The Cleric is – by and large – OK. Perhaps a little more combative than is strictly appropriate, but the existence of chaplains and martial orders, as well as the ability to make characters with different emphases, doesn’t make that so much of a problem.
A few changes are, however, needed. Obviously, the miraculous curing of wounds is something that shouldn’t happen – if at all – until the higher levels, but people can draw strength from faith and faith can motivate and move people. As such, what would heal normally, would now restore or grant temporary heroism.
Rather than material costs, higher level spells like resurrection would require donations or the sacrifice of experience points.
- Hit Points: 5+Con Bonus.
- Heroism: 1d8/Level
- Light Armour, Medium Armour, Shields.
- Simple Weapons.
- Saving Throws: Wisdom/Charisma
- Skills: Any two of the following: History, Insight, Meicine, Persuasion and Religion
Five of the following, multiples are permitted – Fine clothes, vestments, mace, club, warhammer, chain mail, leather armour, light crossbow, pistol, 20 rounds of ammunition for a weapon, priest’s pack, explorer’s pack, shield, holy symbol.
Clerics retain spellcasting and channel divinity (along with destroy undead), but with a severely limited spell list and only one domain…
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