AD&D Cleric

by LegendarySenna

Search GM Binder Visit User Profile

Cleric Abilities 125 Points

Ability List

  1. Animal Empathy (10 CP): Modify animals' reactions.
  2. Armor Class Improvement (15 CP): Natural AC improves by one point at even levels to a maximum of AC 2.
  3. Casting Time Reduction (5 CP): Casting time of spells is reduced by 1.
  4. Cold Resistance (5 CP): +2 bonus to saving throws vs. natural and magical cold.
  5. Combat Bonus (20 CP): THAC0 advances at warrior rate of 1 per level.
  6. Communication (10 CP): Learn one language per level.
  7. Detect Evil (10 CP): Use detect evil once per day per two levels.
  8. Detect Undead (10 CP): Use detect undead once per day per two levels.
  9. Expert Healer (10 CP): Gain one additional cure light wounds per day.
  10. Extended Spell Duration (10/15 CP): Increase duration of noninstantaneous spells.
  11. Fire/Electrical Resistance (7 CP): +2 bonus to saving throws vs. fire or electrical effects.
  12. Followers (5/10 CP): Gain followers as described in the Player's Handbook.
  13. Hit Point Bonus (10 CP): Use a d10 for Hit Die instead of a d8.
  14. Identify Plants and Animals (5/8 CP): Ability to identify natural plants, animals, and pure water.
  15. Immunity to Charm (5+ CP): Immunity to charm effects from related creatures.
  16. Immunity to Magic (15 CP): Partial immunity to one type of magic.
  17. Immunity to Natural Disease (10 CP): Immune to normal diseases.
  18. Inspire/Enrage Allies (5/10 CP): Inspire or enrage allies in battle.
  19. Know Alignment (15 CP): Use know alignment once per day per two levels.
  20. Lay on Hands (10 CP): Cure up to 2 points of damage per level once per day.
  21. Pass Without Trace (5/7 CP): Gain the ability to pass without trace.
  22. Proficiency Group Crossovers (5+ CP): Learn nonweapon proficiencies from other character groups' lists.
  23. Purify Water (5 CP): Use purify food and drink spell on water or brine.
  24. Resist Energy Drain (5/15 CP): Gain a bonus to saving throws vs. energy drain.
  25. Secret Language (5 CP): Share a secret form of communication.
  26. Shapechange (15+ CP): Change into mammal, reptile, or bird three times per day.
  27. Spell-like Granted Power (special): Simulate effects of various spells.
  28. Spirit Powers (30+ CP): Command spirit powers.
  29. Thief Ability (10+ CP): Select thief abilities.
  30. Turn Undead (15 CP): Turn or destroy undead.
  31. Unarmed Combat Skills (15 CP): Specialist in unarmed combat.
  32. Warrior Ability Bonuses (15/20 CP): Gain bonuses based on Constitution and Strength.
  33. Weapon Selection (5/10 CP): Include favored weapons or choose any weapon.
  34. Weapon Specialization (25 CP): Specialize in a weapon.
  35. Wizardly Priest (25 CP): Treat one school of wizard spells as another sphere of access.

Optional Limitations

  1. Armor Restriction (5+ CP): Limited choice of armor.
  2. Awkward Casting Method (5 CP): Spells cast are unusually obvious.
  3. Behavior/Taboo (2 CP): Unusual code of behavior or conduct.
  4. Ceremony/Observance (5 CP): Faith demands observance of special event or ceremony.
  5. Difficult Spell Acquisition (5 CP): Spells can be gained only in specific circumstances.
  6. Fanaticism (5 CP): Intolerant faith; refuses to accept nonbelievers.
  7. Hazardous Spells (10 CP): Casting spells can have harmful side-effects.
  8. Limited Magical Item Use (5+ CP): Banned from using certain types of magical items.
  9. Limited Spell Selection (5 CP): Complex process to petition for spells.
  10. Reduced Hit Points (10/20 CP): Smaller Hit Die than normal.
  11. Reduced Spell Progression (15 CP): Memorize fewer spells of each level.
  12. Slower Casting Times (5 CP): Spells have unusually long casting times.
  13. Talisman/Symbol (8 CP): Spell powers focused through specific talisman or holy symbol.
  14. Weapon Restriction (5/15 CP): Further restrictions on weapon selection.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.