | – |
| 3 | 3,000 | 3 | +0 | 13 | 2 | – | – | – | – |
| 4 | 6,000 | 3+1 | +1 | 12 | 2 | 1 | – | – | – |
| 5 | 12,000 | 4 | +1 | 11 | 2 | 2 | 1 | – | – |
| 6 | 24,000 | 5 | +2 | 10 | 2 | 2 | 1 | 1 | – |
| 7 | 48,000 | 6 | +2 | 9 | 2 | 2 | 2 | 1 | 1 |
| 8 | 96,000 | 6+1 | +3 | 8 | 2 | 2 | 2 | 2 | 2 |
| 9 | 192,000 | 7 | +4 | 7 | 3 | 3 | 3 | 2 | 2 |
| 10 | 384,000 | 8 | +5 | 6 | 3 | 3 | 3 | 3 | 3 |
Source PDF page 13.
Saving Throw
Clerics receive a +2 bonus on saving throws vs. poison and paralysis (unless the alternative “Saving Throw Matrix” is used).
Turn the Undead
Clerics can use their divine power to banish the undead, causing them to flee.
Establish Temple
At tenth level, the rank of “Patriarch” is awarded. A Cleric, who chooses to build and dedicate a temple to a deity, may attract a body of loyal followers who swear fealty to the character. If the Cleric changes alignment after establishing a Temple, the character will lose any followers (and probably face a revolt).
Experience Bonus for Wisdom
Wisdom is the Prime Attribute for Clerics. Clerics with Wisdom of 15 or higher receive a 10% bonus to experience, 5% as normal, and 5% because it is the Prime Attribute for the class.
Turning Procedure
Lawful clerics (only) have the ability to turn the undead, causing them to flee or destroying them outright. When a turning attempt is made, roll 3d6 and consult the Turn Undead table for the result. One turn attempt may be made per encounter.
If the result on the dice is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds (or cower helplessly if they are unable to flee). Optionally, the Referee may rule that only 2d6 HD are turned, starting with the lowest to highest.
For Lawfully aligned Clerics, if the table indicates a “D” then the undead creature is destroyed automatically and will crumble to dust.
Table 4: Turn Undead
| HD | Examples | Cleric Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 | Lvl 7 | Lvl 8 | Lvl 9 | Lvl 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| <1 | Skeleton | 10 | 7 | 4 | D | D | D | D | D | D | D |
| 1 | Zombie | 13 | 10 | 7 | 4 | D | D | D | D | D | D |
| 2 | Ghoul | 15 | 13 | 10 | 7 | 4 | D | D | D | D | D |
| 3 | Wight | 17 | 15 | 13 | 10 | 7 | 4 | D | D | D | D |
| 4 | Wraith | – | 17 | 15 | 13 | 10 | 7 | 4 | D | D | D |
| 5 | Mummy | – | – | 17 | 15 | 13 | 10 | 7 | 4 | D | D |
| 6 | Spectre | – | – | – | 17 | 15 | 13 | 10 | 7 | 4 | D |
| 7 | Vampire | – | – | – | – | 17 | 15 | 13 | 10 | 7 | 4 |
| 8 | Vampire | – | – | – | – | – | 17 | 15 | 13 | 10 | 7 |
| 9 | Vampire | – | – | – | – | – | – | 17 | 15 | 13 | 10 |
| 10+ | Lich | – | – | – | – | – | – | – | 17 | 15 | 13 |
Source PDF page 14.
Turn Undead (Variant)
Referees who wish to limit the use of the Turn Undead ability might try to count this as merely a 1st level Cleric spell.
Chaotic Clerics and the Undead (Optional)
Many Referees allow Chaotic clerics as well as Lawful clerics to turn the Undead. If Chaotic clerics are allowed to turn the undead, treat a result of “D” on the table a bit differently; instead of destroying the undead creature, the Chaotic cleric has forced it into servitude. It will follow the character’s commands, although the Referee will decide the limitations on this power. Perhaps the cleric can only keep a certain number of undead under control at one time (or a certain number of hit dice) – the cleric’s level is a good number to use for this limit, whether it stands for a maximum number of Undead creatures or for a maximum number of total hit dice.