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# 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.