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    Cleric Class Default Abilities

    Devoted to the divine and stewards of faith, clerics may wear all types of armor but no greater than chainmail. Clerics are bound by tradition to blunt weapons - maces, hammers, flails, staves, and similar arms - never blades. If in doubt, consult with your DN.

    A cleric starts with 8 HP and gains +8 HP every level. They begin with no gear, carrying only a religious symbol, and receive 150 gold pieces to purchase weapons, armor, and other equipment.

    Requirement: to be a cleric class, your Wisdom ability score must be at least 16.

    Cleric Default Class Abilities

    Divine Ward

    Once per day, call upon faith to shield yourself or an ally within sight. Gain +DR 2 against one attack. At 3rd level this becomes +DR 3. At 5th level, you may shield yourself or an ally within sight with +DR 5.

    Blessing

    Once per day, grant +1 to a roll (attack, save, or chance) for yourself or an ally. At 4th level this becomes +2 to a roll. At 7th level this becomes +3 to a roll.

    Sacred Oath

    You may wield holy symbols as a focus. Certain items may empower your spells or grant unique abilities at the DN’s discretion.

    Divine Call

    Once per month, you may call for divine intervention when you are near death or in grave danger. There is a 10% chance your deity will appear personally, and a 25% chance they will send a messenger. These chances increase by 1% per level. Intervention ensures you survive the moment, and may secure your safety.

    Sanctify

    Once per day, create a 10-foot aura around you for 1 minute. Allies within the aura gain +1 to saves, while enemies suffer -1 to saves. At 4th level, allies gain +2 to saves and enemies suffer -2 to saves, and the aura expands to 20 feet. At 6th level, you may center the aura on a point you can see, up to 100 feet away.

    Turn Undead

    Casting Time: Turn
    Range: 30 feet radius
    Duration: 2d6 rounds or destroyed
    Save Roll: Wis Mind
    Effect: Channel divine power that affects a Cleric’s pool of undead HP. Undead turned or destroyed from line of sight.

    Turning Pool
    Pool = 20 × Cleric Level.

    You may choose to target specific undead instead of going lowest HP first, until your HP pool either runs out or too low to be effective.

    Undead whose HP exceeds your remaining pool are completely unaffected - no save, no partial effect.

    Saves by Undead
    Undead with HP ≤25: No Save Roll.
    Undead with HP ≥26: Wis Mind save to resist.

    Outcomes

    Turned: The undead flees for 2d6 rounds. If unable to escape, it becomes clumsy in combat, suffering -4 to attack rolls until the effect ends.

    Destroyed: If undead’s HP ≤ 10 × Cleric Level, they are dusted instead of turned.

    Progression:

    Level 1 Cleric = 1 cast/day, Pool 20 HP, Destroy monsters with ≤ 10 HP
    Level 4 Cleric = 2 castings/day, Pool 80 HP, Destroy monsters with ≤ 40 HP
    Level 6 Cleric = 3 castings/day, Pool 120 HP, Destroy monsters with ≤ 60 HP
    Level 7 Cleric = 3 castings/day, Pool 140 HP, Destroy monsters with ≤ 70 HP
    Level 9 Cleric = 3 castings/day, Pool 180 HP, Destroy monsters with ≤ 90 HP

    Notes

    HP Pool is restored if you’ve meditated that morning, else spent HP Pool doesn't replenish. Mind effects ignore DR.

    Intelligent undead that successfully save are unaffected and don’t consume pool.

    Consult with DN to determine which monsters are “undead” or “intelligent undead”.