How To Enjoy The Cleric Class

The 50 Faith Build Class

I wanted to start a 'How To' series focusing on the D&D classes with a long history from OD&D to the present day. I have no experience with modern editions of D&D so I can't share my input of the classes we still have today. So I'll provide examples and discussions with classic D&D. so without further ado let's start with the Cleric!

When it comes to RPGs and video games. The White Mage, Healer, Paladins would fill the  support role in a party. Throughout every edition the cleric naturally fulfill the role of healing and Turning Undead. The Cleric was the very first healer before OD&D's Greyhawk supplement introduces the Paladin. Which allows a Fighter to perform healing while having military proficiency. However, the cleric remains the ideal archetype within a medieval fantasy world.

Why Play A Cleric?

This raises the question that most people wonder. Is it worth playing the Cleric? Well most would say no, but others welcome it in their games. A valid argument could be made on why Magic-users couldn't use healing and utility spells? Pits & Perils handles this well by giving Magicians access to both Heal and Cure though not as powerful. Another reason this class appears is mainly that it reflects  the medieval world. Clerics share similarities to the Knight Templar and Odo the Bishop.

When I played a 6th Level Cleric in a Castle Amber game. My character wasn't bound to only healing at the very beginning of the module. Sure our referee gave us an advantage by not starting at 3rd level. Otherwise, I would've had my cleric pray for two cure light wound spells. Anyways, why would a brand new player want to play the Cleric at 1st level if all they had was a mace and no healing? Well you could!

In most OSR games and the Basic D&D edition. the cleric was restricted to blunt weapons, but could wear any armor including shields. Most importantly they can turn undead! when it comes to undead that can be slain with magical weapons. The cleric progresses in level and are capable of turning higher level monsters like Vampires and Liches. When it comes to spell selection, here is what I would recommend to bring along your adventures:

  • Cure Light Wounds: Clerics at 2nd Level will desperately need this spell. Clerics simply heal 1d6+1 hit points onto their target. While I did say healing is what a cleric is limited too. You don't get many options at the very beginning and it's never worth picking a different spell after a day's rest.
  • Bless: Simply provides a bonus to attack rolls, saving throws and boost in morale for hirelings. A really powerful spell to utilize.
  • Find Traps: Only ideal when a Thief is not around. It can detect both magical and mechanical traps, but not disarm them. I would suggest this if you have the extra spell slot.
  • Cure Disease: as the name suggests, there are some monsters that will ruin your PC's physical health 
  • Remove Curse: as the name suggests, you will also encounter monsters with many special abilities that have a curse effect.
  • Sticks To Snakes: This is a really powerful spell when it comes to exploring the wilderness, especially in forest and grassland areas. They spawn 2d8 sticks into snakes and fight alongside your party until they are turned back to sticks or killed in combat. 50% of them can also be venomous and really alter the battles. 

You'll find other spells like Detect Magic or Speak To Plants/Animals don't sound useful at all. Which begs the question of why you should play a Cleric? role-play reasons. 

A Cleric with True Intentions

Clerics are bound to the code of Law (or Chaotic, which altars the game). Groups will sometimes have murder hobos and cutthroats, that may either be your downfall or prosperity. Mechanically, the cleric loses their spells if they break their religion's code and simply become mediocre Fighters. So Referee's have to ensure Clerics belong in the group. Of course, Chaotic clerics in a Chaotic and/or Neutral group will thrive simply because their beliefs don't align to a Lawful Character.

Players can work with the referee on the inner workings of the campaign should it slowly grow.

Who do they worship? what are their beliefs? Why are they embarking on an adventure?

Clerics thrive in role-playing. It especially creates lore on how the campaign was before the creation of humanity. Let's say for instance the God of War. A cleric will traverse the dangerous world with valor and pride. They could believe the strongest outlive the weak (chaotic) or be a protector of the innocent (lawful). 

The Goddess of Justice believes in the fairness in the court of law. They will hunt down criminals and only aid those with good intentions. 

There is a bit of flexibility here. 

Example #1: Colombus 

I've managed to find my 6th Level Cleric named Colombus from Castle Amber. I vaguely remember how we began the module and where we left off. Off the top of my head we were entering the castle to investigate what had happened to the people. At some point we found a lady in a botanical garden with a unicorn. All of a sudden we were attacked by monsters that made us fight in the greenhouse for some time. Before a player burned down the trees in the area, I asked the DM if there were any branches/sticks laying around the area for me to use Sticks To Snakes. Once It was my turn my spell was successful and our encounter became a lot more easier to handle. The combat came to a close when everything was dead and we progressed further where we needed to go. Though the owner isn't gonna like the burned down greenhouse.

Example #2: Pits & Perils

I had a short solo campaign with a cleric who happened to be apart of the group in the town of Evelyn. They fought in the ruins of memories against orcs, bugbears and brigands. Which she volunteered to eliminate the threat with her party and save the town of Evelyn. Though clerics in Pits & Perils are purely healers and lack any spells like protection from evil, striking or stick to snakes. She was lawful and had always supported the group even when expeditions at times were rough. Our next destination arrives at the Caves of Chaos (not the actual one, unoriginal name) and she turned some skeletons in a burial chamber that fled at the end of the combat round.   

Conclusion

Clerics are not a class most people would not enjoy playing and stick to the Elf or Magic-User for spellcasting. Pits & Perils Magicians have more flexibility to perform healing and curing disease, but the cleric is superior to miracles and actually turning undead. Though it really is your decision as the referee (or player) to include Clerics or any holy character. In-fact house rule the game by adding healing rules without the cleric or flavor the class with additional spells not tied to healing. Stay Tuned for the Fighter Class!   

 

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