Cleric

Players Handbook (page 20)

 
This class of character bears a certain resemblance to religious orders of knighthood of medieval times. The cleric has an eight-sided die (d8) per level to determine how many hit points (q.v.) he or she has. The cleric is dedicated to a deity, or deities, and at the same time a skilled combatant at arms. The cleric can be of any alignment (q.v.) save (true) neutral (see Druid hereafter) alignment, depending upon that of the deity the cleric serves. All clerics have certain holy symbols which aid them and give power to their spells. All are likewise forbidden to use edged and/or pointed weapons which shed blood. All clerics have their own spells, bestowed upon them by their deity for correct and diligent prayers and deeds.
 

House Rule

 
There is a slight conflict between the intention that the Cleric is somewhat like the religious orders of knighthood, and the purpose of the Paladin. I would suggest the cleric is more like Friar Tuck in Robin Hood, where he's maybe not quite so religious, but cares for the group as well as helps out in combat.   Since the Paladin is not permitted in the party, the deeply religious sort are therefore excluded.   Clerics are religious, that's where they get there spell powers from, but they need to be affiliated to a diety/religion that is healer focused, and not a fanatical zealot, as they just wouldn't exist in a normal adventurers group. And the diety must also be open to it's patrons giving support to non-believers.   Despite being healing motivated, nothing prevents the cleric from weilding damaging weapons of any sort, since they also have an interest in security and well-being of the party.
 

Spells Usable

 
Clerics can use an additional first level spell over the number defined in PH p20. ie at level 1 they can use 2 spells, at level 2 they can use 3 spells, etc.

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