Prime Stat(s): Wisdom
Ability Requirements: 9 Wisdom
Clerics are common priests, adherents of a god. Clerics are the administrative and scholarly members of their god’s priesthood, focusing more on the ethereal and divine than on physical power and martial skill.
Granted Weapon Proficiencies: 4 Discretionary
Granted Nonweapon Proficiencies: 4 Discretionary
Any Priest nonweapon proficiencies.
Hit Dice: d8
Clerics with higher than 16 Wisdom get a 10% experience bonus.
Can cast spells within spheres which are determined by your deity.
Can use most magical items.
Potions, Protection Scrolls, Most Rings
A cleric can cast spells in armor, at a reduced rate. No armor; full spheres. Light Armor; -1 sphere. Medium armor; -2 spheres. Heavy armor; -4 spheres.
At Name-Level, a Cleric may be approached by others with requests that the cleric be an advisor for a powerful individual.
The chance of this is 10% per level, rolled each week a character spends in a city.
Chance is rolled upon entering the city the first time in a given week.
Chance is rolled separately for each city entered in a given week.
At Name-Level, a cleric may attract followers of their god.
The followers expect do not to be paid.
Elite followers and the Leader are treated better than normal.
The chance of attracting followers is 5% per level, + CHA.
The chance is modified by -10% per level of the highest level prospect.
Note: The spell table in the PHB is the one used for clerics. I’ll get it up here eventually, but until then, just use that one.