AGRC Cleric
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 |