White Sandbox Cleric

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Here is a random generator for cleric's gods

Clerical Fundamentals

Armor/Shield Permitted: Any
Weapons Permitted: Blunt only – club, flail, hammer, mace, oil, staff. No missile weapons other than oil (or a sling, if the GM permits)
Prime Attribute (5% xp bonus) Wisdom 13+ (cumulative)

Cleric Class Abilities

Spell Casting: Clerics cast divine spells from a specific list, per the table below. Each day, the cleric prays for a certain set of spells, choosing any spells from the standard list. Clerics of specific gods might have entirely different sets of spells as designed by the GM, but the standard cleric picks from the standard list. Once a spell is cast, it cannot be cast again until the next day, unless the cleric can prepares the spell more than once.
Banishing Undead: Clerics 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).
Religious Stronghold (9th level): At ninth level, a cleric character may establish a stronghold and attract a body of loyal (or perhaps even fanatic) men-at-arms who will swear fealty to him. See Baronies.

Cleric Special Abilities

All clerics choose one of the following, or work with the referee to create a similar special ability. Human clerics may select or create two special abilities.
- Oracular Trance. The cleric has performed a grueling ritual that leaves them able to enter a catatonic state in which they become receptive to divinations, but permanently drains them of one point of Wisdom. Entering the trance is instantaneous, after which the player temporarily loses one point of Wisdom and rolls 1d8 to determine how many rounds they will remain in the trance. During this time, they are paralyzed; afterwards, the player and the referee roll for surprise (no modifiers). If the player is surprised, the divination contains untruth as well as truth; fif the referee is surprised, the divination contains only truth; if both were surprised, the divination contains truth as well as falsehood. Temporary Wisdom loss is regained at the rate of one point every eight hours.

- Lucky Coin. The cleric possesses a talisman that they believe indicates the favor or disfavor of the gods. Owning this talisman causes the cleric to permanently lose one point of Charisma, as they become sullen and deflated when its luck turns away from them. When faced with a binary choice, the player of the coin's owner may flip a coin to decide which option to pursue. If, in the DM's judgement and the eyes of the character's deity, the result of this choice would bring woe to the cleric, the DM will inform the player that their lucky coin revealed a different result. Each toss of the coin causes the cleric to temporarily lose 1 point of Charisma.

- Restore Spirits. The cleric can minister to a comrade and buck up their fighting spirit, enabling them to re-roll their hit dice. If the new result is higher than the character's previous maximum hit point total, this becomes their new maximum. Accumulated damage is subtracted from this new maximum to determine current hit points. Restoring spirits takes 1 round, after which the cleric must save vs. death ray or suffer damage equal to the sum of all hit dice that rolled identical numbers. (Example: Faithful Lurue restores the spirits of Balto, a myrmidon. Balto rolls 6 dice for his new maximum hit points; two of these dice come up 6's, while three come up 1's. Lurue fails her saving throw and suffers 15 points of damage.)

Cleric Advancement Table

Level Experience Points Required Dice for Accumulative Hits Fighting Capability Spell Preparation Capability
1 0 1 + 1 Man +1 None
2 1,500 2 Man +1 1 - - - - - -
3 3,500 3 2 Men 2 - - - - - -
4 6,500 4 3 Men 2/1 - - - - -
5 14,000 3 Men + 1 10 2/2/1/1 - - -
6 30,000 5 Hero -1 2/2/2/1/1 - -
7 60,000 6 Hero 2/2/2/2/2 - -
8 110,000 7 Hero +1 2/2/2/2/2 - -
9 165,000 7 + 1 Superhero -1 3/3/3/2/2 - -
10 225,000 7 + 2 Superhero -1 3/3/3/3/3 - -
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