AGRC Cleric: Difference between revisions

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* '''Holy Symbol:''' A cleric must carry a holy symbol.
* '''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.
* '''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.
* '''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  
* '''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.
* '''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.
* '''Minor Healing:''' A cleric can expend any memorized spell or take one hit die of damage to cat a weak version of ''cure light wounds'' that heals for 1d4. If interrupted, the spell is still expended or the caster still takes damage. This utilization of ''cure light wounds'' does not cure paralysis.


== Turn Undead ==
== Turn Undead ==

Latest revision as of 08:38, 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
Cleric Level Progression
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 +3* 4 6 9 10 11 10
10 300,000 +3* 4 6 9 10 11 10
11 400,000 +3* 4 6 9 10 11 10
12 500,000 +3* 5 5 8 9 10 9
13 600,000 +3* 5 5 8 9 10 9
14 700,000 +3* 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

Cleric Spells

The table below outlines the number of spells available to clerics of each level. The list of cleric spells available in Agrimoor can be found here: AG RC Spells

Bonus Spells: A cleric with a WIS of 13+/16+/18+ may learn one additional spell of 1st/2nd/3rd level when they gain access to the given spell level.

Cleric Spells Per Day
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.
  • Minor Healing: A cleric can expend any memorized spell or take one hit die of damage to cat a weak version of cure light wounds that heals for 1d4. If interrupted, the spell is still expended or the caster still takes damage. This utilization of cure light wounds does not cure paralysis.

Turn Undead

A cleric may attempt to turn undead. Rolling 2d6 and referencing the chart below. The cleric cannot attack and turn undead in one round.
Upon a successful turning undead check, the Dungeon Master will roll 2d6 to determine the number of Hit Dice of undead monsters that turn away. At least one monster will be turned no matter the DM die result.
The lowest HD undead are always affected first.

Turning Undead Table (Roll 2d6)
Undead Type 1 2 3 4 5 6 7 8 9-10 11-12 13-14
Skeleton 7 T T D D D D D D D† D†
Zombie 9 7 T T D D D D D D D†
Ghoul 11 9 7 T T D D D D D D
Wight - 11 9 7 T T D D D D D
Wraith - - 11 9 7 T T D D D D
Mummy - - - 11 9 7 T T D D D
Spectre - - - - 11 9 7 T T D D
Vampire - - - - - 11 9 7 T T D
Phantom - - - - - - 11 9 7 T T
Haunt - - - - - - - 11 9 7 T
Spirit - - - - - - - - 11 9 7
Nightshade - - - - - - - - - 11 9
Lich - - - - - - - - - - 11
Special - - - - - - - - - - -
  • 7, 9, or 11 = number needed to turn successfully
  • T = automatic turn, 2d6 Hit Dice of undead
  • D = automatic Destroy, 2d6 Hit Dice of undead
  • D† = automatic destroy, 3d6 Hit Dice of undead


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.

After 9th Level

A cleric may establish or build a stronghold. So long as the cleric is in good standing with their god, a stronghold may be built at half the normal price - divine intervention.
Once established, the cleric will attract 5d6 x 10 fathers of level 1-2. These troops are devoted to the cleric, never checking morale. The Dungeon Master will decide which proportion of followers are 1st and 2nd level; which are bowmen, infantry, etc.