MACE

Cleric

Prime Requisite: Wisdom
Alignment: Lawful or Chaotic
Armor: All armor and shields
Weapons: Blunt weapons only
Languages: Common + alignment language

Clerics are holy warriors serving a deity, pantheon, or religious ideal. They combine combat ability with divine magic.

Advancement Table

LevelXP RequiredHDFighting CapabilityCombat BonusSpell Slots (1/2/3/4/5)
101d6Man0
21,5002d6Man + 111/—/—/—/—
33,0003d62 Men22/—/—/—/—
46,0004d63 Men22/1/—/—/—
512,0004d6 + 13 Men + 132/2/—/—/—
625,0005d6Hero - 142/2/1/1/—
750,0006d6Hero42/2/2/1/1
8100,0007d6Hero + 152/2/2/2/2
9200,0007d6 + 1Superhero - 163/3/3/2/2
10300,0007d6 + 2Superhero - 163/3/3/3/3

Clerics require 160,000 XP per each level over 10, and receive 1 hp per every 3 levels, and 1 combat bonus every 23 levels.

Saving Throws

LevelDWPBS
1–41112141615
5–8910121412
9–12679119
13+35787

Class Abilities

Turn Undead

Clerics may turn undead during the magic phase of combat. Roll 2d6 and compare to the table below. Success causes undead to flee. A result of T means automatic success; D means destruction.

Undead HD / Cleric LevelLevel 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8+
127TTDDDDD
197TTDDDD
21197TTDDD
31197TTDD
41197TTD
51197TT
61197T
71197
8119
911

Divine Spellcasting

Clerics pray for spells and receive them from the divine. They must prepare a spell of the appropriate level. A Cleric must have their holy symbol to turn undead or cast spells.

Religious Stronghold

At 9th level a Cleric may be granted a stronghold to attract followers. See Domain Adventures for more details.