OSRIC Cleric

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The Cleric Character
Minimum Scores: Str 6, Dex 3, Con 6, Int 6, Wis 9, Cha 6
Hit Die Type: d8 (max 9)
Alignment: Any
Experience bonus: Wisdom 16+
Armour/Shield Permitted: Any
Weapons Permitted: Blunt only—club, flail, hammer, mace, oil, staff; clerics may hurl hammers, clubs, or oil, but may not employ other missile weapons
Weapon Proficiencies: 2 + 1 every 3 levels
Penalty to hit for non-proficiency: -3
Weapon Specialization: N/A
Combat Style Specialization: Single Weapon, Two Handed, Unarmed, and Weapon and Shield; 2 Ranks

The Cleric is a light spell-caster and heavy tank type character…

Level XP Required Hit Dice (d8) Notes Spells By Level
L.1 L.2 L.3 L.4 L.5 L.6 L.7
1 0 1 1 - - - - - -
2 1,550 2 2 - - - - - -
3 2,900 3 2 1 - - - - -
4 6,000 4 3 2 - - - - -
5 13,250 5 3 3 1 - - - -
6 27,000 6 3 3 2 - - - -
7 55,000 7 3 3 2 1 - - -
8 110,000 8 3 3 3 2 - - -
9 220,000 9 Grand Cleric 4 4 3 2 1 - -
10 450,000 9(+2)1 4 4 3 3 2 - -
11 675,000 9(+4)1 5 4 4 3 2 1 -
12 900,000 9(+6)1 6 5 5 3 2 2 -
13 1,125,000 9(+8)1 6 6 6 4 2 2 -
14 1,350,000 9(+10)1 6 6 6 5 3 2 -
15 1,575,000 9(+12)1 7 7 7 5 4 2 -
16 1,800,000 9(+14)1 7 7 7 6 5 3 1
17 2,025,000 9(+16)1 8 8 8 6 5 3 1
18 2,250,000 9(+18)1 8 8 8 7 6 4 1
19 2,475,000 9(+20)1 9 9 9 7 6 4 2
20 2,700,000 9(+18)1 9 9 9 8 7 5 2
21 2,925,000 9(+18)1 9 9 9 9 8 6 2
22 3,150,000 9(+18)1 9 9 9 9 9 6 3
23 3,375,000 9(+18)1 9 9 9 9 9 7 3
24 3,600,000 9(+18)1 9 9 9 9 9 8 3
+1 +225,000 ++21

1 After 9th level the Cleric no longer gains any more HD, but instead gains +2 hp per level, Constitution hp adjustments do not increase this bonus hp per level.

Cleric Saves
Level Wands Breath Weapon Poison Polymorph Unlisted
1-3 14 16 10 13 15
4-6 13 15 9 12 14
7-9 11 13 7 10 12
10-12 10 12 6 9 11
13-15 9 11 5 8 10
16-18 8 10 4 7 9
19+ 6 8 2 5 7
Cleric THAC0
Level Roll to Hit Armor Class Zero (THAC0)
1-3 20
4-6 18
7-9 16
10-12 14
13-15 12
16-18 10
19+ 9

Spell Casting: Clerics may memorize and cast divine spells in accordance with the tables provided hereafter.

Turning Undead: 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).

Bonus spells: These are awarded to clerics with high wisdom.
They are not cumulative and are awarded by level; hence “2/2/1/1” means the cleric is granted 2—1st level, 2—2nd level, 1—3rd level, and 1—4th level bonus spells.

Grande Cleric: When a cleric attains ninth level, they have accumulated sufficient divine favor and mortal renown to found a temple/stronghold. Such places are normally carved from the wilderness, in the same manner as a fighter establishes a freehold. For a cleric to assume the leadership of an existing temple, the details are left to the discretion of the GM. Whether the cleric establishes a stronghold or a temple, followers and acolytes will flock to the cleric’s banner.

Wisdom Score Bonus Spells Spell Failure
9 0 15%
10 0 10%
11 0 5%
12 0 1%
13 1 -
14 2 -
15 2/1 -
16 2/2 -
17 2/2/1 -
18 2/2/1/1 -
19 3/2/1/1 -
20 3/3/1/1 -
21 3/3/2/1 -
22 3/3/2/2 -
23 3/3/3/2 -
24 3/3/3/3 -
25 4/3/3/3 -

Cleric Kits
Apostate – A Cleric whose faith has changed dramatically recently
Gain: May specialize with Deity’s Favored Weapon, Retribution, Secret Knowledge, Church Protection
Lose: May not become proficient with old Deity’s Favored Weapon, Heretic, Mistrust, +1 penalty to Saves.

Retribution (1st): An apostate’s hatred of their former faith fills them with divine strength. When attacking followers of her former faith an apostate receives a +1 bonus to hit and damage per 3 character levels (starting at +1 at first level). This bonus increases to +2 to hit and damage per 3 character levels (starting at +2 at first level) when attacking priests of that faith or its paladins, champions or other holy warriors.

Secret Knowledge (1st): The apostate has turned away from their former religion but has not forgotten its ways. An apostate knows many of the secrets normally reserved to the elect of their former religion and knows the names of its hierarchs and champions. The apostate has an 80% chance of knowing any specific information about their old religion.
Further, the apostate can, if necessary, attempt to pass as a member of their former faith, fooling even magical means of determining such deception. The Apostate has a 70% chance of pulling off such a successful disguise. Note, the disguise will only hide the apostate’s true faith, but not their identity.

Church Protection (1st): The apostate is a shining trophy for the church that they have recently turned to. The apostate’s new church will go to extraordinary lengths to ensure their prize continues to cast its shadow across the face of their enemy, offering the apostate shelter, healing and general aid when needed (at the DM’s discretion).
The apostate has a 50% chance of requisitioning aid from their church at a 75% discount.

Heretic (1st): The apostate is actively hunted by their former church. Any member of the old faith that recognizes an apostate will attempt to capture them or kill them as the situation dictates. In most cases, the former church does not limit its search for the apostate to chance encounter, but has commissioned bounty hunters and church champions to apprehend the heretic.

Mistrust (1st): While an apostate’s new church does view the apostate as a prize, many within in its ranks have misgivings about the sincerity of their conversion. Many of the priests and faithful of the new faith will never consider an apostate a full-fledged member of the religion. 50% of the priests and faithful mistrust an apostate, and provide them with a -2 reaction penalty.

Druid – A Nature-Based Cleric
Gain: May become proficient with Scimitar, Dagger, Dart, and Spear. Gain Druid’s Cant, Druid’s Knowledge, Wilderness Movement, Immunity to Fey Charm, Shapeshift, Druidic Spell List
Lose: Requires Dex 6, Wis 12, and Cha 15, must be Neutral, Leather Armor only, Wooden shields only, Turn Dead. +1 penalty to saving throws and THAC0.

Druid’s Knowledge (3rd): At third level and higher, a druid can identify plant and animal types, and can determine when water is pure and safe to drink.

Wilderness Movement (3rd): At third level and higher, a druid can move through any natural undergrowth leaving no trace of their passage, and may do so with no reduction in his or her normal movement speed.

Immunity to Fey Charm (7th): At seventh level and higher, the druid becomes immune to charms and other such mental enchantments cast by fey creatures such as dryads, pixies, brownies, etc.

Shapeshift (7th): Druids of 7th level or higher may change their forms up to three times per day. The form assumed must be a natural animal, no smaller than a mouse, and no larger than double the druid’s normal weight; in the process of shapeshifting, the druid recovers 1d6 × 10 percent of any hit points they might have sustained as damage.

Priest – A Dedicated Servant of a Particular God
Gain: Access to Cleric Spheres, based on a God’s Spheres.
Lose: Ability to Turn Undead.

Spheres

Death Sphere: The priest may make a Death Touch once per day for every 5 experience levels (starting at 1st level with one use). If they can touch an opponent, they may roll 1d6 for every level of experience they have, if this is more than the current HP of their target, the target dies outright.
Beginning at 10 experience levels the priest may attempt this attack in an area around them extending out 5 feet per experience level.

Destruction Sphere: The priest may shatter any single item within their line of sight once per day for every 5 experience levels (starting at 1st level with one use). They can shatter up to 2 cubic feet of an object per experience level. Crystalline or Constructs suffer 2d6 damage per priest experience level.
Beginning at 10 experience levels the priest may attempt this attack on any 3 objects in an area around them extending out 5 feet per experience level.

Fire Sphere: The priest may cast “Fire Ball” once per day for every 5 experience levels (starting at 1st level with one use). The priest may cast “Fire Shield” once per day for every 10 experience levels (starting at 1st level with one use).

Ice Sphere: The priest may cast “Cone of Cold” once per day for every 5 experience levels (starting at 1st level with one use). The priest may cast “Frost Shield” once per day for every 10 experience levels (starting at 1st level with one use).

Lightning Sphere: The priest may cast “Lightning Bolt” once per day for every 5 experience levels (starting at 1st level with one use). The priest may cast “Storm Shield” once per day for every 10 experience levels (starting at 1st level with one use).

{More Spheres to Come}….

OSRIC Cleric

FateWeaver AugustNights