Clerics are armored priests who serve Good/Law or Evil/Chaos. You are a champion of your faith and moral alignment. You might be a sinister witch-hunter, an exorcist of demons, a shining knight of the faith, or a secret agent of the Temple hierarchy. Because most of a Cleric’s abilities are oriented toward healing and protecting, Clerics tend to play a support role during combat, backing up the front line, but able to stand shoulder to shoulder with the party’s Fighters if need be—at least for a while.
- Hit Points: 7
- Base To Hit: +0
- Saving Throw: 15 – you gain a +1 to saves vs. Death and Poison
- Damage: 1d6
- Turn Undead The Cleric can “Turn” the undead, making them flee from the Cleric’s holiness (or, in the case of an Evil Cleric, bringing them to heel as servants and minions).
- Wisdom bonus for XP: The Cleric gains a bonus or penalty to experience points earned based on their Wisdom. See the Universal Ability Bonus chart.