
This version of the B/X Cleric Class emphasizes the difference between ordinary priests and priestesses, who generally cannot perform miracles, and the kind of militant zealots who adventure and fight monsters. Like the other “Panzoasian” classes I’ve posted recently, this one is built on a framework of “Five Special Abilities + Two Restrictions/Weaknesses”.
Notable difference from the standard B/X Cleric include:
- Strength and Wisdom rolled differently from other Abilities.
- Five-point Alignment as a default.
- Hit Points are rolled with a d8 rather than d6, to better accord with the Cleric’s status as a religious warrior.
- Healing has been partially separated from the ability to perform other miracles.
- More versatility in magic and an expanded spell list, but fewer spells usable per day.
- A streamlined Turn Undead ability.
- Restrictions on weapons are keyed to Alignment.
- More emphasis on the Cleric being a member of a militant organization, with all that implies.
Human Cleric
Abilities: Str: 1d10+8 | Int: 3d6 | Wis: 1d8+10 | Dex: 3d6 | Con: 3d6 | Cha: 3d6
Special Abilities: Armor and Weapon Familiarity, Heal an Ally, Perform Miracles, Religious Knowledge, Turn Undead.
Restrictions and Weaknesses: Prohibited Weapons, Spiritual Obligations.
Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter.
Alignment: Lawful, Chaotic, or Good. Player Character Clerics may not be Evil. There are no Neutral Clerics – Druids are the equivalent of Clerics for the Congregation of Life.
Starting Age: 20+d4
Starting Language(s): Western Common.
Typical Starting Equipment:
- Chain Mail Armor.
- Mace (or Spiked Club, if Chaotic).
- Shield (painted with the emblem of the Cleric’s religion).
- Boots.
- Holy Symbol (on chain around neck).
- Holy Book (“The Classic of Destiny” [Lawful], “The Aphorisms of Chance” [Chaotic], or “The Gospels of Light” [Good]).
- Backpack.
- 1 robe (in the sacred color or colors of your Alignment and religion).
- 1 vial of Holy Water.
- Aspergillum (for sprinkling Holy Water).
- Portable triptych shrine (book-sized).
- Devotional candle.
- Phylactery, beaded necklace, or devotional scapular.
- Lantern.
- 1 pint of oil for lamp.
- Linen bandages.
- Sponge.
- 1 Wineskin (filled with wine).
- 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
- 1d12 gp
Your character is one of the adventuring Human clergy who has taken up arms to advance and defend their beliefs. Although they are also a fully ordained official of their religion, your Cleric’s martial training distinguishes them from the mass of non-adventuring Priests and Priestesses who generally officiate over worship in villages, towns, and cities. Generally, only Humans are so fanatically devoted that they become militant, adventuring Clerics.
Even adventurers who are not of your character’s Alignment will welcome their assistance – especially their supernatural ability to heal allies. Additionally, your character is prepared like no other person to face the horrors of the Undead that lurk in the dark places of Panzoasia. As they gain experience, your character also becomes capable of performing wondrous miracles. On top of that, they are a capable warrior – albeit not quite as skilled as a dedicated Fighter.
When you choose your Cleric’s Alignment you are also choosing the religion they serve. The details of each religion’s terminology, iconography and worship vary somewhat across the four great Regions of Panzoasia (Ultimate West, Ultimate North, Ultimate South, and Ultimate East), but their philosophical orientations and essential moral teachings are consistent everywhere. Your character should always be preaching the truth of your Alignment and religion, and seeking new converts. (See below for an overview of the five Religions of the Ultimate West.)
In the Ultimate West, the Lawful-Aligned Clerics of Destiny and the Good-Aligned Clerics of Light have long been allied, but that alliance is now beginning to fray. Many Good Clerics believe the Assembly of Destiny has come under the influence of Evil – either unwittingly, or in a secret compact to impose absolute order on Panzoasia. Conversely, many Lawful Clerics see the Church of Light as disturbingly tolerant of the Chaotic-Aligned Friends of Chance, and much too sympathetic to Chaotic ideas about social equality and reform. That split is becoming especially pronounced in the Republic of Bythebia, where half the Senate of Gold Dragons has proclaimed its unwavering support for the Church of Light, and the other half has declared the Assembly of Destiny to be the one true way.
Special Abilities of Human Clerics
Armor and Weapon Familiarity: Not only does your character know how to properly employ most common types of armor and weapons (excluding those Prohibited to them on account of their Alignment), but you can also roll an Intelligence Check for them to:
- Identify the materials from which armor or weapons are made, and know what special properties the item may have as a result.
- Appraise the quality and value of armor or weapons.
- Know whether a weapon is Enchanted (but not the quality of the enchantment).
- Identify strange or exotic armor and weapons.
Heal an Ally: Your character can heal the wounds of those who have fought by their side.
- A Cleric can Heal an Ally as as many times a day as their Experience Level.
- Each time your character uses this power, they can restore as many Hit Points as their own Experience Level.
- An “ally” does not have to be of the Cleric’s own Alignment, but must have incurred their wounds fighting alongside the Cleric against common enemies.
- Your character can also eventually Perform Miracles that will heal even more effectively, or allow them to heal ordinary people.
Perform Miracles: Once your character achieves 2nd Level the Divine Powers they serve will grant them the ability to Perform Miracles beyond simply healing their allies.
- Your Character can choose to perform any Miracle from the list of Clerical Miracles, of a Maximum Level indicated in the Human Cleric Advancement Table. For example, a 6th Level Cleric can perform 1st, 2nd, or 3rd Level Miracles, but not 4th, 5th, 6th, or 7th Level ones.
- A Cleric cannot perform the same Miracle more than once per day, however.
- The Total Levels of Miracles a Cleric can perform per day is equal to their Experience Level, minus 1. (as indicated on the Human Cleric Advancement Table).
- For example: a 7th Level Cleric can perform six Levels worth of Miracles per day. That could be: six different 1st level Miracles; or a 2nd Level Miracle and four different 1st Level ones; or two different 2nd Level Miracles and two different 1st Level ones.
Religious Knowledge: Your character is completely familiar with the doctrines, symbolism, and practices of their own Alignment and religion, and can recall them without the need for any Ability Check.
- You can roll an Intelligence Check to see if your character recalls the doctrines, symbols, or practices of another Alignment and religion
- A successful Intelligence Check also allow your character to correctly identify Planar Spirits or Undead.
Turn Undead: Whenever your character encounters one or more Undead, you can roll a Wisdom Check. Success means that one or more of the creatures will succumb to the power of your character’s Faith, with effects varying by the Cleric’s Alignment and Level.
- The total HD of Undead creatures affected is equal to twice your character’s Experience Level, and the effect lasts for one Round per Experience Level. A mixed company of creatures will be individually affected in order of their Hit Dice – from lowest to highest.
- If a Cleric is Lawful, they rebuke the Undead – causing the creatures to cower helplessly before the Cosmic Order.
- If a Cleric is is Chaotic, they confuse the Undead – causing the creatures to wander aimlessly and harmlessly.
- If a Cleric is Good, they repulse the Undead – causing the creatures to flee.
- Evil NPC Clerics command the Undead, causing them to fall under the Cleric’s control.
- If a Cleric has 4 or more HD than any Undead creature(s) they have Turned, the creature(s) must also Save versus Spells or be destroyed – either becoming inanimate, ripping themselves apart, or else disintegrating.
- At 10th Level, your character can use their power to Turn against Planar Spirits with Hit Dice equal to, or less than, the Cleric’s own Experience Level – as if the beings were Undead creatures. A Cleric cannot Turn Planar Spirits of their own Alignment, however.
Restrictions and Weaknesses of Human Clerics
Prohibited Weapons: Depending on their Alignment, your character is prohibited from using certain kinds of weapons.
- Lawful Clerics cannot use missile weapons, such as bows, slings, or flaming oil. The use of poison is especially forbidden.
- Chaotic Clerics cannot use any weapon that has no other practical use, or which cannot be made by re-purposing ordinary objects. Such things as axes, knives, spears, clubs, spiked clubs, hammers, and sickles are all acceptable, but not two-handed swords, crossbows, or halberds. However, Chaotic Clerics are encouraged to use (and have been instructed in the proper handling of) flaming oil, and other thrown incendiaries.
- Good Clerics cannot use edged weapons designed to shed blood, such as swords or axes. They can never use poison of any kind.
- Evil Clerics (Depradators) must only use edged weapons, and are strongly encouraged to poison their blades whenever possible. In fact, the blades used by Depradators are often wavy or serrated, in order to maximize bloodshed.
Spiritual Obligations: Your character has obligations both to the Divine Powers they serve, and to their Clerical Order.
- A Cleric must zealously uphold the tenets of their Alignment with a fidelity not expected of ordinary people, and must always try to convert others away from the other Alignments.
- A Cleric must always strive against the Alignment opposite to their own – wherever, and whenever, possible.
- A Cleric must obey commands from their superiors in your Order, and must not break their vows regarding Prohibited Weapons (or your marital status).
- Even if your character is Chaotic, they still belong to a network of Brethren who insist that they respect the opinions of more experienced members, and expect them to put “The Cause” before their own interests.
- If your character fails to live up to their Spiritual Obligations, they will first be warned by a Planar Spirit sent by the Divine Powers they serve. If they persists in their sins, they may be stripped of their abilities to Heal an Ally, Perform Miracles, and Turn Undead.
Destiny at 9th Level
Your character may petition their Clerical Order (or Brethren, if they are Chaotic) to help them build a stronghold. If the Order agrees, they will pay half the cost of construction, and send 20+d20 1st Level Clerics to garrison it.
Destiny at 14th Level
The current Patriarch or Matriarch of your character’s Clerical Order (or Brethren, if they are Chaotic) will die, be slain, or set out to attain Immortality shortly after your character achieves 14th Level. The remaining Superiors will then ask your character to become the new leader.
Human Cleric Advancement Table
|
Exp. Points (Hours played)
|
Exp. Level
|
Hit Points
|
Level Title
|
THAC0 [Attack Roll Bonus]
|
Max. Level of Miracle
|
Total Levels of Miracles per Day
|
Undead Turned per Attempt
|
|
0
|
1
|
1d8
|
Missionary
|
19 [0]
|
–
|
–
|
2 HD
|
|
2,250 (12 hours)
|
2
|
2d8
|
Militant
|
18 [+1 ]
|
1st
|
1
|
4 HD
|
|
5,000 (24 hours)
|
3
|
3d8
|
Zealot
|
18 [+1]
|
1st
|
2
|
6 HD
|
|
9,000 (36 hours)
|
4
|
4d8
|
Holy Warrior (or Unholy Warrior)
|
17 [+2]
|
2nd
|
3
|
8 HD
|
|
16,000 (48 hours)
|
5
|
5d8
|
Evangel (or Dark Evangel)
|
17 [+2]
|
2nd
|
4
|
10 HD
|
|
30,000 (60 hours)
|
6
|
6d8
|
Partisan
|
16 [+3]
|
3rd
|
5
|
12 HD
|
|
60,000 (72 hours)
|
7
|
7d8
|
Defender (or Dark Avenger)
|
16 [+3]
|
3rd
|
6
|
14 HD
|
|
120,000 (84 hours)
|
8
|
8d8
|
Apostle
|
15 [+4]
|
4th
|
7
|
16 HD
|
|
220,000 (96 hours)
|
9
|
9d8
|
Father Superior / Mother Superior
|
15 [+4]
|
4th
|
8
|
18 HD
|
|
300,000 (108 hours)
|
10
|
9d8+2
|
Father Superior / Mother Superior
|
14 [+5]
|
5th
|
9
|
20 HD
|
|
420,000 (120 hours)
|
11
|
9d8+4
|
Father Superior / Mother Superior
|
14 [+5]
|
5th
|
10
|
22 HD
|
|
540,000 (132 hours)
|
12
|
9d8+6
|
Father Superior / Mother Superior
|
13 [+6]
|
6th
|
11
|
24 HD
|
|
660,000 (144 hours)
|
13
|
9d8+8
|
Father Superior / Mother Superior
|
13 [+6]
|
6th
|
12
|
26 HD
|
|
780,000 (156 hours)
|
14
|
9d8+10
|
Patriarch / Matriarch
|
12 [+7]
|
7th
|
13
|
28 HD
|
Human Cleric Saving Throws
|
Level
|
Poison / Death Ray / Disease
|
Wands / Psionics
|
Paralysis / Petrification
|
Dragon Breath / Explosives / Firearms
|
Spell /Staff / Rod
|
|
1
|
13
|
14
|
15
|
16
|
12
|
|
2 – 3
|
12
|
13
|
14
|
15
|
11
|
|
4 – 5
|
11
|
12
|
13
|
14
|
10
|
|
6 – 7
|
10
|
11
|
12
|
13
|
9
|
|
8 – 9
|
9
|
10
|
11
|
12
|
8
|
|
10 –11
|
8
|
9
|
10
|
11
|
7
|
|
12 – 13
|
7
|
8
|
9
|
10
|
6
|
|
14
|
6
|
7
|
8
|
9
|
5
|
The Religion of Law in the Ultimate West
Divine Patrons: The Lord and Lady of Destiny.
Holy Symbol: The Wheel of Law.
Sacred Colors: Dark Blue, Gray, Violet.
Most Sacred Place: The Grand Temple of Destiny, located in the city of Caestus in Bythebia.
In the Ultimate West, the religion of Law is the Assembly of Destiny, which also runs most schools. It’s adventuring Clerics are called Ordained Judges, and their battles against the forces of Chaos have brought them both fame and infamy. They bring final justice to lawbreakers, oppose the unregulated use of magic (especially Illusionism), and kill Monsters they believe to be abominations contrary to the Natural Order. Non-adventuring Priests and Priestesss of Destiny, on the other hand, conduct numerous and intricate rites at their local Temple, educate children, and are often formally empowered to judge civil and criminal cases in their locality. Along with the (Good-aligned) Church of Light, the Assembly of Destiny enjoys much state patronage.
The Religion of Chaos in the Ultimate West
Divine Patrons: The Lord and Lady of Chance.
Holy Symbol: The Swirling Star.
Sacred Colors: Motley and Mixed Colors.
Most Sacred Place: The Citadel of Chaos, completely encompassing an island in the Gulf of Maeland.
The religion of Chaos in the Ultimate West is called the Friends of Chance, whose members also refer to themselves as The Free Brethren. The adventuring Clerics of Chaos are called Chaotes, and they tirelessly oppose every kind of restriction on personal freedom – even those imposed with benevolent intentions. The Chaotes have a very loose structure, and wear no special clothing. The Friends of Chance come together informally, either in hidden Safe Houses, or secluded areas outdoors. Worship begins with the consumption of intoxicants and playing of improvised music. Every ordinary devotee (or “Fellow Traveler”) present is free to dress as they will, and to dance, sing, or speak their mind as the spirit moves them. One or more Chaotes may, or may not, be present.
Chaotes tend to be especially fervent against the demonic cult of Evil Chaos, which they regard as a vile perversion that turns the message of freedom into a means of enslavement.
The Religion of Good in the Ultimate West
Divine Patrons: The Lord and Lady of Light.
Holy Symbol: The Anchor of Hope.
Sacred Colors: White, Saffron, Green.
Most Sacred Place: The Holy Mountain on the Isle of Albelon.
In the Ultimate West, the religion of Good is called the Church of Light, and its militant human Clerics (and Paladins) roam far and wide in their battles against Evil. Every adventuring cleric of Good belongs to an Order named after one of the Immortal Heroes or Heroines of Panzoasia. A male adventuring Cleric of the Church of Light is called a Warrior Monk or Canon, and puts the title “Brother” before his name. A female Cleric who adventures is called a Warrior Nun or Canoness, and puts “Sister” before her name. The non-adventuring Priest and Priestess who conduct worship in a local Church, on the other hand, are addressed as “Father” and “Mother”. Adventuring Clerics of Light may not marry (but are not necessarily expected to remain chaste). Non-adventuring Priests and Priestesses may marry – but not each other. The Church of Light enjoys the official patronage of most governments.
The Religion of Evil in the Ultimate West
Divine Patrons: The Lord and Lady of Darkness.
Unholy Symbol: The Inverted Pentagram.
Unholy Colors: Black, Deep Purple, Crimson Red.
Most Unholy Place: The Basilica of Eternal Darkness, on the Cursed Island of Nerolan.
The religion of Evil in the Ultimate West is the Antichurch of Darkness, whose militant Human Clerics are the Depradators. Ideally, the vile rites at an Antichurch are performed by a Depradator Priest and Depradator Priestess together. However, since the clergy of Darkness have a pronounced tendency to assassinate each other, it is not unusual for only one or the other to be officiate alone! The Depradators were actually the first militant Clerics – Lawful, Chaotic, and Good Clerics arose to fight them during the Reign of the Monsters. The ceremonies of Darkness include admonitions to spite the other four Alignments by deliberately breaking laws, enslaving others, harming the innocent, and despoiling nature. Often, worship will be directed not towards the Lord and Lady of Darkness directly, but rather at some other Infernal power or Evil Immortal .
The Religion of Neutrality in the Ultimate West
Divine Patrons: The Lord and Lady of Life.
Holy Symbol: The many-branched Tree of Life.
Sacred Colors: Green, Red, Brown, and undyed cloth.
Most Sacred Place: The Isle of Testing, off the coast of Maeland.
The Congregation of Life is the religion of Neutral-aligned Westerners. Once the predominant faith of Humans, it has receded in importance since the Reign of the Monsters, as the more extreme Alignments gain adherents. The worship of Life is conducted either at the remaining Stone Circles, around sacred trees (which may also be within rings of stones), atop verdant hills, or at the centers of holy Labyrinths. The regular, non-adventuring Priests and Priestesses of Life are usually married couples (or at least lovers), who regularly perform the Great Rite together to ensure the fertility of the crops. Services for the mass of worshipers are usually joyous and festive, involving much costumed dancing, singing, and feasting – but also the sacrifice of food and animals (which are always eaten afterward). Lawful clergy often condemn the religious rites of Life as “primitive” and “immoral”, and are known to use coercive tactics to convert Neutrals. The Neutral Alignment has no militant Clerics of its own, but rather the ancient order of Druids serves as its protectors and champions.