AGRC Cleric: Difference between revisions
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(Created page with "'''Back to:''' Agrimoor Homebrew Rules {| class="wikitable" style="margin:left;" | '''Requirements:''' || None |- | '''Prime Requisite:''' || Wisdom (WIS) |- | '''Hit Dice:''' || 1d8 |- | '''Maximum Level:''' || 14 |- | '''Armour:''' || Any, including shields |- | '''Weapons:''' || Any |- | '''Languages:''' || Alignment, Common |} {| class="wikitable" style="width: 85%;" |+ Cleric Level Progression ! Level !! XP !! HD !! BtH !! D !! W !! P !! B !! S |- | 1 || 0 ||...") |
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Upon a failed attempt to turn undead, the cleric may not use this ability on the same encounter. If new undead enter the combat encounter, the cleric may attempt to turn that new undead after spending a turn praying. | |||
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Revision as of 07:53, 10 June 2025
Back to: Agrimoor Homebrew Rules
Requirements: | None |
Prime Requisite: | Wisdom (WIS) |
Hit Dice: | 1d8 |
Maximum Level: | 14 |
Armour: | Any, including shields |
Weapons: | Any |
Languages: | Alignment, Common |
Level | XP | HD | BtH | D | W | P | B | S |
---|---|---|---|---|---|---|---|---|
1 | 0 | d8 | 0 | 10 | 13 | 14 | 15 | 14 |
2 | 1,500 | d8 | 1 | 9 | 12 | 13 | 14 | 13 |
3 | 3,000 | d8 | 2 | 8 | 11 | 12 | 13 | 12 |
4 | 6,000 | d8 | 2 | 8 | 11 | 12 | 13 | 12 |
5 | 12,000 | d8 | 3 | 7 | 10 | 11 | 12 | 11 |
6 | 25,000 | d8 | 3 | 7 | 10 | 11 | 12 | 11 |
7 | 50,000 | d8 | 3 | 7 | 10 | 11 | 12 | 11 |
8 | 100,000 | d8 | 4 | 6 | 9 | 10 | 11 | 10 |
9 | 200,000 | +2* | 4 | 6 | 9 | 10 | 11 | 10 |
10 | 300,000 | +2* | 4 | 6 | 9 | 10 | 11 | 10 |
11 | 400,000 | +2* | 4 | 6 | 9 | 10 | 11 | 10 |
12 | 500,000 | +2* | 5 | 5 | 8 | 9 | 10 | 9 |
13 | 600,000 | +2* | 5 | 5 | 8 | 9 | 10 | 9 |
14 | 700,000 | +2* | 5 | 5 | 8 | 9 | 10 | 9 |
15 + 250,000 xp per level | ||||||||
* CON bonus no longer adds to hit points gained each level. |
D: Death / Poison; W: Wands; P: Paralysis / Petrify; B: Breath Attacks; S: Spells / Rods / Staves
Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1 | 3 | 1 | - | - | - | - | - | - | - | - |
2 | 4 | 2 | - | - | - | - | - | - | - | - |
3 | 4 | 2 | 1 | - | - | - | - | - | - | - |
4 | 4 | 3 | 2 | - | - | - | - | - | - | - |
5 | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
6 | 5 | 3 | 3 | 2 | - | - | - | - | - | - |
7 | 5 | 4 | 3 | 2 | 1 | - | - | - | - | - |
8 | 5 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
10 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - |
12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - |
14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - |
Divine Magic
- Holy Symbol: A cleric must carry a holy symbol.
- Disfavour: A cleric must remain faithful to the tenets of their alignment, clergy, and religion. Clerics who fall from favor suffer penalties.
- 'Magic Research: A cleric may spend time and money to create new spells or other magical effects associated with their deity. At 9th level, this extends to the creation of magic items.
- Spell Casting: The cleric has access to spells as found here
- Magic Item Use: Clerics can use magic scrolls of spells on their spell list. They may also use items available only to divine spell casters.
Turn Undead
A cleric may attempt to turn undead. Rolling 2d6, adjusting the result by 2 for each point of difference between the cleric's level and the monster's HD - bonus for higher, penalty for lower.
On a total roll of 8 or higher, 2d6 HD of undead are turned and flee. On a total roll of 14 or higher, 2d6 HD of undead are annihilated.
The lowest HD undead are always affected first.
-3 | -2 | -1 | = | +1 | +2 | +3 | +4 | +5 | +6 | |
Turn | - | 12 | 10 | 8 | 6 | 4 | T | T | T | T |
Destroy | - | - | - | - | 12 | 10 | 8 | 6 | 4 | D |
Upon a failed attempt to turn undead, the cleric may not use this ability on the same encounter. If new undead enter the combat encounter, the cleric may attempt to turn that new undead after spending a turn praying.