On Clerics & Druids

My first attempt at blogging from MSWord – hopefully it comes out okay. This is my take on the cleric and druid. In truth, my only contribution to the cleric is the level titles.

This post is Open Game Content.

THE CLERIC

Clerics are armored priests who serve a patron deity and an alignment ethos (law, good, chaos or evil). Regardless of the details, you are a champion of your faith and moral alignment. You might be a sinister witch-hunter, an exorcist of demons, or a shining knight of the faith. Because most of a cleric’s abilities are oriented toward healing and protecting, clerics tend to play a support role during combat, backing up the front line, but able to stand shoulder to shoulder with the party’s fighting-men if need be, at least for a while. High level clerics often establish fortified temples or monasteries in the wilderness, clearing the area of monsters and attracting followers and soldiers.

Prime Requisite: Wisdom (13+gives +5% experience bonus).

Hit Dice: 1d6+1 (+2 hp per level after 9th).

Armor/Shield Permitted: Any.

Weapons Permitted: Blunt weapons only.

Spells (1st): The spells available are listed on the cleric spell list. A cleric is limited to a certain number of spells of each level per day. A table shows the number of spells per day a character of the class may cast. Clerics prepare spells each day through prayer to their deity, followed by contemplation and study.

Banishing Undead (1st): Clerics can “Turn” the undead, making them flee from the cleric’s holiness (or, in the case of an evil cleric, bringing them to heel as servants and minions). A Referee might decree that a cleric can use this ability against other supernatural creatures hostile to his patron deity or religion.

Spells Per Day (By Spell Level)

Level

Experience

Hit Dice

Attack

Save

Title

1

2

3

4

5

6

1

0

1

+0

14

Beadle

2

2,250

2

+0

13

Almoner

1

3

5,000

3

+1

12

Chanter

2

4

9,000

4

+1

11

Friar

2

1

5

18,000

5

+2

10

Prester

2

2

1

6

35,000

6

+2

9

Vidame

2

2

1

1

7

70,000

7

+3

8

Exarch

2

2

2

1

1

8

140,000

8

+3

7

Hierophant

2

2

2

2

2

9

300,000

9

+4

6

Patriarch

3

3

3

2

2

10

425,000

+2

+5

5

Patriarch

3

3

3

3

3

11

650,000

+4

+5

4

Patriarch

4

4

4

3

3

12

900,000

+6

+6

3

Patriarch

4

4

4

4

4

1

The Druid Sub-Class

The druid is a sub-class of cleric who worships a pantheon of nature divinities in place of the cleric’s patron deity and ethos. Because druids worship a wide variety of deities and respect each deity’s place in the greater scheme of things, they are always neutral in alignment. Druids draw energy from the natural world to cast divine spells and gain strange supernatural powers.

Prime Requisites: Intelligence & Wisdom (13+ gives +5% experience bonus).

Hit Dice: 1d6+1 (+2 hp per level after 9th).

Armor/Shields Permitted: Leather armor, shields.

Weapons Permitted: Club, dagger, dart, hand axe, hammers, sling, sickle, spears, swords, and staves.

Spells (1st): The spells available to a druid are listed on the druid spell list (coming soon). A druid is limited to a certain number of spells of each level per day. The druid table shows the number of spells per day a character of the class may cast. Druids prepare spells each day by praying for them.

Secret Language (1st): Druids have a secret language and alphabet used for communicating with one another. They are forbidden from teaching either language or alphabet to any but their brethren. It is this language that the druids use to cast their spells.

Nature Lore (1st): A druid can identify plants and animals with perfect accuracy. This ability is automatically successful when used in the type of environment in which the druid was trained or currently lives. In unfamiliar environments, the druid must succeed at a saving throw to successfully use this ability.

Resist Elements (2nd): At 2nd level, druids gain a +1 bonus to saving throws against fire, water, earth, air, cold and lightning attacks.

Woodland Stride (3rd): At 3rd level, druids gain the ability to move through natural thorns, briers, overgrown areas, and similar terrain at normal speed and without suffering damage or other impairment. When doing so, druids leave no trail in the natural surroundings and cannot be tracked. Areas that are enchanted or magically manipulated to impede motion still affect druids.

Shapechange (6th): At 6th level, druids gain the ability to change into a small or medium-size animal and back again once per day. This ability operates like the spell polymorph. Upon attaining this ability, a druid must choose an animal shape, usually an animal sacred to her religious traditions or patron deity. The selection is permanent, and cannot be changed.

Each time a druid uses this ability, the character regains 1d3 hit points. At 7th and 8th levels, the druid gains a new animal shape. Each shape can be assumed once per day. At 12th level, the druid gains the ability to take the shape of a large (maybe prehistoric) version of one of the previously chosen animal forms. This large form can be assumed once per day, and the druid can decide between the three forms each time this ability is used. When assuming the large version of an animal form, the druid heals 4d6 hit points.

Spells Per Day (By Spell Level)

Level

Experience

Hit Dice

Attack

Save

Title

1

2

3

4

5

6

1

0

1

+0

14

Neophyte

2

2,000

2

+0

13

Initiate

1

3

4,250

3

+1

12

Ovate

2

4

8,500

4

+1

11

Soothsayer

2

1

5

17,000

5

+2

10

Magus

2

2

1

6

35,000

6

+2

9

Shaman

2

2

1

1

7

70,000

7

+3

8

Magister

2

2

2

1

1

8

180,000

8

+3

7

Druid

2

2

2

2

2

9

275,000

9

+4

6

Archdruid

3

3

3

2

2

10

400,000

+2

+5

5

Archdruid

3

3

3

3

3

11

525,000

+4

+5

4

Archdruid

4

4

4

3

3

12

650,000

+6

+6

3

Archdruid

4

4

4

4

4

1

Coming Soon – Druid spells

Medieval Woodcut of a Bishop from “Gode Cookery”

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