AGRC Cleric

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Revision as of 07:47, 10 June 2025 by MelioraHenning (talk | contribs) (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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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.

Cleric Level vs Monster HD
-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