Sissy Church
cleric

cleric

Welcome to cleric!

Hit Dice:

Hit Dice Type: d8 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Maximum Number of Hit Dice: 9 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Starting Money:

Your character is unusual, exceptional as compared to the norm. This applies to abilities and funds as well. Thus, he or she will have a large supply of coins with which to purchase equipment and supplies to begin adventuring. The possible number of gold pieces which a player begins depends upon the character class: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Cleric: 30-180 g.p. (3d6) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

To determine the number of gold pieces your character has at the start, simply roll the appropriate dice and total the sum (adding a decimal place if necessary). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Most of these funds will quickly be spent on the costs of staying in the adventuring area and acquiring the equipment which will be used for adventuring. (See BASIC EQUIPMENT AND SUPPLIES COSTS table hereafter.) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Armor and Weapons Permitted:

Armor: any —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Shield: any —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Weapons: club, flail, hammer, mace, staff —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Oil: yes —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Poison: never —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Starting Equipment for Cleric:

From Dungeons & Dragons 5th edition

You start with the following equipment, in addition to the equipment granted by your background:

(a) a mace or (b) a warhammer (if proficient)

(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

(a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a priest’s pack or (b) an explorer’s pack

A shield and a holy symbol

Magic Item Use:

Clerics can employ a fair number of magic items including most potions, clerical and “protection” scrolls; most rings; some wands, rods, and staves; many other magical items; and all non-edged, non-pointed magical weaponry. As they are able to wear armor, clerics can employ all forms of magic armor and magic shields, too. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Religious Stronghold:

When a cleric achieves 8th level (Patriarch or Matriarch), he or she automatically attracts followers if the cleric establishes a place of worship — a building of not less than 1,000 square feet in floor area with an altar, shrine, chapel, etc. These followers are fanatically loyal and serve without pay so long as the cleric does not change deities and/or alignment. These followers number between 20 and 200 (2d10, totaled, and multiplied by 10). In addition, there will be followers who are men-at-arms and your referee will relay the types and numbers at the appropriate time. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Upon reaching the 9th level (High Priest or High Priestess), the cleric has the option of constructing a religious stronghold. This fortified place must contain a large temple, cathedral, or church of not less than 2500 square feet on the fround floor. It can be a castle, a monastery, an abbey, or the like. It must be dedicated to the cleric’s deity (or deities). The cost of construction wil only one-half the usual for such a place because of religious help. If the cleric then clears the surrounding territory and humans dwell in this area, there will be a monthly revenue of 9 silver pieces per inhabitant from trade, taxation, and tithes. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook


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