Difference between revisions of "Cleric"
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{ | == Cleric == | ||
[[File:Cleric02.png|400px|right]] | |||
===Progression=== | |||
{| class="wikitable" | |||
|+ | |||
![[File:ClericLevelChart.png|300px]] | |||
![[File:Cleric Saving Throws.png|300px]] | |||
|} | |||
[[File:AttackBonusTable.png| 600px]] | |||
===Description=== | |||
Clerics are those who have devoted themselves to the service of a [[Deities|deity]], pantheon or other belief system. Most Clerics spend their time in mundane forms of service such as preaching and ministering in a temple; but there are those who are called to go abroad from the temple and serve their deity in a more direct way, smiting undead monsters and aiding in the battle against evil and [Chaos|chaos]. | |||
Player character Clerics are assumed to be among the latter group. | |||
Clerics fight about as well as [[Thief|Thieves]], but not as well as [[Fighter|Fighters]]. They are hardier than [[Thief|Thieves]], at least at lower levels, as they are accustomed to physical labor that the [[Thief]] would deftly avoid. Clerics can cast spells of divine nature starting at 2nd level, and they have the power to [[Turn Undead|Turn the Undead]], that is, to drive away undead monsters by means of faith alone. | |||
===Weapons and Armor=== | |||
* Must only use blunt weapons | |||
* Any armor, any shields | |||
===Features=== | |||
* Starting at level 2, Clerics may begin [[Spellcasting|spellcasting]]. Clerics receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces. Because they gain their spells through prayer, a Cleric may prepare any spell of any level he or she is able to cast. However, in some cases the Cleric's deity may limit the availability of certain spells; for instance, a deity devoted to healing may refuse to grant reversed healing spells. | |||
* [[Turn Undead]] | |||
===Restrictions=== | |||
* Must have a [[Wisdom]] score of 9 or higher | |||
===Spells=== | |||
[[Cleric Spell List]] | |||
[[Category:Class]] |
Latest revision as of 23:31, 9 May 2022
Cleric
Progression
Description
Clerics are those who have devoted themselves to the service of a deity, pantheon or other belief system. Most Clerics spend their time in mundane forms of service such as preaching and ministering in a temple; but there are those who are called to go abroad from the temple and serve their deity in a more direct way, smiting undead monsters and aiding in the battle against evil and [Chaos|chaos].
Player character Clerics are assumed to be among the latter group.
Clerics fight about as well as Thieves, but not as well as Fighters. They are hardier than Thieves, at least at lower levels, as they are accustomed to physical labor that the Thief would deftly avoid. Clerics can cast spells of divine nature starting at 2nd level, and they have the power to Turn the Undead, that is, to drive away undead monsters by means of faith alone.
Weapons and Armor
- Must only use blunt weapons
- Any armor, any shields
Features
- Starting at level 2, Clerics may begin spellcasting. Clerics receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces. Because they gain their spells through prayer, a Cleric may prepare any spell of any level he or she is able to cast. However, in some cases the Cleric's deity may limit the availability of certain spells; for instance, a deity devoted to healing may refuse to grant reversed healing spells.
- Turn Undead
Restrictions
- Must have a Wisdom score of 9 or higher