AGRC Cleric: Difference between revisions

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{| class="wikitable"
{| class="wikitable"
|+ Cleric Level vs Monster HD
|+ Turning Undead Table (Roll 2d6)
|-
|-
! scope ="row" style="text-align:center;" |
! Undead Type !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9-10 !! 11-12 !! 13-14
| -3
| -2
| -1
| =
| +1
| +2
| +3
| +4
| +5
| +6
|-
|-
! scope="row" style="text-align:center;" | Turn
| Skeleton || 7 || T || T || D || D || D || D || D || D || D† || D†
| -
| 12
| 10
| 8
| 6
| 4
| T
| T
| T
| T
|-
|-
! scope="col" style="text-align:center;" | Destroy
| 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
| 12
| 10
| 8
| 6
| 4
| 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


</br>
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.
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.


__NOTOC__
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Revision as of 08:08, 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 +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

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.

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.

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.