Cleric
Class Requirements
- Primary Ability Score: Wisdom (minimum 4)
- Secondary Ability Score: Vitality
Class Features
- Turn Undead
- Divine Channeling
- May NOT take the Deception, Forgery, Marksman, or Thievery Skills
- May only wield blunt weapons, staves, or rods
- May equip any type of armor, as well as shields and helmets
- Starting Hit Points: 1d6 + VIT modifier + 2
Cleric Spell Progression
| Cleric Level | Spell Level 1 | Spell Level 2 | Spell Level 3 | Spell Level 4 |
|---|---|---|---|---|
| 1 | 2 | - | - | - |
| 2 | 3 | 1 | - | - |
| 3 | 3 | 2 | - | - |
| 4 | 3 | 2 | 1 | - |
| 5 | 4 | 3 | 1 | - |
| 6 | 4 | 3 | 2 | - |
| 7 | 4 | 3 | 2 | 1 |
| 8 | 5 | 4 | 2 | 1 |
| 9 | 5 | 4 | 2 | 2 |
Cleric Level Progression
| Level | Total XP Required |
|---|---|
| 1 | - |
| 2 | 1,500 |
| 3 | 3,000 |
| 4 | 6,000 |
| 5 | 12,000 |
| 6 | 25,000 |
| 7 | 50,000 |
| 8 | 100,000 |
| 9 | 200,000 |
The Sacred Path
| Level | Enhancement |
|---|---|
| 2 | +1d6 maximum Hit Points or 1 Skill |
| 3 | +1 to any Ability Score |
| 4 | 1 Skill or +1 Attack Score |
| 5 | +1d6 maximum Hit Points or +1 Defense Score |
| 6 | +1 to any Ability Score |
| 7 | 1 Skill |
| 8 | +1d6 maximum Hit Points or 1 Skill |
| 9 | +1 to any Ability Score |