Cleric (Dungeons & Dragons)

Cleric (Dungeons & Dragons)
Cleric
Characteristics
Role Leader
Power source Divine
Alignment Any
Publication history
Editions All
(as a standard class) All
First appearance Dungeons & Dragons (1974)
Based on Cleric
Image Wizards.com image
Stats OGL stats

The cleric is one of the standard playable character class in the Dungeons & Dragons fantasy role-playing game.[1] In the game, clerics are versatile figures, both capable in combat and skilled in the use of divine magic. Clerics are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Whether the cleric repels or controls undead is dependent on its alignment. It is the only class to be in every version of Dungeons & Dragons without a name change.

Contents

Publication history

Dungeons & Dragons (1974-1976)

In the first edition of Dungeons & Dragons, the cleric character class was a simulation of a soldier devotee of a sacred order who received spell powers from divine sources, to be a spellcaster who was not a magician and who also had physical power between that of the magic-user and the fighter (for instance, was able to use all armor and shields).

The addition of the paladin, then a subclass of fighting man, in 1975's Supplement I - Greyhawk, created game rules for a second type of sacred soldier. The difference between the two is that clerics are drawn more from the motif of a fighting priest of Christian Europe (as their weapon selection, weapons that do not draw blood, is based on Catholic dictum regarding priests on Crusade[citation needed]), and paladins represent the holy knight, such as Percival or Roland. From a purely game mechanic standpoint, clerics are focused on wide and varied manifestation of divine miracles and their behavior varies as per which deity the cleric serves, whereas paladins serve only good powers and are stronger warriors with fixed miraculous blessings. The cleric, while based on Medieval European crusading priests, is obviously meant to be adapted to numerous fantasy campaign worlds (although this was only officially done in Second Edition rules, unless one views Dragon magazine articles as canon[citation needed]).

Advanced Dungeons & Dragons 1st edition (1977-1988)

The cleric was one of the standard character classes available in the original Player's Handbook.[2] The cleric's hit dice improved to a d8, first level clerics could now cast one spell, and the wisdom score now gave clerics a spell bonus while low wisdom gave a chance of spell failure.[3]

Dungeons & Dragons (1977-1999)

The cleric was available as a character class in the game's "Basic" edition.

Advanced Dungeons & Dragons 2nd edition (1989-1999)

The cleric, as part of the "priest" group, was one of the standard character classes available in the second edition Player's Handbook.[2] According to the second edition Player's Handbook, the cleric class is similar to certain religious orders of knighthood of the Middle Ages such as the Teutonic Knights, the Knights Templars, and Hospitalers, which combined military and religious training with a code of protection and service. Archbishop Turpin (of The Song of Roland) is an example of such a cleric.[4]

The 2nd edition usually required a cleric to pick a specific religion or mythos. Within the mythos/religion chosen by the character are abilities and powers, represented by the Spheres of Influence (Combat, Creation, Healing, Necromancy, Protection, Sun, Weather etc.) defined by the worshiped deity's dogma (e.g., Tyranny, Death, Life, Healing etc.), power (demi, lesser, intermediate or greater power) and alignment (Lawful Good, Chaotic Evil etc.).

Spells

The cleric's dogma determines what type of spell the cleric has access to, with greater access (all spells within a sphere, providing the cleric is of sufficient power [level] to cast it) for those spells closely aligned with the deity's dogma and minor access (spells of equal to or less than 3rd level) of those partially within the deity's dogma, while no access to those spells outside the deity's dogma.

The deity's power defines the upper limit of the spells able to be granted to a cleric: a demi-god can grant up to 4th level spells and a greater deity up to 7th level spells.

For example, a greater deity of Healing could grant spells of all levels in the Healing sphere, minor access to Divination spells and no access to combat spells such as Flamestrike since they are antithetical to its healing dogma.

Weapons and armor

Reluctant to shed blood, clerics are limited to blunt, bludgeoning weapons unless allowed other weapons by their dogma/mythos. Being trained for battle as well as spiritual works, they may use any armor or shield.

Dungeons & Dragons 3rd edition (2000-2007)

In the 3rd Edition (and 3.5 Edition) of D&D the cleric must choose either a deity or an alignment concept to be dedicated to (the "patron"). The cleric's alignment must be within 1 step of their patron (e.g., for a Lawful Good patron the cleric can be Neutral Good, Lawful Good or Lawful Neutral). Notably, it is also stated that a cleric needn't worship a specific deity or have a religion at all, but can draw their power from a philosophy or even their personal devotion to a cause or way of life.

Divine spellcasting in D&D 3rd Edition is dependent on Wisdom, which restricts the highest spell levels available to the cleric. Other useful abilities for the Cleric include Charisma, to bolster Turn/Rebuke Undead and Diplomacy checks, and Constitution, to complement their melee abilities by way of Concentration for defensive casting, and increased Hit Points.

Domains

At the beginning of their career, clerics must choose two of the powers associated with the patron (called Domains) as the focus of their particular training, faith, and dogma. These allow them to prepare Domain Spells each day from those domains' spell lists, in addition to their more general cleric spells.

Each domain also has another set power associated with it. For example, the Strength domain allows its clerics to increase their strength for one round per day by a number equal to their cleric level, and the Healing domain makes clerics more adept at casting healing spells. There are many other domains like "animal" or "good".

Spontaneous casting

Clerics have one exception to the rule that most spellcasters must prepare specific spells, that is defined by each cleric's alignment. Good-aligned clerics can transform a prepared (non-domain) spell into a healing spell of the same level (for example, a Chaotic Good cleric can transform Protection from Evil, a first level protective spell, into Cure Light Wounds, a first level healing one). Evil aligned clerics can perform a similar feat but convert prepared spells into Inflict spells that cause similar damage. Neutral clerics must choose one type of spell conversion or the other at first level, which is subsequently permanent.

This choice also affects a cleric's ability to turn (drive off or force to cower in terror) and destroy or rebuke (force to cower in awe) and command undead.

  • A cleric who spontaneously casts healing spells channels positive energy, and therefore turns (or destroys) undead.
  • A cleric who spontaneously casts inflict spells channels negative energy, and so rebukes (or commands) undead.

Spontaneous casting encourages clerics to function the way adventures often require them to, as steady sources of healing (or damage), but allows them to prepare a full variety of spells in case not all that direct power is needed.

Weapons

Clerics are no longer restricted to blunt weapons. They are proficient with all simple weapons and may be proficient with other weapons depending upon chosen domains or feats; often clerics will wield their deity's signature weapon (training in this weapon is granted to the cleric by default) as a tangible symbol of their faith and dedication. Clerics may use any armor or shield (except the tower shield, which only fighters normally use).

Dungeons & Dragons 4th edition (2008-)

The cleric's power source remains divine, and they fill the role of Leader. Their powers (called prayers) focus on healing, protection and support, however, like most 4th edition classes, they gain the standard number of attack powers based on their level, and like all 4th edition classes, their attack powers generally include damage dealing capabilities. Like Wizards, Clerics gain Ritual Caster as a bonus feat.

The Player's Handbook presents two Cleric builds, Battle Cleric, which focuses on offense, melee combat and Strength-based prayers, and Devoted Cleric, focusing on support, ranged combat and Wisdom-based prayers, many of the cleric's Strength and Wisdom based prayers have secondary effects related to Charisma.

Like paladins, clerics possess the "Channel Divinity" class feature and can use it for multiple functions, including Turn Undead and deity-specific powers.

The Player's Handbook includes four Cleric paragon paths: Angelic Avenger, Divine Oracle, Radiant Servant and Warpriest.

See also

References

  1. ^ Livingstone, Ian (1982). Dicing with Dragons, An Introduction to Role-Playing Games (Revised ed.). Routledge. ISBN 0710094663. 
  2. ^ a b Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. pp. 84–85. ISBN 0-87975-653-5. 
  3. ^ Turnbull, Don (Dec/January 1978-1979). "Open Box: Players Handbook" (review). White Dwarf (Games Workshop) (10): 17. 
  4. ^ Cook, David (1989). Player's Handbook. TSR. ISBN 0-88038-716-5. 

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