Through prayers and meditations he learns the will of his deity and is rewarded with the power of divine magic as well as special powers granted by each deity.
Roles in society: The cleric is an intermediary between the deity and the community. His role in society depends entirely on the portfolio of the deity he serves. The community turns to him for help, advice and guidance, whenever the deity's portfolio is concerned.
For example the clerics of Goibniu are themselves smiths and manage the guilds of weaponsmiths, armorers and blacksmiths. The guardians and keepers of graveyards are clerics of Arawn. The clerics of Carrilion are an integral part of society and most of them don't live a detached life in forlorn temples, but instead take part in everyday life caring for all problems related to their deity's portfolio and maybe others too.
Roles in adventuring parties: Adventuring clerics of many deities are conceivable, but some deities and portfolios are better suited to the task then others. Depending on the portfolio, a cleric of the right deity can substitute nearly any other class.
An adventuring party with a Bard, Druid, Paladin or Ranger among their numbers may not need a cleric focused on healing. A group without Barbarians and Fighters might be in need of a cleric of war or battle.
For example clerics of Boand are great healers but weak combatants, whereas clerics of Nuadu and Nemain are dangerous warriors without much healing or support skills.
Spiritual and religious correlation: Every cleric worships one chosen deity, who grants him spells and special powers in domains that represent a part of the god's portfolio. All other deities of the pantheon are revered too, including those of other - even opposite - alignments.
Some deities do not have clerics, but instead rely exclusively on Druids and/or priests to further their cause.
Powers and weaknesses: The greatest power of the cleric is of cause (part of) the deity's portfolio, as reflected in the spell selection, powers and skills of the domains.
The cleric casts divine spells and may use special powers granted to him by his deity. He is able to cast more spells of each spell level than a Wizard of equal level! The spells in his domains are at least comparable to the spells a Wizard might cast. His special powers (like Turn Undead for example) are usually very powerful under special circumstances and may be of no use in others.
With the exception of a cleric whose deity includes War or similar themes in his portfolio, the cleric is at best a support fighter, helping with spells and fighting in the second or even third row. He is most vulnerable to damaging and other area spells which require a Reflex saving throw.
Abilities: Wisdom is of the greatest importance for all clerics. His number of spells per day, the DC to resist a spell cast by him and his maximum spell level at higher levels all depend on Wisdom. Some domain powers of the cleric depend on his Charisma and some of his skills too.
If the cleric's deity favours a particular ability or even includes it in his portfolio, most of his clerics have an above average score in this ability.
Alignment: Any, as demanded by the cleric's patron deity, which is usually the deity's alignment or one step removed. See the description of the deities of Carrilion for the pantheon responsible for the dwarves, elves and humans.
Hit Die: d6
Domains and Class Skills:
Domains and Class Skills:
Many of my variant and new domains grant additional class skills, as shown in the table below:
Domain | Additional Class Skills |
Abundance | Survival and Knowledge (nature) |
Air | Jump |
Animal | Handle Animal and Knowledge (nature) |
Autumn | Survival |
Craft | Craft (any but those related to metal and mining) |
Curse | Intimidation |
Forest | Survival and Knowledge (nature) |
Freedom | Escape Artist |
Healing | Heal |
Knowledge | Knowledge (all) |
Ocean | Swim, Profession (sailor) and Knowledge (oceans) |
Persuasion | Bluff and Intimidation |
Plant | Knowledge (nature) |
Scripture | Decipher Script |
Smithing | Craft (weaponsmithing) and Craft (armorsmithing) |
Travel | Survival and Ride |
Trickery | Bluff, Disguise, and Forgery |
Water | Swim |
See the deities and their domains for more information.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells per Day1 | |||||||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +2 | +0 | +2 | 2 domains | 1+2 | 0+2 | | | | | | | | |
2nd | +1 | +3 | +0 | +3 | 2+2 | 1+2 | | | | | | | | | |
3rd | +2 | +3 | +1 | +3 | 2+2 | 1+2 | 0+2 | | | | | | | | |
4th | +3 | +4 | +1 | +4 | 3+2 | 2+2 | 1+2 | | | | | | | | |
5th | +3 | +4 | +1 | +4 | 3+2 | 2+2 | 1+2 | 0+2 | | | | | | | |
6th | +4 | +5 | +2 | +5 | 3+2 | 2+2 | 2+2 | 1+2 | | | | | | | |
7th | +5 | +5 | +2 | +5 | 4+2 | 3+2 | 2+2 | 1+2 | 0+2 | | | | | | |
8th | +6/+1 | +6 | +2 | +6 | domain or special ability | 4+2 | 3+2 | 2+2 | 2+2 | 1+2 | | | | | |
9th | +6/+1 | +6 | +3 | +6 | 4+2 | 3+2 | 3+2 | 2+2 | 1+2 | 0+2 | | | | | |
10th | +7/+2 | +7 | +3 | +7 | 4+2 | 3+2 | 3+2 | 2+2 | 2+2 | 1+2 | | | | | |
11th | +8/+3 | +7 | +3 | +7 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 1+2 | 0+2 | | | | |
12th | +9/+4 | +8 | +4 | +8 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 2+2 | 1+2 | | | | |
13th | +9/+4 | +8 | +4 | +8 | 4+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 1+2 | 0+2 | | | |
14th | +10/+5 | +9 | +4 | +9 | 4+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 2+2 | 1+2 | | | |
15th | +11/+6/+1 | +9 | +5 | +9 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 1+2 | 0+2 | | |
16th | +12/+7/+2 | +10 | +5 | +10 | domain or special ability | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 2+2 | 1+2 | |
17th | +12/+7/+2 | +10 | +5 | +10 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 1+2 | 0+2 | |
18th | +13/+8/+3 | +11 | +6 | +11 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 2+2 | 1+2 | |
19th | +14/+9/+4 | +11 | +6 | +11 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | 2+2 | |
20th | +15/+10/+5 | +12 | +6 | +12 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 3+2 | 3+2 | 3+2 |
Weapon and Armor Proficiency: The clerics of Carrilion are proficient with all simple weapons, light and medium armor. They are not proficient with heavy armor or any type of shield.
Spells: A cleric casts divine spells, which are drawn from the cleric and Domain spell lists.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets two domain spell of each spell level he can cast, starting at 1st level.
Clerics meditate or pray for their spells. Each cleric must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. He must choose this time period from those allowed by his deity. Some (mostly lawful) deities don't offer a choice, demanding their prayers at the same time from all clerics.
Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells from the cleric spell list to prepare during his daily meditation. Because the domain spells are cast spontaneously, the cleric doesn't prepare them during his daily meditation, although he has to meditate to regain the power to cast them (see below).
Deity and Domains: A cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity at first level and may gain an additional domains at level 8 and 16 (see the Table: The Cleric). A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
All domains give the cleric access to a domain spell at each spell level he can cast, as well as a granted power. At later levels the cleric can choose additional domains or a special ability, for example two feats related to the deity or a limited wildshape ability (see each deity for details on available special abilities).
Spontaneous Casting and Domain Spells: The cleric can cast two domain spells of his choice per level from the spell lists of his chosen domains. He does not need to decide which domain spells to cast ahead of time and doesn't prepare them in advance. He casts them as he sees fit, assuming he has not yet used up his spells per day for that spell level.
Additionally the cleric can channel stored spell energy into domain spells. The cleric can lose any prepared spell of the cleric list in order to cast a spell on one of the lists of his chosen domains. The domain spell has to be of the same spell level or lower than the lost spell.
The cleric automatically ceases to follow his deity, if he changes his alignment to an alignment that is not allowed for a cleric of that deity. Should the cleric work knowingly or unknowingly against the dogma or goals of his deity, he may loose his status as cleric at the DMs discretion. In less severe cases the loss may be a warning, ending after a few days or when the cleric corrects his behaviour even without the need of an Atonement.
Deity and Domains: Dagda; Cycle of Life and Abundance.
Armor: Scale mail +4 AC, armor check penalty -4, speed 20 ft., 30 lb.
Weapons:
Mace, light (1d6, crit x2, 4 lb., Medium size, Bludgeoning),
Dagger (1d4, crit 19-20/x2, 10 ft., 1 lb., Small size, Piercing),
Light crossbow (1d8, crit 19-20/x2, 80 ft., 6 lb., Small size, Piercing).
Skills: Pick 3 + Int modifier skills.
Concentration (Con) 4,
Craft (Int) 4,
Diplomacy (Cha) 4,
Knowledge (arcana) (Int) 4,
Knowledge (history) (Int) 4,
Knowledge (nature) (Int) 4 *,
Knowledge (religion) (Int) 4,
Knowledge (the planes) (Int) 4,
Profession (Wis) 4,
Spellcraft (Int) 4.
Survival (Wis) 4 *.
*) Bonus class skills from chosen domains.
Feats:
Improved Initiative,
Toughness.
Bonus feats from chosen domains:
Skill Focus (survival),
Skill Focus (knowledge (nature) ).
Granted powers from chosen domains:
Channeling: Turn Undead,
Greater Turning,
Surge of Vitality.
Gear: Backpack with bedroll, flint and steel, 10 trail rations, waterskin, 5 torches. Case with 10 crossbow bolts. Spell component pouch.
Gold: 1d4 gp.
Deity and Domains: Goibniu; Fire and Smithing.
Armor: Scale mail +4 AC, armor check penalty -4, speed 20 ft., 30 lb.
Weapons:
Waraxe, dwarven (1d10, crit x3, 15 lb., Medium size, Slashing),
Mace, heavy (1d8, crit x2, 12 lb., Medium size, Bludgeoning),
Dagger (1d4, crit 19-20/x2, 10 ft., 1 lb., Small size, Piercing),
10 Darts (1d4, crit x2, 20 ft., 5 lb., Small size, Piercing).
Skills:Pick 2 + Int modifier skills from the following list.
Concentration (Con) 4,
Craft (weaponsmithing) (Int) 4*,
Craft (armorsmithing) (Int) 4*,
Craft (Int) 4,
Diplomacy (Cha) 4,
Knowledge (arcana) (Int) 4,
Knowledge (history) (Int) 4,
Knowledge (religion) (Int) 4,
Knowledge (the planes) (Int) 4,
Profession (Wis) 4,
Spellcraft (Int) 4.
*) At least one of these should be taken.
Feat: Martial Weapon Proficiency (Dwarven Waraxe).
Bonus feats from chosen domains:
Craft Magic Arms and Armor,
Mastersmith.
Granted powers from chosen domains:
Channeling: Turn water creatures,
Channeling: Rebuke, command, or bolster fire creatures,
Create Sparks,
Identify magical arms, armors and rings.
Gear: Backpack with sack, bedroll, flint and steel, 10 trail rations, waterskin, 5 torches. Wooden holy symbol, case with 10 crossbow bolts.
Gold: 4d4 gp.
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